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

manny THANKS for your work!
could you please add also

GUARDIAN GAUSS CANNON [FIXED SMALL & MEDIUM] (MODIFIED) ?​

Pre-Engineered Class 1 and Class 2 Guardian Gauss Cannons with High Capacity and a special Burst Fire modification named "Modified Gauss Cannon" can be purchased from the Guardian Technology Broker at Bright Sentinel and Prospect's Deep in Mbooni. Unlike unlocking most other Technology Broker items, which makes them permanently available for purchase with credits at station outfitting services, unlocking a Modified Gauss Cannon immediately places one module in local storage at no additional cost. The module must also be unlocked repeatedly in order to obtain multiple copies. Note that although the included modifications can be removed, Engineers cannot re-apply them or apply any other modifications to these modules.

Unlocking the Class 1 version requires the following Materials and Commodities:

Unlocking the Class 2 version requires the following Materials and Commodities:

many thx!
 
What do the different colors mean? Many thanks for your help in advance.

2022-07-19 14 41 14.png
 
What do the different colors mean? Many thanks for your help in advance.

View attachment 314911

40% power, blue
50% power, green

for setting power priorities

Edit: this might be a bit cryptic on my side.
When setting power priorities, you can adjust priorities to make sure certain modules never run out of power
When the PP is hit and malfunctions, the power drop to 40% for several seconds.
When PP reaches 0% integrity, it's total power levels drop to 50%
 
Last edited:
40% power, blue
50% power, green

for setting power priorities

Edit: this might be a bit cryptic on my side.
When setting power priorities, you can adjust priorities to make sure certain modules never run out of power
When the PP is hit and malfunctions, the power drop to 40% for several seconds.
When PP reaches 0% integrity, it's total power levels drop to 50%
Blue modules are still supplied at 50% power, green modules at 40%.
Did I get it right?
 
In Inara and EDSY, the options in the blueprint for the thrusters are labeled differently. Why is that?
 

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Updated to v3.8.11.1:
  • added an export link for EDOMH (thanks jixxed!)
  • added pre-engineered Guardian Gauss Cannons (thanks Big Malibu!)
  • fixed a bug with G5 Long Range on Burst and Pulse Lasers setting damage falloff too short (thanks CMDR Cal Dallicort!)
  • fixed Multi Limpet Controllers not being limited to 1 module, again, for real this time (thanks Cometborne!)
 
Question: Are the pre-engineered items in EDSY? I was looking for the pre-engineered 5A FSD but I don't see those items.
 
Question: Are the pre-engineered items in EDSY? I was looking for the pre-engineered 5A FSD but I don't see those items.
Yes. The FSD is the last one in the list in a different colour and font.
Updated to v3.7.5.8:
  • added pre-double-engineered modules as built-in saved modules, appearing with a yellow tint in the module browser
  • added a mouseover popup for the full build name in case it's truncated in the Shipyard table (thanks CMDR Heegs Fellowes!)
 
