Release EDSY - The ship outfitting tool formerly known as E:D Shipyard; reimagined, redesigned, reborn

Am "building" some Mandalay variants on EDSY and noticed that the 5B SCO FSD just looked plain worse than the 5C. In-game data reveals the lower fuel consumption on the B-rated drive though.
Was gonna say I'd be happy to help if you would like assistance to gather this data for all available drives @taleden but then I realised that the Google sheet linked from @Osiliran's thread already has it :)
 
EDSY allows me to apply experimental effects to Guardian Hybrid Power Plants and to pre-engineered FSD's. This is not actually possible in-game.
 
An oddity in the jump range calcs has been nagging at me now and then since I returned to the game in recent weeks.
(I have a glimmer of a memory that I once understood the behaviour or at least thought I did, but I'm now totally unable to find any explanation for it.)

In the pic below, the ship has a CUR (current) range of 56.29 ly, while the UNL (unladen) range is 56.35 ly.
The tooltip for CUR is "Current values using configured ENG pips, fuel and cargo settings", while for UNL it's "Values with 4 ENG pips, full fuel, and no cargo".
As you can see I have full fuel and no cargo already set, so obviously CUR should match UNL. The difference between the two seems consistent with the size of the internal reservoir or fuel reserve tank - 0.5 t on the Mandalay shown here. (When I remove 0.5 t of mass the CUR become 56.35 ly.)

Setting aside whatever previous understanding I thought I had for the cause of this :) I'm now inclined to think that this is a bug. Unless of course... it's intentionally leaving out the reserve tank for this calc? (But why? Firstly, we have no control over it, and secondly I'd have expected only the MAX jump to take that approach.)
Btw, the in-game "current" jump with no carge is 56.29, and the maximum is 60.08, matching the CUR and MAX values from EDSY. There doesn't appear to be an in-game UNL equivalent. [edit: I think I was only looking in the Outfitting panel for a UNL-equivalent, but I now see that of course the Ship info tab in the RHS panel within the ship has the unladen jump distance!][edit 13/1/25: I now realise that the "unladen" value shown in the ship's RHS panel is not the same at all - it's really the maximum jump distance! 🤦‍♂️]

1734865074426.png
 
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An oddity in the jump range calcs has been nagging at me now and then since I returned to the game in recent weeks.

OK, I just found the rather helpful info below in the source code :)
In short, the game is wrong! My humble apologies, @taleden ;)
Code:
// get or compute derived stats
// fuelres does NOT count toward mass for purposes of jump fuel cost or routing:
// { "timestamp":"2024-11-07T18:38:16Z", "event":"Loadout", "Ship":"adder", "ShipID":99, "ShipName":"", "ShipIdent":"TA-07A", "HullValue":15986, "ModulesValue":1260121, "HullHealth":1.000000, "UnladenMass":59.500000, "CargoCapacity":0, "MaxJumpRange":21.072477, "FuelCapacity":{ "Main":8.000000, "Reserve":0.360000 }, "Rebuy":47852, "Modules":[ { "Slot":"TinyHardpoint1", "Item":"hpt_shieldbooster_size0_class5", "On":false, "Priority":0, "Health":1.000000 }, { "Slot":"Armour", "Item":"adder_armour_grade1", "On":true, "Priority":1, "Health":1.000000 }, { "Slot":"PowerPlant", "Item":"int_powerplant_size2_class2", "On":true, "Priority":1, "Health":1.000000, "Value":5204 }, { "Slot":"MainEngines", "Item":"int_engine_size2_class2", "On":true, "Priority":0, "Health":1.000000, "Value":5502 }, { "Slot":"FrameShiftDrive", "Item":"int_hyperdrive_size3_class4", "On":true, "Priority":0, "Health":1.000000, "Value":5502 }, { "Slot":"LifeSupport", "Item":"int_lifesupport_size1_class2", "On":true, "Priority":0, "Health":1.000000, "Value":453 }, { "Slot":"PowerDistributor", "Item":"int_powerdistributor_size1_class2", "On":false, "Priority":0, "Health":1.000000, "Value":1270 }, { "Slot":"Radar", "Item":"int_sensors_size3_class2", "On":true, "Priority":0, "Health":1.000000, "Value":3556 }, { "Slot":"FuelTank", "Item":"int_fueltank_size3_class3", "On":true, "Priority":1, "Health":1.000000, "Value":6197 }, { "Slot":"Slot01_Size3", "Item":"int_hullreinforcement_size3_class1", "On":true, "Priority":1, "Health":1.000000 }, { "Slot":"Slot06_Size1", "Item":"int_supercruiseassist", "On":false, "Priority":2, "Health":1.000000, "Value":8003 }, { "Slot":"Slot07_Size1", "Item":"int_dockingcomputer_advanced", "On":false, "Priority":2, "Health":1.000000, "Value":11852 }, { "Slot":"PlanetaryApproachSuite", "Item":"int_planetapproachsuite_advanced", "On":true, "Priority":1, "Health":1.000000, "Value":438 }, { "Slot":"VesselVoice", "Item":"voicepack_verity", "On":true, "Priority":1, "Health":1.000000 }, { "Slot":"ShipCockpit", "Item":"adder_cockpit", "On":true, "Priority":1, "Health":1.000000 }, { "Slot":"CargoHatch", "Item":"modularcargobaydoor", "On":false, "Priority":2, "Health":1.000000 } ] }
// { "timestamp":"2024-11-07T18:42:27Z", "event":"FSDJump", "Taxi":false, "Multicrew":false, "StarSystem":"LTT 4379", "SystemAddress":972566825323, "StarPos":[46.81250,28.87500,14.78125], "SystemAllegiance":"", "SystemEconomy":"$economy_None;", "SystemEconomy_Localised":"None", "SystemSecondEconomy":"$economy_None;", "SystemSecondEconomy_Localised":"None", "SystemGovernment":"$government_None;", "SystemGovernment_Localised":"None", "SystemSecurity":"$GAlAXY_MAP_INFO_state_anarchy;", "SystemSecurity_Localised":"Anarchy", "Population":0, "Body":"LTT 4379", "BodyID":0, "BodyType":"Star", "JumpDist":18.967, "FuelUsed":1.487030, "FuelLevel":6.512970 }
// this ship could only jump 18.94 LY including fuelres mass, but successfully jumped 18.967 LY from Shinrarta Dezhra to LTT 4379 using 1.487 T of fuel
// nonetheless, the in-game "current" jump distance is wrongly calculated including fuelres, so we unfortunately replicate that bug here so folks don't complain about the mismatch
 
