Elite Shipyard

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Love this so much, spend almost as much time iagineering future ship configurations as I do playing the game!

One question is would it be possible to add data for the heat mechanics? ie running level for the ship/modules?
 
Love this so much, spend almost as much time iagineering future ship configurations as I do playing the game!

One question is would it be possible to add data for the heat mechanics? ie running level for the ship/modules?
As soon as someone works out the formula to calculate that, sure. I'd also love to add something about how long weapons can be fired before the distributor's capacitor is empty, but again, I don't think anyone has figured out the math yet.
 
Hi taleden,

Please see the following collection of Dev interactions. They explain that earlier estimations of shield strength (maybe those incorporated into this tool) are incorrect, and explain how they can calculated. Essentially, there was a hidden parameter (that small guns under-perform against big targets)*, which gave a false impression of complexity and in actuality, true shield strength has a more simplified equation.

When hull mass equals minimum, optimal or max shield mass rating, the shields have 0.5-, 1.0- or 1.5-fold strength. Not sure which shield letter rating those three numbers apply to but the magnitude of those numbers varies across the shield letter ratings.

https://forums.frontier.co.uk/showthread.php?t=89770&page=10&p=1592018&viewfull=1#post1592018

I imagine that thread will update in time as this new info is utilised.

Regards,
Sparkie

Edit: *Which indicates that whilst stated DPS for larger classes of weapons doesn't particularly increase much, they will be more effective in practice unless shooting relatively smaller ships.
 
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Hi taleden,

Please see the following collection of Dev interactions. They explain that earlier estimations of shield strength (maybe those incorporated into this tool) are incorrect, and explain how they can calculated. Essentially, there was a hidden parameter (that small guns under-perform against big targets), which gave a false impression of complexity and in actuality, true shield strength has a more simplified equation.

When hull mass equals minimum, optimal or max shield mass rating, the shields have 0.5-, 1.0- or 1.5-fold strength. Not sure which shield letter rating those three numbers apply to but the magnitude of those numbers varies across the shield letter ratings.

https://forums.frontier.co.uk/showthread.php?t=89770&page=10&p=1592018&viewfull=1#post1592018

I imagine that thread will update in time as this new info is utilised.

Regards,
Sparkie
Thanks for the pointer -- I just posted in one of the threads where Mike Evans is talking about it, asking if he'd be willing to just give us the correct formula since it sounds like they're going to make the result visible in-game anyway. He might decline, but it's worth a shot.

At any rate, I wasn't actually involved in any of the testing that led to the current formula, so I don't know what ships and weapons they used or anything about their methodology. It sounds like that team has some more work to do given the new information, so if and when they come up with a better formula, I'll be happy to plug it in.
 
Just found the your shipyard tool, after seeing a mention in another thread. My planning requirements salute you, and have told me to get my wallet out. Poor wallet...

(On the immediate upside: if I want to Stick it to the Man, and use my own fuel scoop, rather than buying fuel, I should either prepare for many hours in orbit around stars, or observe that my savings in fuel costs have been vastly outweighed by the cost of the fuel scoop itself...)
 
Yeah, unfortunately the loaned equipment and Founders World discount do all have an effect on your rebuy cost, so it might not yet be possible to get the site to exactly agree with what you see quoted in-game. But as to your original question, I have the beta insurance myself and I'm pretty sure it is actually 96.25% and not 96; if you have 3200 credits to spare, you can verify yourself by purchasing a brand new Sidewinder (not at Founders World) and checking if the in-game rebuy cost is 1280 (96% insurance) or 1200 (96.25% insurance).

Thanks for that - will give it a go tonight if I have time. Will report back.

I have a problem! Won't let me buy a new ship with 40t of rares in my hold!

Next time I find myself devoid of cargo I will have to try it as I would like a definitive answer to this one. It may help others as well.
 
I've developed a simple web-based tool to experiment with outfittings and calculate jump ranges, buy/rebuy costs, etc.

Try it out here: http://www.edshipyard.com

I can't yet buy any of the larger ships so the ship and module data is limited to what's available on the wiki; I'll add more as people send me data.

Changelog
2015-01-05 v0.1 : first release
2015-01-06 v0.2 : added power usage for class 1-4 distributors and most class 1-6 internals
2015-01-07 v0.3 : added address bar hashes to post and share loadouts
2015-01-08 v0.4 : added Python support; export to text; power and cost toggles
2015-01-09 v0.5 : Imperial Clipper support; cargo hatch power toggle; corrected power usage of all distributors; a few class 3 weapons and class 7 internals
2015-01-11 v0.6 : Type-9 and Anaconda support; various module additions and corrections
2015-01-13 v0.7 : new domain name; a few more modules; bugfixes; page load performance tweaks
2015-01-14 v0.8 : Federal Dropship support; fixed jump ranges for 6B and 6A FSDs

This is an awesome tool mate... it's fun making my dream ship way out my price range but also invaluable for general planning and optimising.

