Elite Shipyard

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I know it's not really something you can mod or change. But it would be useful to have the cargo hatch included since it uses power that can be turned on/off in the modules section.

The shipyard is a great way to figure out how to balance power usage in the main non deployed, supercruise and deployed states and figure out what mods are feasible in each.

I guess 3% for the cargo hatch isn't hard to figure out in your head. But would be useful anyway.

It is. The checkbox right on top.
 
Was wondering if anyone else had tried the find the exact MJ recharge of Shield Cell Banks. I tested 1E-2A and found a fairly consistent pattern:

1E19.25215385
1D25.77830769
1C32.30446154
1B38.83061538
1A45.35676923
2E28.51020408
2D38.22959184
2C47.94897959
2B57.66836735
2A67.3877551


The amounts are in MJ. This is experimental data obtained through calculations based off derived numbers, they may not be 100% accurate, but are fairly close. I'll go into more detail about how I obtained them if you need me to.
 
Shipyard - sorry if i'm being a doombrain.....

If my main weapon is:

View attachment 21676

and ED:Shipyard's version is:

2.png

What does the "/G" refer to in the Shipyard version ?

EDIT: its gimbled isn't it ? doh! Nothing to see here...move along...move along.
 
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Was wondering if anyone else had tried the find the exact MJ recharge of Shield Cell Banks. I tested 1E-2A and found a fairly consistent pattern:

1E19.25215385
1D25.77830769
1C32.30446154
1B38.83061538
1A45.35676923
2E28.51020408
2D38.22959184
2C47.94897959
2B57.66836735
2A67.3877551


The amounts are in MJ. This is experimental data obtained through calculations based off derived numbers, they may not be 100% accurate, but are fairly close. I'll go into more detail about how I obtained them if you need me to.
I'm certainly curious about your methodology. :)
 
Updated to v1.2.3:
* updated the effective shield strength formula based on developer posts in this thread (I'm assuming currently that being below the generator's "minimum mass" always yields the "minimum-mass multiplier" rather than continuing the trend line further up; that could be wrong, of course)
* de-powering a Shield Booster now removes its effect from the effective shield strength calculation
 
I used SG MJ data from EDshipyard. Selected a ship, SG, power distributor and shield cell banks. (I picked the Asp because I could install all 5 cell banks A-E at the same time, with only one energized at a time.)

The method was to De-energize and reenergize my SG. Placed 0 pips in SYS to allow SYS capacitor to empty. (As mentioned before there are 3 charging phases, recap: first stage is 16 seconds and nothing charges during this warm up phase, 2nd stage draws the bars in a clockwise ring charging at around 1MJ/s, 3rd stage begins at 1/2 full and charges at normal rate.) After stage one is complete, the sys capacitor will empty in a few seconds allowing me to manually adjust pips to a recharge rate of my choosing (less than 1 MJ/s, so as to not charge up the capacitor.) I removed SYS pips immediately upon reaching the end of stage 2, which halts shield charging at 1/2 full.

I allowed 1 shield cell to Charge shields. At this point I place pips in Sys at a rate close to but less than .6MJ/s (1 pip on 4A pd is equal to .475 MJ/s in accordance with game stats) and measured the time it took to fully recharge. In order to determine fully recharged, the capacitor bank will have charged up one bar (the time it takes to charge one bar was not taken into consideration for this experiment, but can be simply calculated. From 0-1 bar = 1/10 of 23 MJ = 2.3 mj/.475mj/s = ~4.8 seconds.)

So what we are left with is an amount of time and a recharge rate. Multiplying the time (minus the 1 bar charge time) by the recharge rate will give you the amount of MJ that was not charged by the shield cell. Subtract this number from a 1/2 a full shield (since we started at half full) and what you are left with is the amount of MJ charged by the shield cell.

I do need to go back and reconfirm these numbers, but they should be fairly close. And now that shield boosters are out I can test this procedure out on higher ranked shield cells.
 
Sorry for double posting, I just noticed the new shield strengths and request the old numbers be brought back as well, as they were more appropriate when used for shield regeneration time calculations. Thanks!
 
