Elite Shipyard

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That is an amazing gif and I will surely put it to good use in the future.

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!
If you look on the Ship line, it shows 0.60 MW power usage which corresponds to the Cargo Hatch, so you can disable it with that checkbox. I thought about making it a separate line like the other ship equipment, but since it is not (yet?) possible to remove or replace the Cargo Hatch, I didn't think it was worth the screen real estate and just stuck it in with the other ship hull stats. The dotted underline on that power usage is a hint, however, that you can hover your mouse there for an extra popup note about it.
 
Sorry if this was answered, but I've searched this thread and found no answer.

The weapon penetration - what is the best rating? A or F? aka which way does the scale go?
 
Sorry if this was answered, but I've searched this thread and found no answer.

The weapon penetration - what is the best rating? A or F? aka which way does the scale go?
Sorry to say, I have no idea -- I just copied in what it says in-game, and Frontier hasn't been very explicit about how anything works in this game either. I think in order to answer that question someone will have to do some testing, or coax a dev into posting about it.
 
Are there actually class 4 cannons in the game? And if there are, what the hell FD, according to ed-shipyard there are C4 gimballed cannons, but no C3 gimballed cannons.
 
Doh!

I just checked ship prices ingame and wrote them down by hand
Then I thought to search the forum for "ship stats", and found your E:D Shipyard tool.
Nice comprehensive, compact, uncluttered design. Plus tooltips for the parts I had questions about!

Elegant! Outstanding job.
 
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I can't tell if this has been posted because of limitations of the search engine, but in case it hasn't:

The class 6A fuel scoop max rate is 878 Kg/sec.
 
Are there any stats for rates/costs of wear and tear on different ships ? Not hull damage, but the misc damage that adds up over time ? I suspect it's more expensive to fix on more expensive ships. I didn't see it in your data but could have missed it.
 
Are there any stats for rates/costs of wear and tear on different ships ? Not hull damage, but the misc damage that adds up over time ? I suspect it's more expensive to fix on more expensive ships. I didn't see it in your data but could have missed it.
I'm sure you're right that both hull repairs and wear&tear are more expensive on larger ships, but since the game doesn't tell us how that's calculated, we'd need players to collect data and research it to figure it out. As far as I know, nobody has done that yet, but as soon as someone does I'll certainly add it to my database.
 
taleden, great tool. Very useful. I just sent a (modest) donation your way.

Any chance to list what size landing pad is needed for each ship? That's another decision criteria when looking to upgrade etc.
If it's there already, can you point me at the right place?
 
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taleden, great tool. Very useful. I just sent a (modest) donation your way.

Any chance to list what size landing pad is needed for each ship? That's another decision criteria when looking to upgrade etc.
If it's there already, can you point me at the right place?

In the "ship" line under "attributes".
 
Updated to v0.9.2 to improve the accuracy of the route planner when using the advanced cost optimization settings.

The original planner used the standard A* algorithm, but that turns out to be incapable of guaranteeing optimal routes when using more than one cost metric -- that is, it could minimize jumps, but would not always find the optimal route if there was a cost penalty for refueling stops, or if the cost for fuel use was more than a tiny fraction of the cost per jump.

The new planner implements NAMOA*, which is a more recent generalization of A* that can correctly optimize for multiple cost metrics simultaneously. With the "advanced" mode disabled you shouldn't notice any difference, but if you make use of the fuel or refuel cost optimization settings, your routes should now be guaranteed optimal.

But as always, the trade-off for accuracy is performance; searches are quite fast when they only have to optimize for jumps, and fairly fast when they only have to optimize for fuel. But combining cost settings can make it take considerably longer to find the optimal route, especially if the fuel cost is more than ~10% of the jump cost. It will eventually finish (and the dots will keep animating to let you know it hasn't locked up), but for very long routes in ships with very long jump ranges, it could take several minutes.
 
1 step at a time :)

I have now managed to get the Mass and Power right but am struggling with the total cost and insurance. Insurance is currently 44k over in game figure. Does it make a difference that I am in my 'free' Cobra and still have a Loaned Fuel tank? Can I tell in game how much the Cobra cost. The amount spent on outfitting presumably overstates because no one can afford to just buy A rated straight away. Also does the game price items at full price or does the Founders World discount make a difference? As I said 1 step....

Thanks for the time you have put into the tool. I will do a bit more research myself after I have had a play. :D

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).

Ok finally got an empty hold so bought a Sidey. You are spot on - Rebuy 1200 cr which is 96.25% and this agrees with a thread I found the other day on who got what insurance. Might tootle down to Founders World now and buy an Asp and gradually equip that while watching what happens to insurance so I can work that out. Will let you know idc. Anyone want to buy a Sidewinder? 0 ly on the clock!
 
Seeing a big discrepancy on Python Bulkhead prices on ED Shipyard. Current correct module prices I am seeing at Lunney station are (lower):
Reinforced Alloy: 22,791,271cr
Military Grade: 51,280,361cr
Mirrored Surface: 121,192,586cr
Reactive Surface: 134,297,567cr
 
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