Yeah, a default discount would be a good thing to add to the options, alongside the insurance level; I'll put that on the list.1) Is there a way to apply a 10% discount to everything? (eg; Founder's World global discount)
2) Some of my imported ships don't seem to be applying all the engineering mods unless I remove and re-add them. Is this a known issue?
I'll make a note to go double check the in-game ship prices again, but IIRC I checked most of them against Jameson (adjusting for my own 2.5% elite and 10% Jameson discounts).Found an error. I think most of the ship cost values are from a person who has elite. If I use just 15% in edsy I get them from Li space is the same price as I payed for with my 15% and 2.5% elite bonus.
I haven't gone through all your numbers yet to see where we differ, but right off I can tell you that the Imperial Hammer was tested and found to have a quirk (possibly a bug, possibly fixed now) that let it resume firing continuously after reloading without having to go through its charge-up time again. So there's a special case for the Hammer in the code to model this behavior, which has the effect of making its SROF better than its ROF, unlike every other weapon whose SROF should be the same or worse, depending whether it has any clip or reload time. So that'd be the first place to check your numbers to see if they then match.Edit: Also, Imperial hammers have their Sustained and DPS values wrong. I think the current sustained DPS is the correct value for actual DPS using only the 1.2second charge and fire time of the burst and any intervals.
The in-game ROF and DPS calculations can be misleading since they don't really model the way charge-time, burst-interval, and reload-time interact. The way EDSY calculates ROF for the un-modified 1D Rail Gun is with a 1.0 second charge-up time before the shot, and a 0.63 second delay after its 1-round "burst", for a 1.63 second total cycle time which is 1 / 1.63 = 0.61 shots per second. For SROF the reload time is factored in, but it turns out the charge-up time and the final burst-interval delay can overlap with the reload, so for this weapon it makes no difference: after the shot, 1.0 seconds are spent reloading at the same time as the 0.63 second delay and the 1.0 second charge-up for the next shot, by which time the reload is already done so it ends up with the same 1.63 second cycle time.I have ingame a 1D Rail Gun with Grade 4 Long Range and Plasma Slug and it tells me, that the Damage is 21,0 ,the Firerate is 1,6/second and therefore the Dps are 33,3/second
In EDSY an 1D Rail Gun, with Long Range Grade 4 and Plasma Slug, shows a Rate of Fire 0,6135 and with this the Dps are only 12,887 / s
Where this may break down is with Plasma Slug, which I haven't seen careful testing of so I'm not sure how that changes the reload time, if at all. But since this weapon's reload time is irrelevant due to its charge-up time, it may not make any difference to the actual observed rate of fire in-game.
That's on the list! Dunno when I'll get to it though.export to edengineer. any way this could be added?
There is a "backup all data" button in the help/options panel which will encode all your builds and preferences for you to copy over to another machine and/or browser, and then click the up-arrow-in-tray icon at the top left of a ship build to re-import (at some point I'll add a second, more obvious place to get to the import screen). The down-arrow-in-tray icon there can also be used to export a single build. In both cases though, it's a one-time manual copy; to continually keep builds in sync between devices you'd need some external tool to synchronize those browsers' localStorage, but I don't have any experience with such tools unfortunately.However, i am looking for a possibility to transfer my builds between several pc's. They seem to be stored somehow, but i can't transfer them