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It definitely should be possible to apply experimental effects to pre-engineered FSDs; if it is not possible right now it is a bug in the game.

Guardian Hybrid Power Plants, OTOH, that’s indeed an EDSY bug.
Thank you for making me double-check. pre-engineered FSD's can indeed have experimental effects, but you have to select Increased FSD Range first.
By default it selects Faster FSD Boot Sequence, which while installed as well (it being double-engineered), does not allow any experimental effects.
 
Thank you for making me double-check. pre-engineered FSD's can indeed have experimental effects, but you have to select Increased FSD Range first.
Yes, because the blueprint of the pre-engineered FSDs is “Increased FSD Range” (easily verified in outfitting), and you can apply experimental effects only when the current blueprint is selected.
By default it selects Faster FSD Boot Sequence,
because that one comes first in the alphabetic order of blueprint names,
which while installed as well (it being double-engineered), does not allow any experimental effects.
Actually, modules can have only one blueprint applied at a time; the “double-engineered” thing is best thought of as a marketing pitch (although unlike most marketing pitches, it describes the product quite accurately). From the perspective of game mechanics, the additional stats modifiers (relative to the ordinary grade 5 Increased FSD Range blueprint) are more like the “secondary effects” in the pre-Beyond engineering implementation.
 
So not sure if this is another EDSY bug or if I am just lost.
According to EDSY I can engineer fixed mining lasers and abrasion blasters, and it even tells me what materials I need to use for it.
But I can't figure out what engineer I would go to for this.
Since the materials are the same as for the combat lasers, I tried Tarquin but he won't do it.
 
So not sure if this is another EDSY bug or if I am just lost.
According to EDSY I can engineer fixed mining lasers and abrasion blasters, and it even tells me what materials I need to use for it.
But I can't figure out what engineer I would go to for this.
Since the materials are the same as for the combat lasers, I tried Tarquin but he won't do it.
You’re not lost; this is another limitation of the current EDSY code. Pre-engineered mining lasers have a Long Range blueprint applied, so EDSY allows selecting it, even though it is not obtainable from any engineer.

Again, I recommend verifying with Inara that a particular blueprint or experimental effect is actually available from engineers before putting in-game effort into it.
 
Long term fan of coriolis/orbis. you converted me since my return. love the shareability and mobile responsiveness! 10/10 ship build tool
 
Good point well made but this mass lock puts the corsair in the same mass range as the Adder and Courier (sub 100t)
1744292354651.png

whereas in reality it has a mass somewhere around the 600 - 700 which would be amongst this lot.
1744292492504.png

I have to assume that Fdev have screwed this one, not Edsy. Maybe they copied and pasted the Courier. in game.
 
Good point well made but this mass lock puts the corsair in the same mass range as the Adder and Courier (sub 100t)
View attachment 425695
whereas in reality it has a mass somewhere around the 600 - 700 which would be amongst this lot.
View attachment 425697
I have to assume that Fdev have screwed this one, not Edsy. Maybe they copied and pasted the Courier. in game.
Could it be that the size of the thrusters influence the MLF?
 
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