<button name="storedbuild_reload" value="48346846834658346583465" class="label">BUILD NAME</button>
<button name="storedbuild_reload" value="48346846834658346583465" class="label" title="BUILD NAME">BUILD NAME</button>
" for "
That's a great idea; very simple to do and I can definitely see the value for your use case. It'll probably be in the next update. Thanks!If you were to change it to something like:
Anytime the name is shortened for the link/display area, hovering over it will still show the full build name.Code:<button name="storedbuild_reload" value="48346846834658346583465" class="label" title="BUILD NAME">BUILD NAME</button>
I have messed around with some settings but still cant get it to work, I did however get it to load ships if I click the ship link in Ed:Market Connector it will load in into EDSY. I use whatever ad blocker is default in google."EDSY-FDAPI connector error 0" means EDSY tried to make a javascript XMLHttpRequest() to a server-side FDAPI gateway script, and got back HTTP status code 0 (undefined) rather than 200 (OK). Status code 0 suggests to me that it didn't even try to send the request, which probably means your browser security settings stopped it for some reason. It works for me (in Firefox 85.0 on Linux Mint 20 with uBlock Origin installed), so I'm not sure what would be blocking it for you.
Am learning how to use this - very nice, and does some things much better than Coriolis.
I just hit a weirdness though: it doesn't seem to recognise military slots as being restricted in any way. Has there been a regression? (Earlier posts imply this should work fine.)
Thanks. I already checked that and it was off. I will have a play with deliberately enabling it...Go into "Help" and under "Options" make sure you don't have "Experimental Mode" enable. As I just went there and the Military slots are restricted properly for me.
Thanks. I already checked that and it was off. I will have a play with deliberately enabling it...
Edit: yeah that made no difference. Even in experimental mode it's supposed to show the illegal modules in red but that isn't happening. The version I'm getting is 3.7.5.6 - same as you?
OMFG. Thanks! I'm so used to the Coriolis layout (and so unused to EDSY!) that I just didn't see it. There is a shedload of info on the screen and I guess I need to review it more carefully
OMFG. Thanks! I'm so used to the Coriolis layout (and so unused to EDSY!) that I just didn't see it. There is a shedload of info on the screen and I guess I need to review it more carefully![]()
(In my head, "weapons capacitor draw" is synonymous with "distributor draw [from the WEP side]", but this may be wrong and might be at the root of the issue below.)
The second and third pics show the detailed info for the top two weapons - the 4A and (first) 3C multicannons, including distributor draw and just plain "power draw".
What's confusing me is that the distributor draw for the (efficient) class 4 gun is around 0.2 MW, i.e. around 60% as much as the 0.34 MW distributor draw for the (overcharged) class 3 gun. But the EPS figures are around a factor of 3 apart, at 0.69 MW/s* and 2.25 MW/s.
* presumably this unit should be MJ/s or just MW
The variable you're excluding is rate of fire. EPS is distributor draw per second, but "distributor draw" for non-beam weapons is per shot. The ROF of your engineered 4A is 3.367/s, while the 3C is 6.667/s. Multiplying those with the distributor draws yields the EPS as expected: 3.367 * 0.2035 = 0.685 ; 6.667 * 0.3375 = 2.250.
Well... O.M.G.Sure seems that way to me! I've mentioned that to FDev several times going back 3 or 4 years now or whenever I was first copying down module stats for edshipyard v0.1, but the game continues to use the nonsensical MW/s unit, so EDSY continues to follow suit. shrug
Thanks. I can't recall how carefully I tested any of the properties back in 2019, but I could have sworn that I was satisfied that (a) the pipSpeed entries in the Coriolis data were basically correct in terms of effect on pitch rate, and (b) that the pips truly did affect roll and maybe yaw too. I doubt that I did any testing in the T7 at the time, but for sure it was the appalling impact of reduced pips on agility in my AspX that made me investigate it all in the first place (and create the thread I linked above).I don't remember the full history of this question, but it recently came up in discord. TLDR: pips actually do affect all three rotational speeds in theory, but only one ship (the T7) has its hull properties configured to make this happen in practice; all other hulls do indeed only lose pitch speed with low pips, and to varying degrees for each hull (reflected in the "min pitch speed" hull attribute).