Hi @taleden ,
a couple of issues with the current version of EDSY (3.8.11.1) I have run into:
  1. For shield generators, the Regen Rate stat is locked, which means legacy mods with a secondary effect that changes the said stat do not import correctly. (This is similar to the FSD Max Fuel Per Jump issue I have reported in January, and I guess the fix will be analogous.)
  2. Pre-engineered AX Fixed Missile Launchers from the “Support the Sirius-Alliance Defense Pact” CG do not import correctly, and cannot be modelled at all, even in the experimental mode, because there are no blueprints defined for AX missile launchers.
  3. While pre-engineered Guardian Shard Cannons (LR) can be selected in outfitting, importing a loadout containing them reports an “Unknown blueprint” error (although they do appear to import correctly). There may be a similar issue with other pre-engineered Guardian modules, but I do not have those, so I cannot test them.
  4. Remote release flak launchers with the ‘decorative’ blueprints (from the Winking Cat treasure hunt) likewise cause “Unknown blueprint” errors on import. (Yes, I do realise those launchers are useless in actual combat; still, I think it would be good to be able to import loadouts that contain them without errors.)
Here (spoilerified so that the post does not take an entire page by default) is a stripped-down loadout that demonstrates the first three issues:
JSON:
{
  "event": "Loadout",
  "Ship": "typex_3",
  "Modules": [
    {
      "Slot": "LargeHardpoint1",
      "Item": "hpt_atdumbfiremissile_fixed_large",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 24,
      "AmmoInHopper": 256,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 13.6,
            "OriginalValue": 8.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.944,
            "OriginalValue": 1.62,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.192,
            "OriginalValue": 0.24,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 24.0,
            "OriginalValue": 12.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 256.0,
            "OriginalValue": 128.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint1",
      "Item": "hpt_atdumbfiremissile_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 16,
      "AmmoInHopper": 128,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.8,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.44,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.112,
            "OriginalValue": 0.14,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 16.0,
            "OriginalValue": 8.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 128.0,
            "OriginalValue": 64.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint2",
      "Item": "hpt_atdumbfiremissile_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 0,
      "AmmoInHopper": 0,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.8,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.44,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.112,
            "OriginalValue": 0.14,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 16.0,
            "OriginalValue": 8.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 128.0,
            "OriginalValue": 64.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint3",
      "Item": "hpt_guardian_shardcannon_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 5,
      "AmmoInHopper": 180,
      "Engineering": {
        "EngineerID": 300001,
        "BlueprintID": 128988382,
        "BlueprintName": "weapon_longrange",
        "Level": 1,
        "Quality": 0.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.0,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 2.783,
            "OriginalValue": 1.21,
            "LessIsGood": 1
          },
          {
            "Label": "DistributorDraw",
            "Value": 3.43,
            "OriginalValue": 0.65,
            "LessIsGood": 1
          },
          {
            "Label": "ThermalLoad",
            "Value": 19.800001,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "ArmourPenetration",
            "Value": 90.900002,
            "OriginalValue": 45.0,
            "LessIsGood": 0
          },
          {
            "Label": "MaximumRange",
            "Value": 2999.998291,
            "OriginalValue": 1700.0,
            "LessIsGood": 0
          },
          {
            "Label": "ShotSpeed",
            "Value": 6299.208984,
            "OriginalValue": 1133.333374,
            "LessIsGood": 0
          },
          {
            "Label": "Jitter",
            "Value": 1.5,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "DamageFalloffRange",
            "Value": 1499.999146,
            "OriginalValue": 1700.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "Slot01_Size6",
      "Item": "int_shieldgenerator_size5_class5",
      "On": true,
      "Priority": 1,
      "Engineering": {
        "Engineer": "Lei Cheung",
        "EngineerID": 300120,
        "BlueprintID": 128673839,
        "BlueprintName": "ShieldGenerator_Reinforced",
        "Level": 5,
        "Quality": 0.0,
        "Modifiers": [
          {
            "Label": "ShieldGenStrength",
            "Value": 155.852432,
            "OriginalValue": 120.000008,
            "LessIsGood": 0
          },
          {
            "Label": "RegenRate",
            "Value": 0.947383,
            "OriginalValue": 1.0,
            "LessIsGood": 0
          },
          {
            "Label": "BrokenRegenRate",
            "Value": 2.899532,
            "OriginalValue": 3.75,
            "LessIsGood": 0
          },
          {
            "Label": "EnergyPerRegen",
            "Value": 0.686881,
            "OriginalValue": 0.6,
            "LessIsGood": 1
          },
          {
            "Label": "KineticResistance",
            "Value": 48.785748,
            "OriginalValue": 39.999996,
            "LessIsGood": 0
          },
          {
            "Label": "ThermicResistance",
            "Value": -4.465306,
            "OriginalValue": -20.000004,
            "LessIsGood": 0
          },
          {
            "Label": "ExplosiveResistance",
            "Value": 56.47279,
            "OriginalValue": 50.0,
            "LessIsGood": 0
          }
        ]
      }
    }
  ]
}
And here is a stripped-down loadout that exemplifies the fourth issue:
JSON:
{
  "event": "Loadout",
  "Ship": "empire_courier",
  "Modules": [
    {
      "Slot": "MediumHardpoint1",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008722,
        "BlueprintName": "Decorative_Red",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint2",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008721,
        "BlueprintName": "Decorative_Green",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint3",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008723,
        "BlueprintName": "Decorative_Yellow",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    }
  ]
}
 
