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

Updated to v3.8.14.1:
  • added Enhanced AX Multi-Cannons
  • added pre-engineered Heat Sink Launcher with double Ammo Capacity
  • small correction to Mamba boost cost
  • small corrections to Plasma Accelerator damage type breakdowns
  • updated Prospector Limpet Controller limpet life times
  • small correction to 5E Recon Limpet Controller boot time
  • corrected 5B Prospector and Repair Limpet Controller integrities
  • updated AX Missile Rack ratings
  • updated Anti-Corrosion Cargo Rack names
 
Any ships in your fleet which already have the pre-engineered Heat Sink Launcher with double Ammo Capacity fitted will be displayed with the correct stats for the Heat Sink Launcher except the mass, which is displayed as 2.6 T, i.e. the mass of the original Heat Sink Launcher engineered with Ammo Capacity.

Likewise if you save that ship loadout on EDSY, when you reload it again you will note the mass is showing 2.6 T.

Heat Sink.png


I set up an Issue on github yesterday for this and have just checked it still exists.
 
Any ships in your fleet which already have the pre-engineered Heat Sink Launcher with double Ammo Capacity fitted will be displayed with the correct stats for the Heat Sink Launcher except the mass, which is displayed as 2.6 T, i.e. the mass of the original Heat Sink Launcher engineered with Ammo Capacity.

Likewise if you save that ship loadout on EDSY, when you reload it again you will note the mass is showing 2.6 T.
This should be fixed now in 3.8.14.3 (but you'll have to re-import the affected ship in order for EDSY to notice that the pre-engineered Heat Sink breaks the rules of the baseline blueprint).
 
Greetings! I recently moved houses, and all of my EDSY builds seem to have disappeared from my browser now. Importing from Frontier only grabs my current craft but none of my theorycrafts or future builds. Is it possible to restore them?
 
Greetings! I recently moved houses, and all of my EDSY builds seem to have disappeared from my browser now. Importing from Frontier only grabs my current craft but none of my theorycrafts or future builds. Is it possible to restore them?
EDSY stores builds in your browser’s local storage (similar to cookies), so the only way to recover your builds is if you can access the old computer where you stored the builds (assuming the local storage has not been deleted there). If you can do that, use the “Backup all data” function in EDSY’s help screen, then use Ctrl+C to copy the JSON data that EDSY will show in a pop-up frame. You can then e.g. paste them into Notepad and save to a file. Then, on your new machine, use EDSY’s “Restore data” function and paste the saved data.
 
Hi Taleden,

Linked to one of your forum post with requests for some minor changes.


There are a number of other Guardian/Modified Weapon modules with seemingly arbitrary figures. If I were to put some data forward, would you want it in any particular format?
 
EDSY's own thread would be a better place for this report; I'll take a look, but in brief, you may be noticing that the in-game UI gives wrong information for the damage of AX weapons: it reports the full value of all other damage types, but the AX component of damage is penalized 90% in the in-game UI, making AX weapons appear weaker than they actually are (when used against xeno targets).

Thank you for the reply and for @DemiserofD who pointed out some multipliers in the other thread.

So, for the Modified Guardian PC when I'm looking at the 4.6 Damage, is that Human damage + a component of AX damage?

AX weapon showing 4.6 ingame:

against human targets, damage = 4.6 * ?
against xeno targets, damage = 4.6 * ?

Screenshot (994).pngScreenshot (995).png
 
Thank you for the reply and for @DemiserofD who pointed out some multipliers in the other thread.

So, for the Modified Guardian PC when I'm looking at the 4.6 Damage, is that Human damage + a component of AX damage?

AX weapon showing 4.6 ingame:

against human targets, damage = 4.6 * ?
against xeno targets, damage = 4.6 * ?

View attachment 338957View attachment 338959
The base 2B/F GPC deals 5 total damage, which is composed of 50% (2.5) absolute and 50% (2.5) anti-xeno damage (EDSY shows the damage type breakdown down at the bottom of the weapon details panel). The Salvation Modified GPC gets +66% (5 * 1.66 = 8.3) total damage, which is still 50% (2.5 * 1.66 = 4.15) absolute and 50% (2.5 * 1.66 = 4.15) anti-xeno.

The in-game UI reports only 10% of anti-xeno damage, presumably because human ships have 90% resistance to anti-xeno damage, so what you see in-game is 4.15 (absolute) + 10% * 4.15 (anti-xeno) = 4.565, rounded to 4.6. So against human targets, yes, you'll do 4.565 damage per shot (because of the 90% anti-xeno resist and 0% absolute resist); against xeno targets you'll presumably do the full 8.3, if we assume that all xeno targets also have 0% absolute resist and 0% anti-xeno resist.
 
It is possible that in the actual implementation the AX damage has a 10× multiplier for Thargoid ships (IOW, they have a −90% AX resistance); also, weapons probably have independent stats for each kind of damage. So I guess the base 2B/F GPC actually has 2.5 absolute damage and 0.25 AX damage for the total of 2.75 (which the UI rounds to 2.7). Confusing for players, but not really complicated.
 
@taleden I have just noticed that v3.8.14.4 has a serious loadout import bug: neither DamagePerSecond nor RateOfFire weapon modifiers are imported (checked with a number of different loadouts with different weapons, including efficient beam lasers, rapid fire pulse lasers, and rapid fire MCs).

EDIT: just checked, this got broken in commit 05870b6dfe6e58dce1c2293f249d124f6f4ec2cf.
 
