Elite Shipyard

Not sure if this issue has been explained before and I've missed it, but I EDSY and Coriolis (including the most recent beta builds of each) have always given me hull resistance results that don't match what I see in game.

This is the hull and HRPs I have on my FDL, duplicated exactly in EDSY Beta 4: http://edshipyard.net/#/L=CO0H4C0S0,,,9opG9I52yPc6kPcAqpDEqpDIqpDAAo0AOs0Acw0AsY0B9I0BLo0BZY0,,mpT15OG5H50wPc4zmfAqpDEqpDIqpD15OG5H50wPc4zmfAqpDEqpDIqpDmpT10iGBI44qpD8oPcEwPcGoPc

This is what I see in-game: https://www.youtube.com/watch?v=BmkP6Puq0VU

The difference, especially with regard to the thermal resistance, is significantly higher than what a rounding error should produce, but I haven't been able to do any empirical testing that's accurate enough to show which version, if either, is actually correct. I'm also not certain as to the nature of the calculation discrepancy, but it looks like the game and the on-line ship builders may be starting diminishing returns at different points.

Anyone able to clarify?
 
Hope HarryPotter / Besieger follows this thread. Sent him a link via Discord, would be nice to get some updates/information over here as well.
 
One suggestion for mobile devices: there are a lot of information via "mouseover" on EDSY. Would be good if that information could be made visible on mobile devices as well.
 
Modules missing currently:
- edit: pulse wave scanner already included
- 1B Turreted Subsurface Displacement Missile (Hardpoints)
 
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The (original) new site is updated to alpha 5, supporting game version 3.4 (the "April Update"):
  • hello again!
  • added 5 ships: Alliance Crusader, Alliance Challenger, Krait Phantom, Krait Mk II, Mamba
  • added 29 weapons: small and large Shock Cannons and Guardian Plasma Chargers, small Guardian Gauss Cannon, Guardian Shard Cannons, Abrasion Blasters, Seismic Charge Launchers, Sub-surface Displacement Missiles, large Missile Racks, large turreted Multi-cannon, large Torpedo Pylon
  • added Pulse Wave Analysers
  • added Guardian Hybrid Power Distributors
  • added 37 internals: Advanced Docking Computer, Supercruise Assist, Guardian Frame Shift Drive Boosters, Guardian Hull Reinforcement Packages, Guardian Shield Reinforcement Packages, Guardian Module Reinforcement Packages
  • removed all Discovery Scanners, now built-in
  • updated damage type distribution figures for most standard weapons
  • updated several ships' hardpoint orders to match the the in-game outfitting screen
  • updated all ships with the new size 1 internal slot(s) in 3.4, which come filled with a Supercruise Assist and (for small ships) an Advanced Docking Computer
  • updated the Dolphin, Orca and Beluga to un-restrict their previously Cabin-only internals slots
  • corrected the available experimental effects for (dumbfire) Missile Racks and Seeker Missile Racks
  • updated the High Yield Shell, Incendiary Rounds and Inertial Impact engineering experimental effects with corrected damage and damage-type changes
  • updated the Auto Loader experimental effect to correctly estimate its effect on sustained DPS
  • added support to copy modules to other slots by holding CTRL when dragging a module (where previously it would only swap)
  • fixed assigning crew pips to SYS/ENG/WEP beyond 4 total; now redistributes excess non-crew pips to other categories
  • fixed stats panel displays of times over 60 seconds (i.e. time to refill all fuel tanks with a scoop)
  • fixed stats panel displays of jump ranges not factoring in the weight of fuel in the reserve tank
  • split up several module groups to make the module browser display a little less cluttered (especially for experimental weapons)
  • added a second attribute selector for hardpoints in the outfitting slots display (to view i.e. DPS and Range at the same time)
  • stopped module names from wrapping in the module browser and outfitting slots displays, to keep the layout more compact (if in doubt, the selected module's full name is always at the top of the right-hand details panel)
  • stopped attribute names from wrapping in the details display (if in doubt, the mouseover text still gives the full description of the attribute)
  • added a second blue threshold line at 40% on the power usage meters, to indicate the possible temporary reduced power output while the power plant is malfunctioning
  • added resource version checking to hopefully detect and automate the need to force-refresh the page after a code update
 