Sorry for double posting, I just noticed the new shield strengths and request the old numbers be brought back as well, as they were more appropriate when used for shield regeneration time calculations. Thanks!
I changed the shield strength calculation because Mike Evans basically said flat out in the linked thread that the original community-derived formula was wrong, and he explained how shield strength actually works. So the new numbers should be more correct, it's just a matter of now re-computing how fast they recharge (which I suppose may depend on any combination of the ship hull, the generator module, and the power distributor).
 
Ah I see. I would love to hear from FD on what algorithm they actually use to compute this. So far the old method seems to match up fairly well. The statistics that are visible in game, such as the recharge rates and capacitor caps for Distributors, give a fairly solid view as to what we should expect shield caps to be. If the distributor says it charges the capacitor at a rate of .5 MJ/s and it takes 100 seconds to charge shields from empty to full, one should assume those shields have 50 MJ of power. Now that doesn't take into consideration how much effective shield strength they have, or rather, how much damage they can take. A 50 MJ shield might be able to absorb more damage on a smaller ship than a large one (or vice versa, however they have the calculation setup), but should charge from naught to full in the same amount of time. Unless of course the charge rate from capacitor to shields is different for different ships (which it doesn't seem to be.)
 
Are things like cargo hatch power drain easily predictable (not in front of the game, so can't check)? It would be really nice to be able to have EDShipyard support configuring power priorities too, so you can equip your ship and model if you'll have enough power deployed and retracted, rather than merely show power drain with all modules running.
 
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You can do this, Next to each Power number there is a check-mark that can be used to toggle the module on and off. The Cargo Hatch is the one on the 'Ship' row.
 
You can do this, Next to each Power number there is a check-mark that can be used to toggle the module on and off. The Cargo Hatch is the one on the 'Ship' row.

Not the same as setting priories.
I've requested similar functionality before and I believe it's noted by the author.
 
You can do this, Next to each Power number there is a check-mark that can be used to toggle the module on and off. The Cargo Hatch is the one on the 'Ship' row.

Oh, awesome, thanks, glad I just got my eyes tested :) It's not what I asked for exactly, but it will do for now.

One other stupid question:

A 4A powerplant kicks out 15.6 MW. My deployed consumption without hatch/scoop/FSD power use is shown as "(100%) 15.63" in EDShipyard. Is this rounding down to 100% peculiar to EDShipyard? That is to say, in game, will regard it as 100% too, or more than 100%, and thus fail to power? If the latter is the case, why is EDShipyard rounding?

If I've missed something obvious again, it's fine to point this out. I am not in front of ED right now, so I can't test it.
 
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Any chance that we will get a setting that uses prices and only componenets from Founders World? That would be awesome.

Specifically:
1 check box for "Founders World Ship Prices"
1 Check box for "Founders World Component Prices"
1 Check box for Filter for "Only items Available at Founders World"
 
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Any chance that we will get a setting that uses prices and only componenets from Founders World? That would be awesome.

Specifically:
1 check box for "Founders World Ship Prices"
1 Check box for "Founders World Component Prices"
1 Check box for Filter for "Only items Available at Founders World"
+1 for that but perhaps with various offers cropping up all over the place we need an option to override prices perhaps.
 
A 4A powerplant kicks out 15.6 MW. My deployed consumption without hatch/scoop/FSD power use is shown as "(100%) 15.63" in EDShipyard. Is this rounding down to 100% peculiar to EDShipyard? That is to say, in game, will regard it as 100% too, or more than 100%, and thus fail to power? If the latter is the case, why is EDShipyard rounding?

Yes, the percentages round, granted to the nearest whole percentage number, It might be difficult to display something like 100.002% but this will be over the limit. You should focus on the the MW number more-so than the percentage when setting up modules. There is also a slight discrepancy between EDshipyard and the game when it comes to some percentage rounding, I had a loadout that EDshipyard that said 99%, but the game said 98%, even though the MW numbers were precise matches.

In short, if you have 15.60 MW of power and EDshipyard says you'll be using 15.63, this will be too high for the game as well. Good luck out there!

Edit: Also on percentages, if you ran this loadout in game you might see 100% displayed and should be tinted Red, as in over power limit.
 
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