As always, these are trade-offs between screen real estate and readability vs information detail. Can you clarify what information from Coriolis' power bar you're missing on EDSY? I think all the same numbers are available, although for some you have to mouse-over a block on the power bar which may not be intuitive (and impossible on mobile, unfortunately). The two weapon heat numbers are (in theory) for when weapons are fired with a full WEP capacitor, vs a nearly empty capacitor (weapons generate more heat when the capacitor gets low); this detail is kind-of-sort-of mentioned in the mouseover text for the "WEP" label next to those heat readings, but I know that's not very intuitive either. Again, just a question of where to put those details and explanations that don't clutter the display more than it already is.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.
Yep, just click-and-drag to move or swap modules, and (as of this update) hold CTRL to copy and overwrite the target slot.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)
That's a good idea, I'll put it on the list. Do you know of any reference for what all of the bonuses are for all ammo types of all weapons? Is the wiki accurate for those details?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.
For now the easiest way to clear out engineering is to use the drop-down above the details pane and change it back to "(Stock)". But I'm planning to tweak those controls since it seems to be a common issue that folks expect the blueprint to be applied as soon as they set it, and don't realize they also have to click the blue circle to choose a roll level; when that change is made, then simply changing the blueprint back to "(No Blueprint)" could also reset the modifiers, although that would make it harder to type in custom values for a "what-if" kind of modification.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.