Updated to 3.8.11.2, fixing everything reported by MartinG:
Hi @taleden ,
a couple of issues with the current version of EDSY (3.8.11.1) I have run into:
  1. For shield generators, the Regen Rate stat is locked, which means legacy mods with a secondary effect that changes the said stat do not import correctly. (This is similar to the FSD Max Fuel Per Jump issue I have reported in January, and I guess the fix will be analogous.)
  2. Pre-engineered AX Fixed Missile Launchers from the “Support the Sirius-Alliance Defense Pact” CG do not import correctly, and cannot be modelled at all, even in the experimental mode, because there are no blueprints defined for AX missile launchers.
  3. While pre-engineered Guardian Shard Cannons (LR) can be selected in outfitting, importing a loadout containing them reports an “Unknown blueprint” error (although they do appear to import correctly). There may be a similar issue with other pre-engineered Guardian modules, but I do not have those, so I cannot test them.
  4. Remote release flak launchers with the ‘decorative’ blueprints (from the Winking Cat treasure hunt) likewise cause “Unknown blueprint” errors on import. (Yes, I do realise those launchers are useless in actual combat; still, I think it would be good to be able to import loadouts that contain them without errors.)
Here (spoilerified so that the post does not take an entire page by default) is a stripped-down loadout that demonstrates the first three issues:
JSON:
{
  "event": "Loadout",
  "Ship": "typex_3",
  "Modules": [
    {
      "Slot": "LargeHardpoint1",
      "Item": "hpt_atdumbfiremissile_fixed_large",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 24,
      "AmmoInHopper": 256,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 13.6,
            "OriginalValue": 8.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.944,
            "OriginalValue": 1.62,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.192,
            "OriginalValue": 0.24,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 24.0,
            "OriginalValue": 12.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 256.0,
            "OriginalValue": 128.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint1",
      "Item": "hpt_atdumbfiremissile_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 16,
      "AmmoInHopper": 128,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.8,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.44,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.112,
            "OriginalValue": 0.14,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 16.0,
            "OriginalValue": 8.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 128.0,
            "OriginalValue": 64.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint2",
      "Item": "hpt_atdumbfiremissile_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 0,
      "AmmoInHopper": 0,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129015432,
        "BlueprintName": "Weapon_HighCapacity",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.8,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 1.44,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "DamagePerSecond",
            "Value": 21.270718,
            "OriginalValue": 15.35,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 29.779001,
            "OriginalValue": 30.700001,
            "LessIsGood": 0
          },
          {
            "Label": "DistributorDraw",
            "Value": 0.112,
            "OriginalValue": 0.14,
            "LessIsGood": 1
          },
          {
            "Label": "RateOfFire",
            "Value": 0.714286,
            "OriginalValue": 0.5,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoClipSize",
            "Value": 16.0,
            "OriginalValue": 8.0,
            "LessIsGood": 0
          },
          {
            "Label": "AmmoMaximum",
            "Value": 128.0,
            "OriginalValue": 64.0,
            "LessIsGood": 0
          },
          {
            "Label": "ReloadTime",
            "Value": 2.75,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "Jitter",
            "Value": 0.5,
            "OriginalValue": 0.0,
            "LessIsGood": 1
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint3",
      "Item": "hpt_guardian_shardcannon_fixed_medium",
      "On": true,
      "Priority": 0,
      "AmmoInClip": 5,
      "AmmoInHopper": 180,
      "Engineering": {