The (original) new site is updated to alpha 5, supporting game version 3.4 (the "April Update"):
  • hello again!
  • added 5 ships: Alliance Crusader, Alliance Challenger, Krait Phantom, Krait Mk II, Mamba
  • added 29 weapons: small and large Shock Cannons and Guardian Plasma Chargers, small Guardian Gauss Cannon, Guardian Shard Cannons, Abrasion Blasters, Seismic Charge Launchers, Sub-surface Displacement Missiles, large Missile Racks, large turreted Multi-cannon, large Torpedo Pylon
  • added Pulse Wave Analysers
  • added Guardian Hybrid Power Distributors
  • added 37 internals: Advanced Docking Computer, Supercruise Assist, Guardian Frame Shift Drive Boosters, Guardian Hull Reinforcement Packages, Guardian Shield Reinforcement Packages, Guardian Module Reinforcement Packages
  • removed all Discovery Scanners, now built-in
  • updated damage type distribution figures for most standard weapons
  • updated several ships' hardpoint orders to match the the in-game outfitting screen
  • updated all ships with the new size 1 internal slot(s) in 3.4, which come filled with a Supercruise Assist and (for small ships) an Advanced Docking Computer
  • updated the Dolphin, Orca and Beluga to un-restrict their previously Cabin-only internals slots
  • corrected the available experimental effects for (dumbfire) Missile Racks and Seeker Missile Racks
  • updated the High Yield Shell, Incendiary Rounds and Inertial Impact engineering experimental effects with corrected damage and damage-type changes
  • updated the Auto Loader experimental effect to correctly estimate its effect on sustained DPS
  • added support to copy modules to other slots by holding CTRL when dragging a module (where previously it would only swap)
  • fixed assigning crew pips to SYS/ENG/WEP beyond 4 total; now redistributes excess non-crew pips to other categories
  • fixed stats panel displays of times over 60 seconds (i.e. time to refill all fuel tanks with a scoop)
  • fixed stats panel displays of jump ranges not factoring in the weight of fuel in the reserve tank
  • split up several module groups to make the module browser display a little less cluttered (especially for experimental weapons)
  • added a second attribute selector for hardpoints in the outfitting slots display (to view i.e. DPS and Range at the same time)
  • stopped module names from wrapping in the module browser and outfitting slots displays, to keep the layout more compact (if in doubt, the selected module's full name is always at the top of the right-hand details panel)
  • stopped attribute names from wrapping in the details display (if in doubt, the mouseover text still gives the full description of the attribute)
  • added a second blue threshold line at 40% on the power usage meters, to indicate the possible temporary reduced power output while the power plant is malfunctioning
  • added resource version checking to hopefully detect and automate the need to force-refresh the page after a code update
Welcome back!

I see you have the correct weapon damage split/partitions for PAs, rails, and incendiary weapons.

Just so you know, I did a detailed mathematical analysis on the subject that confirms your numbers. There have been some studies in the past of this nature, but this is the first that treats the problem in mathematically rigorous way:

 
Welcome back!

I see you have the correct weapon damage split/partitions for PAs, rails, and incendiary weapons.

Just so you know, I did a detailed mathematical analysis on the subject that confirms your numbers. There have been some studies in the past of this nature, but this is the first that treats the problem in mathematically rigorous way:

https://canonn.science/codex/weapon-damage-partition-analysis/
Yes indeed, your report is exactly where I got the updated Incendiary numbers. :) If you ever have time to test the damage split of High Yield Shell and Overload Munitions, I'd be much obliged!
 
Have you considered adding a more detailed screen for the power bar like Coriolis? It's the one thing lacking that coriolis has that is very useful. Not to mention some of the analyis screens and maybe some more detail on the calculations for heat currently shown. It's a little confusing what some things are like that little untitled number under the weapons heat.

And is there a way to drag drop to copy and paste a module. Especially a modded one. I know you can save and double click but it can be tedious. I thought shipyard had that function also. Not sure if I'm remembering that wrong. Edit: NVM, there is. Must have been a glitch prior. 8)

Wait, I know what is missing! Premium ammo bonuses. That is one thing nobody has done that I can tell. It would be very nice to be able to apply without manual editing. And I'm assuming it's relatively simple.

Only other thing I can think of is the ability to reset engineering mods once applied. It's one of the issues because the blue mod button I use to make it add changes doesn't work once you tell it to not use a mod anymore. This makes you remove and add modules once you add an engineering mod to an item. This could probably be done simply by leaving the blue secondary things blue and not greyed out as an apply button. Even when no main or secondary is selected or set to none so the changes can be applied directly. This condition happens whenever you select no blueprint for the main engineering mod. This stops the no blueprint from being applied. Currently you have to press one of the buttons next to the secondary effect to apply changes. This can't be done when everything is greyed out.

The new organization for normal vs guardian defense items is nice also. Much more compact and clean.
 
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Yes indeed, your report is exactly where I got the updated Incendiary numbers. :) If you ever have time to test the damage split of High Yield Shell and Overload Munitions, I'd be much obliged!
Cool, glad you found the study useful! I'll go ahead and look into the split of High Yield Shell and Overload Munitions weapons in the next couple of weeks. The first order of business for me is to make sure the numbers haven't changed with the release of the new patch.

@RedPaintedPaw: Thank you for the kind words!
 
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