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.Edit: I'm confused, why does this thing say that a t6 will cost 865,782?![]()
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.
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.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.
Wherever you see the dotted underline it means that you can hover over the underlined text for more info.but "always means" where?
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.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.
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).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).
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.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?
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.my bad.....thanks
but is it really only 0.6 for all ships?!
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.The Ferdie has 4 x medium hardpoints, not large.