        "EngineerID": 300001,
        "BlueprintID": 128988382,
        "BlueprintName": "weapon_longrange",
        "Level": 1,
        "Quality": 0.0,
        "Modifiers": [
          {
            "Label": "Mass",
            "Value": 6.0,
            "OriginalValue": 4.0,
            "LessIsGood": 1
          },
          {
            "Label": "PowerDraw",
            "Value": 2.783,
            "OriginalValue": 1.21,
            "LessIsGood": 1
          },
          {
            "Label": "DistributorDraw",
            "Value": 3.43,
            "OriginalValue": 0.65,
            "LessIsGood": 1
          },
          {
            "Label": "ThermalLoad",
            "Value": 19.800001,
            "OriginalValue": 1.2,
            "LessIsGood": 1
          },
          {
            "Label": "ArmourPenetration",
            "Value": 90.900002,
            "OriginalValue": 45.0,
            "LessIsGood": 0
          },
          {
            "Label": "MaximumRange",
            "Value": 2999.998291,
            "OriginalValue": 1700.0,
            "LessIsGood": 0
          },
          {
            "Label": "ShotSpeed",
            "Value": 6299.208984,
            "OriginalValue": 1133.333374,
            "LessIsGood": 0
          },
          {
            "Label": "Jitter",
            "Value": 1.5,
            "OriginalValue": 5.0,
            "LessIsGood": 1
          },
          {
            "Label": "DamageFalloffRange",
            "Value": 1499.999146,
            "OriginalValue": 1700.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "Slot01_Size6",
      "Item": "int_shieldgenerator_size5_class5",
      "On": true,
      "Priority": 1,
      "Engineering": {
        "Engineer": "Lei Cheung",
        "EngineerID": 300120,
        "BlueprintID": 128673839,
        "BlueprintName": "ShieldGenerator_Reinforced",
        "Level": 5,
        "Quality": 0.0,
        "Modifiers": [
          {
            "Label": "ShieldGenStrength",
            "Value": 155.852432,
            "OriginalValue": 120.000008,
            "LessIsGood": 0
          },
          {
            "Label": "RegenRate",
            "Value": 0.947383,
            "OriginalValue": 1.0,
            "LessIsGood": 0
          },
          {
            "Label": "BrokenRegenRate",
            "Value": 2.899532,
            "OriginalValue": 3.75,
            "LessIsGood": 0
          },
          {
            "Label": "EnergyPerRegen",
            "Value": 0.686881,
            "OriginalValue": 0.6,
            "LessIsGood": 1
          },
          {
            "Label": "KineticResistance",
            "Value": 48.785748,
            "OriginalValue": 39.999996,
            "LessIsGood": 0
          },
          {
            "Label": "ThermicResistance",
            "Value": -4.465306,
            "OriginalValue": -20.000004,
            "LessIsGood": 0
          },
          {
            "Label": "ExplosiveResistance",
            "Value": 56.47279,
            "OriginalValue": 50.0,
            "LessIsGood": 0
          }
        ]
      }
    }
  ]
}
And here is a stripped-down loadout that exemplifies the fourth issue:
JSON:
{
  "event": "Loadout",
  "Ship": "empire_courier",
  "Modules": [
    {
      "Slot": "MediumHardpoint1",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008722,
        "BlueprintName": "Decorative_Red",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint2",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008721,
        "BlueprintName": "Decorative_Green",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    },
    {
      "Slot": "MediumHardpoint3",
      "Item": "hpt_flakmortar_turret_medium",
      "On": true,
      "Priority": 2,
      "AmmoInClip": 1,
      "AmmoInHopper": 32,
      "Engineering": {
        "EngineerID": 399999,
        "BlueprintID": 129008723,
        "BlueprintName": "Decorative_Yellow",
        "Level": 5,
        "Quality": 1.0,
        "Modifiers": [
          {
            "Label": "DamagePerSecond",
            "Value": 0.17,
            "OriginalValue": 17.0,
            "LessIsGood": 0
          },
          {
            "Label": "Damage",
            "Value": 0.34,
            "OriginalValue": 34.0,
            "LessIsGood": 0
          }
        ]
      }
    }
  ]
}
Thanks so much for the detailed reports and supporting Journal data! That made it very easy to add the AX Missiles and verify the fixes for all the rest. Cheers!
 