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Updated to v3.8.14.5:
  • added fixed-mount Enhanced AX Missile Racks and gimballed-mount Enhanced AX Multi-Cannons
  • fixed a bug when importing ROF modifiers in Journal/API loadouts (thanks MartinG!)
  • fixed Phasing Sequence being available to all multi-cannons, rather than only the 2E/F (for which it's only possible on a pre-engineered module) (thanks Garyx!)
  • corrected Breach Damage of various AX weapons
  • split AX Missile Racks and AX Multi-Cannons into separate outfitting groups in the module browser
  • added more compact abbreviations for Enhanced AX weapons and Multi-Limpet Controllers in the module browser
 
  • fixed a bug when importing ROF modifiers in Journal/API loadouts (thanks MartinG!)
Hmm, there is still a bug in v3.8.14.5 when importing modified beam lasers.
This test loadout:
JSON:
{
  "event": "Loadout",
  "Ship": "anaconda",
  "Modules": [
    {
      "Slot": "HugeHardpoint1",
      "Item": "hpt_beamlaser_gimbal_huge",
      "On": true,
      "Priority": 3,
      "Engineering": {
        "Engineer": "Broo Tarquin",
        "EngineerID": 300030,
        "BlueprintID": 128739091,
        "BlueprintName": "Weapon_Efficient",
        "Level": 5,
        "Quality": 1.0,
        "ExperimentalEffect": "special_weapon_damage",
        "ExperimentalEffect_Localised": "Oversized",
        "Modifiers": [
          {
            "Label": "PowerDraw",
            "Value": 1.40322,
            "OriginalValue": 2.57,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 41.738895,
            "OriginalValue": 32.68,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 4.9445,
            "OriginalValue": 8.99,
            "LessIsGood": 1
          },
          {
            "Label": "ThermalLoad",
            "Value": 4.248,
            "OriginalValue": 10.62,
            "LessIsGood": 1
          }
        ]
      }
    }
  ]
}
imports with Damage per Second = 33.66 instead of 41.74 as in the JSON (I guess what triggers the bug is the lack of a RateOfFire stat in beam weapons).
 
Hmm, there is still a bug in v3.8.14.5 when importing modified beam lasers.
This test loadout:
...
imports with Damage per Second = 33.66 instead of 41.74 as in the JSON (I guess what triggers the bug is the lack of a RateOfFire stat in beam weapons).
Ah, good catch! For most weapons, the "DamagePerSecond" modifier is redundant because it's really an underlying Damage or RateOfFire modifier (or both), so EDSY has always ignored it. And although beam weapons have no ROF, I thought they used to report Damage modifiers, but it's possible this has always been an issue and I just never happened to notice. Anyway, it should be fixed now in v3.8.14.6. Thanks!
 
Ah, good catch! For most weapons, the "DamagePerSecond" modifier is redundant because it's really an underlying Damage or RateOfFire modifier (or both), so EDSY has always ignored it. And although beam weapons have no ROF, I thought they used to report Damage modifiers, but it's possible this has always been an issue and I just never happened to notice.
Right, I have just double-checked with commit d903d1f (before the breakage) and it does ignore the DamagePerSecond stat, instead deriving both Damage and DPS from Level and Quality. I see there are a lot of special cases EDSY needs to cater to!
Thanks a lot for fixing this so quickly! :)
 
Updated to v3.8.14.7:
  • when selecting an outfitting slot with a module fitted that matches a stored module, that stored module is now selected in the left-panel picker and right-panel stored module dropdown, rather than the stock version of the module
  • added "V1" tags to several built-in pre-engineered modules available from the tech broker
  • added cost/discount data to stored modules, and corrected the price of several built-in pre-engineered modules
  • removed the built-in pre-engineered modules which were CG-only, to avoid misleading people into thinking they're generally available; if you have one, you can still import it from your build (or enter it manually) and save it as a stored module
  • corrected the jitter of the Cytoscrambler Burst Laser (thanks CMDR Pale Night!)
  • updated estimated breach damage of all Guardian weapons
  • fixed SLEF exports not including RateOfFire modifiers
Hopefully the removal of the built-in CG-only modules isn't too irritating to folks who have them -- you can still import them from your own build and re-save them as stored modules, but since most people don't have them and (probably) can't ever get them, I felt it was too misleading to keep them listed there for everyone. If you have any problems with importing those modules, please let me know (I'd also love any journal Loadout data for all the CG-only modules I don't have myself, so that I have samples to test with in the future to make sure they're importing correctly -- please feel free to send any along that you have).

The pre-engineered modules that are generally available (from Tech Brokers, Rescue Ships, Salvation, etc) are still built-in, since anyone who wants to use them in an EDSY build also has the option to unlock and get them in-game.
 
Hopefully the removal of the built-in CG-only modules isn't too irritating to folks who have them -- you can still import them from your own build and re-save them as stored modules, but since most people don't have them and (probably) can't ever get them, I felt it was too misleading to keep them listed there for everyone.
I don't think this will bug me too much, for various reasons (including that I don't own very many CG-only modules), but I do wonder if a good half-way house might have been to keep them in the tool but flag them more explicitly as CG-only, and maybe hide them behind a checkbox in the options?

Disclaimer: I can't recall the names etc. right now but from memory, I have the impression that it wasn't generally terribly obvious if a module was tech broker-only (and thus available to all, with enough faff) or CG-only and not generally available.

Before I fully read what you had said and spotted the words "stored modules" (I didn't know EDSY could do that!) I did worry that speculative builds from a mishmash of existing bits might be unduly hard.
 
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