Elite Shipyard

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Right .. according to this, I need 3.4mil to get my T6 kitted out in D's, A FSD and A Shield; I'm about 1.5mil short. I gots me some trading to do. :eek:


Edit: I'm confused, why does this thing say that a t6 will cost 865,782? o_O
 
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Edit: I'm confused, why does this thing say that a t6 will cost 865,782? o_O
Hover your mouse over the hull price -- it doesn't include any of the modules that come pre-fitted. When looking at a ship with its default loadout, the total price at the bottom will match what you'd pay in-game, since you're also paying for all those default modules.
 
Data for the jump ability, must be overhauled.

Adder

wrong1.JPGEliteDangerous32_2015_02_26_15_39_40_621.jpg
 
I don't think there is a problem in your pictures. The game UI only reports jump distances with a full tank, where edshipyard breaks it down from empty to full, thus giving you the top value of 30 something.
 
I don't think there is a problem in your pictures. The game UI only reports jump distances with a full tank, where edshipyard breaks it down from empty to full, thus giving you the top value of 30 something.

Oh okok, thx. :)
But I think however that must be insert a description in to the form. Or it could be misunderstood, as happened with me.
 
Oh okok, thx. :)
But I think however that must be insert a description in to the form. Or it could be misunderstood, as happened with me.
They're hard to see on some monitors, but the little dotted underline always means you can hover your mouse there for more information. So if you hover over those "Low" and "Full" labels on the jump range table, it explains that those columns refer to your fuel mass, just like the rows refer to your cargo mass.
 
They're hard to see on some monitors, but the little dotted underline always means you can hover your mouse there for more information. So if you hover over those "Low" and "Full" labels on the jump range table, it explains that those columns refer to your fuel mass, just like the rows refer to your cargo mass.

Awe, but "always means" where? xD Anyway, smart and simple. :D

GJ, Taleden :)
 
but "always means" where?
Wherever you see the dotted underline it means that you can hover over the underlined text for more info.

taledan,
may I suggest changing the mouse cursor to a question mark to signpost the fact that there's a tooltip?
In CSS:
abbr { cursor: help; }

 
Updated to v1.2.0:
- Added the Vulture and Fer-de-Lance
- Added Shield Booster utility mounts
- Added Hull Reinforcement Package internal components
- Added refuel costs for all ships
- Added the 3B Plasma Accelerator
- Added the ammo capacity of all Auto Field-Maintenance Units
- Added the range rating of all Frame Shift Drive Interdictors
- Added the scoop rate of the 8A Fuel Scoop
- Added the range, maximum limpets and hack time of all Hatch Breaker Limpet Controllers
- Added the stabilization rate and charge capacity of all Shield Cell Banks
- Corrected the boost speed of the Adder
- Corrected the default internal components for the Type-7 and Orca
- Corrected the speed, shield strength, bulkhead costs and default internal component arrangement of the Python
- Corrected the default hardpoint arrangement of the Type-9
- Corrected the output of the 8A Power Plant
- Corrected the maximum mass of the 7B Thrusters
- Corrected the power draw of the 8C Sensors
- Changed the mouse cursor over labels that have extra information on mouseover (good idea, Otis B.)
 
Advanced features

Great tool. I'm not far along enough to need it, but aren't there huge thermal and missile weapons? They're not in the tool. Based on their mountings, both the Fer-de-Lance and Vulture are combat ships. I also would like to see the ship selection drop down sorted by reducing mass. So the Fer-de-Lance should be in Combat, or above the Cobra Mk III, which is almost 100 tons lighter.
 
Great tool. I'm not far along enough to need it, but aren't there huge thermal and missile weapons? They're not in the tool. Based on their mountings, both the Fer-de-Lance and Vulture are combat ships. I also would like to see the ship selection drop down sorted by reducing mass. So the Fer-de-Lance should be in Combat, or above the Cobra Mk III, which is almost 100 tons lighter.
I flew around to a bunch of high tech systems in the beta today and checked the huge hardpoints at each one, but didn't see any new ones. It's possible they don't exist in the game (yet), but if they do, I just need someone to send me a screenshot of its attributes in the outfitter.

The ship selection is sorted first by class and then by price, but since we don't know the real price of the Vulture or Fer-de-Lance yet, they're going to sort wrong until that's filled in. That said, the class categories are also kind of arbitrary since they have no such explicit labels in-game; I guess you could say the Fer-de-Lance is a combat ship, but the Anaconda also has a huge hardpoint and it's Multipurpose -- how do we decide the difference?
 
I think of the Ferdie as a pleasure yacht that can do combat so it is in the correct place as far as I am concerned.
 
hey all,

i love the shipyard and use it often. but i miss one feature badly, in order to simulate power usage in a ship.
the cargo hatch (scoop) takes a lot of power but in every combat ship its turned off anyway. would be great
if we can free up this power also in the shipyard to see the REAL power usage better.

thanks!
 
hey all,

i love the shipyard and use it often. but i miss one feature badly, in order to simulate power usage in a ship.
the cargo hatch (scoop) takes a lot of power but in every combat ship its turned off anyway. would be great
if we can free up this power also in the shipyard to see the REAL power usage better.

thanks!
You can, it just doesn't have its own module entry because it doesn't appear in the outfitter (because it can't be removed or replaced). So to save space, I put it on the first line with the ship hull itself; that's what that 0.6 MW is for (with an orange dotted underline that you can hover over for more information).
 
Any possibility you'll add module priority settings or which modules are turned off in the url, so you can share a build with that information?
 
You can, it just doesn't have its own module entry because it doesn't appear in the outfitter (because it can't be removed or replaced). So to save space, I put it on the first line with the ship hull itself; that's what that 0.6 MW is for (with an orange dotted underline that you can hover over for more information).

my bad.....thanks

but is it really only 0.6 for all ships?!
 
Any possibility you'll add module priority settings or which modules are turned off in the url, so you can share a build with that information?
I've considered adding power priorities but never worked out a good compact way to fit that into the display. The checkboxes serve well enough for now without taking up much space, but I'll see about adding that state to the URL hash at some point.

my bad.....thanks

but is it really only 0.6 for all ships?!
As far as I can tell, yes; if you select it in the module power panel it says "1H Cargo Hatch" so the game seems to treat it as the "same" underlying module with the same power consumption on all ships.

The Ferdie has 4 x medium hardpoints, not large.
Yep, typo'd the hardpoint classes last night. Got an email about that this morning, should already be fixed, but you might have to manually refresh the page depending on your browser/router/ISP's cache configuration.
 
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