Can I request an edit-able field for the Rate of Fire on the Plasma Chargers? I want to find out what the distro draw & DPS is like when only firing fully charged shots. (I can kinda do it on my own with calculator and notepad, but still.)
 
Updated to 3.8.11.3:
  • added "REP" column to "ARM" stats panel, showing raw and effective total armour repair capacity using the best available Limpet Controller with full cargo of limpets (thanks DemiserofD!)
  • changed tooltips in the "SHD" stats panel to clarify that resistance from SYS pips is included in all effective strength and reinforcement values except the "RAW" row (thanks alterNERDtive)
 
To further the subject of the plasma chargers, the charged-up draw appears to be x10. (this info is also from DemiserofD): https://forums.frontier.co.uk/threads/so-them-overcharged-plasma-launchers.610103/post-9988505
I agree it would be nice to have a toggle between min- and max-charge usages of those weapons, but to do that properly I think I'd need more data on not just how the distributor draw scales but also how it interacts with things like the burst-interval and reload-time. (I vaguely recall somebody doing some testing that may have covered this way way back, but have no idea where to find that thread now.)
Also while I'm thinking about this thread... https://forums.frontier.co.uk/threa...ffected-by-hardpoint-size.507199/post-8744621
It would be nice to see actual ammo duration for plasma slug weapons based on the fuel tanks mounted.
So if I'm reading this right, the max ammo capacity of plasma slug weapons ought to be (FuelTanks+ReserveTank)*50, which would be easy enough to plug into that ammo duration stat. ...except, that's not just for the one weapon, it's shared by all weapons, which may have fairly different consumption rates based on their ROF and reload times. So for a single plasma slug weapon this would be easy to model, and for several identical weapons it wouldn't be much harder, but as soon as there's more than one that's slightly different (such as from slightly different engineering progression affecting ROF) it seems like it'd suddenly become quite complicated to model accurately. I could ballpark it by just using the average sustained-shots-per-second across all plasma slug weapons, but I'm not sure how accurate that would turn out to be in practice.
 
I agree it would be nice to have a toggle between min- and max-charge usages of those weapons, but to do that properly I think I'd need more data on not just how the distributor draw scales but also how it interacts with things like the burst-interval and reload-time. (I vaguely recall somebody doing some testing that may have covered this way way back, but have no idea where to find that thread now.)

So if I'm reading this right, the max ammo capacity of plasma slug weapons ought to be (FuelTanks+ReserveTank)*50, which would be easy enough to plug into that ammo duration stat. ...except, that's not just for the one weapon, it's shared by all weapons, which may have fairly different consumption rates based on their ROF and reload times. So for a single plasma slug weapon this would be easy to model, and for several identical weapons it wouldn't be much harder, but as soon as there's more than one that's slightly different (such as from slightly different engineering progression affecting ROF) it seems like it'd suddenly become quite complicated to model accurately. I could ballpark it by just using the average sustained-shots-per-second across all plasma slug weapons, but I'm not sure how accurate that would turn out to be in practice.

Well, anything that gets within the ball-park for comparison's sake at least would be appreciated by me - and surely an improvement over an indicated ammo duration of 1.6s or whatever it is currently. 😉

edit: I'm no numbercrunching wizard, but I feel like it'd be safe to not include the ReserveTank in the calculation, simply because the ship still needs some bare minimum amount of fuel anyway for maneuvering, under a normal circumstance.
 
https://edsy.org/s/vIlA8Oq Something about the predicted heat calculation for packhound missiles seems off with this loadout. In actual practice, this loadout overheats quite rapidly within a single packhound magazine when firing all weapons, and not even under maximum thrust. I think it's not adequately taking into account the heat impact while firing packhounds at maximum rate of fire?

(I'm going to be changing a number of other things in the meantime, such as trying Sturdy again, but thought I would at least give this a mention.)
 
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