Much REP! Nice one!
 
Ok, so ages back (or it seems to me :rolleyes:) I queried the starting loadout of the Imperial Clipper. Specifically, which compartment the shields were in at purchase. Well, I've just bought a brand new Clipper specifically for the Buckyball Run, and it turns out the shields are in the size 6 compartment, not the size 7. The attached image has a few basic items upgraded before I remembered about the shields, but the shields location and size have not been modified from purchase and neither has the cargo rack in the size 7 compartment :)

Screenshot_0026.jpg
 
Ok, so ages back (or it seems to me :rolleyes:) I queried the starting loadout of the Imperial Clipper. Specifically, which compartment the shields were in at purchase. Well, I've just bought a brand new Clipper specifically for the Buckyball Run, and it turns out the shields are in the size 6 compartment, not the size 7. The attached image has a few basic items upgraded before I remembered about the shields, but the shields location and size have not been modified from purchase and neither has the cargo rack in the size 7 compartment :)

Awesome, thanks!

I'm assuming it doesn't come with a 4A Fuel Scoop, right? Was that slot empty originally or did you replace a cargo rack?
 
Updated to v0.9, including Orca support (thanks safe4mx!), export with stats, and improved localized number formatting.
 
Awesome, thanks!

I'm assuming it doesn't come with a 4A Fuel Scoop, right? Was that slot empty originally or did you replace a cargo rack?
That's correct. I think it had a size 3 cargo rack in it, although I never made a note as I'd started outfitting before I remembered about this thread. Sorry :eek:
 
Hi Taleden, great work, repped. Sorry if this was already reported or handled in any other way, search on forum returns no viable results.

Lakon Type-9 Heavy has a price of 73,255,168, while in game it's 3 million higher (76,255,168).

edit:typo
 
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Hi Taleden, great work, repped. Sorry if this was already reported or handled in any other way, search on forum returns no viable results.

Lakon Type-9 Heavy has a price of 73,255,168, while in game it's 3 million higher (76,255,168).

edit:typo
If you hover your mouse over the ship hull price, it will explain the difference. The place to look for the price of a default loadout (including all the E-rating gear it comes with in-game) is the bottom; the ship hull price is only part of that total purchase cost.
 
Finally got around to analyzing the site access logs; some interesting trivia:
  • There have been about 2,500 unique visitors per day in the 16 days that the site has been online (and access logs enabled)
  • Most visitors have been from the US, but GB is a very close second, and DE isn't too far behind, followed by FR, RU, CA and AU
  • Most visitors use Windows (78%), but there are more visitors using Linux (9.9%) than iOS (7.4%) or Mac (3.8%); of course, most of those are probably Android smartphones
  • There were 4 visits from someone on a Wii, and 2 from someone using Sun Solaris
  • Most visitors use Chrome (just over 50%), and many use Firefox (30%); only a handful use Safari (8.3%), IE (5.7%) or Opera (2%)
  • The GoogleBot issued ~270 requests, consuming ~25KB of bandwidth and referring ~1880 visitors to the site
  • The BingBot issued ~3400 requests, consuming ~156MB of bandwidth and referring only ~30 visitors to the site (seriously, f--- you, bingbot)
  • The top referrer is a German forum, and a Russian forum is a close second
I never thought I'd need a robots.txt for this site, but I guess I'll have to add one to try to keep BingBot in line. If that bandwidth usage keeps up I'll have to block it completely.
 
There were 4 visits from someone on a Wii, and 2 from someone using Sun Solaris
No way, have to be a reverse proxy thing! lol....Sun Solaris should be dead by now!!

The BingBot issued ~3400 requests, consuming ~156MB of bandwidth and referring only ~30 visitors to the site (seriously, f--- you, bingbot)
Just block the cr4ppy thing! Crazy difference between Bing and Google, just shows who knows what they're doing with search engines....
 
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Another (probably easy suggestion): a common trick is to de-prioritise the cargo hatch so as to accomodate modules whose total power usage exceeds that of the power plant.

Presumably the power consumed by the cargo hatch is already used in computing totals on the site -- would it be possible to add a fixed entry whose only use is the checkbox that would allow us to untick it and so calculate alternative power totals (e.g., hardpoints out)?

Thanks again for a great tool!
 
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