From abe85dde8f446a713c6dfba0772ae6ded2fbe231 Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Fri, 13 Dec 2024 19:46:38 +0000 Subject: [PATCH 1/7] Adding Cobra Mk V --- ships/cobra_mk_v.json | 164 ++++++++++++++++++++++++++++++++++++++++++ ships/index.js | 1 + 2 files changed, 165 insertions(+) create mode 100644 ships/cobra_mk_v.json diff --git a/ships/cobra_mk_v.json b/ships/cobra_mk_v.json new file mode 100644 index 0000000..f5218fe --- /dev/null +++ b/ships/cobra_mk_v.json @@ -0,0 +1,164 @@ +{ + "cobra_mk_v": { + "edID": 129031229, + "properties": { + "name": "Cobra Mk V", + "manufacturer": "Faulcon DeLacy", + "class": 1, + "hullCost": 1477085, + "speed": 291, + "boost": 412, + "boostEnergy": 10, + "boostInt": 5, + "baseShieldStrength": 160, + "heatCapacity": 245, + "baseArmour": 180, + "hardness": 40, + "hullMass": 150, + "masslock": 8, + "pipSpeed": 0.125, + "pitch": 45.61, + "roll": 121.62, + "yaw": 33.45, + "crew": 3, + "reserveFuelCapacity": 0.49 + }, + "retailCost": 1989461, + "bulkheads": [ + { + "id": "5G", + "edID": 129031231, + "grp": "bh", + "cost": 0, + "mass": 0, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 0.8 + }, + { + "id": "5H", + "edID": 129031232, + "grp": "bh", + "cost": 795784, + "mass": 14, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 1.52 + }, + { + "id": "5I", + "edID": 129031233, + "grp": "bh", + "cost": 1790514, + "mass": 27, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 2.5 + }, + { + "id": "5J", + "edID": 129031234, + "grp": "bh", + "cost": 4177866, + "mass": 27, + "causres": 0, + "explres": -0.5, + "kinres": -0.75, + "thermres": 0.5, + "hullboost": 2.5 + }, + { + "id": "5K", + "edID": 129031235, + "grp": "bh", + "cost": 4689157, + "mass": 27, + "causres": 0, + "explres": 0.2, + "kinres": 0.25, + "thermres": -0.4, + "hullboost": 2.5 + } + ], + "slots": { + "standard": [ + 4, + 4, + 4, + 3, + 4, + 3, + 4 + ], + "hardpoints": [ + 2, + 2, + 2, + 1, + 1, + 0, + 0, + 0, + 0 + ], + "internal": [ + 5, + 4, + 4, + 4, + 3, + 3, + 3, + 2, + 1, + { + "class": 1, + "name": "PlanetaryApproachSuite", + "eligible": { + "pas": 1 + } + } + ] + }, + "defaults": { + "standard": [ + "4E", + "4E", + "FS", + "3E", + "4E", + "3E", + "4C" + ], + "hardpoints": [ + 17, + 17, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + "internal": [ + "47", + 0, + "02", + 0, + "01", + 0, + 0, + "3x", + "3w", + "4F" + ] + } + } +} diff --git a/ships/index.js b/ships/index.js index 958436d..073f76c 100644 --- a/ships/index.js +++ b/ships/index.js @@ -9,6 +9,7 @@ module.exports = { beluga: require('./beluga').beluga, cobra_mk_iii: require('./cobra_mk_iii').cobra_mk_iii, cobra_mk_iv: require('./cobra_mk_iv').cobra_mk_iv, + cobra_mk_v: require('./cobra_mk_v').cobra_mk_v, diamondback_explorer: require('./diamondback_explorer').diamondback_explorer, diamondback: require('./diamondback_scout').diamondback, dolphin: require('./dolphin').dolphin, From b52c1bc17159f130c86405885ca2eb0e92f0cf5a Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Fri, 13 Dec 2024 20:17:34 +0000 Subject: [PATCH 2/7] Fixing Thermal Load and Efficiency Values, this will break tooltip values for these amounts. --- modifications/modifications.json | 4 ++-- modifications/modifierActions.json | 20 ++++++++++---------- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/modifications/modifications.json b/modifications/modifications.json index 8aeff98..4787050 100644 --- a/modifications/modifications.json +++ b/modifications/modifications.json @@ -10,7 +10,7 @@ "damagedist": {"id": 40, "name": "damage", "type": "object", "hidden": true, "method": "overwrite"}, "distdraw": {"id": 6, "name": "distdraw", "type": "percentage", "method": "multiplicative", "higherbetter": false}, "duration": {"id": 7, "name": "duration", "type": "percentage", "method": "multiplicative", "higherbetter": true}, - "eff": {"id": 8, "name": "eff", "type": "percentage", "method": "additive", "higherbetter": false}, + "eff": {"id": 8, "name": "eff", "type": "percentage", "method": "multiplicative", "higherbetter": false}, "engcap": {"id": 9, "name": "engcap", "type": "percentage", "method": "multiplicative", "higherbetter": true}, "engrate": {"id": 10, "name": "engrate", "type": "percentage", "method": "multiplicative", "higherbetter": true}, "explres": {"id": 11, "name": "explres", "type": "percentage", "method": "additive", "higherbetter": true}, @@ -44,7 +44,7 @@ "spinup": {"id": 32, "name": "spinup", "type": "percentage", "method": "multiplicative", "higherbetter": false}, "syscap": {"id": 33, "name": "syscap", "type": "percentage", "method": "multiplicative", "higherbetter": true}, "sysrate": {"id": 34, "name": "sysrate", "type": "percentage", "method": "multiplicative", "higherbetter": true}, - "thermload": {"id": 35, "name": "thermload", "type": "percentage", "method": "additive", "higherbetter": false}, + "thermload": {"id": 35, "name": "thermload", "type": "percentage", "method": "multiplicative", "higherbetter": false}, "thermres": {"id": 36, "name": "thermres", "type": "percentage", "method": "additive", "higherbetter": true}, "wepcap": {"id": 37, "name": "wepcap", "type": "percentage", "method": "multiplicative", "higherbetter": true}, "weprate": {"id": 38, "name": "weprate", "type": "percentage", "method": "multiplicative", "higherbetter": true}, diff --git a/modifications/modifierActions.json b/modifications/modifierActions.json index 8b1c5f1..a22641c 100644 --- a/modifications/modifierActions.json +++ b/modifications/modifierActions.json @@ -171,21 +171,21 @@ "special_choke_canister": {}, "special_feedback_cascade_cooled": { "damage": -0.2, - "thermload": -40 + "thermload": -0.4 }, "special_super_penetrator_cooled": { "reload": 0.5, - "thermload": -40 + "thermload": -0.4 }, "special_concordant_sequence": { - "thermload": 50 + "thermload": 0.5 }, "special_corrosive_shell": { "ammo": -0.2 }, "special_plasma_slug_cooled": { "damage": -0.1, - "thermload": -40 + "thermload": -0.4 }, "special_plasma_slug_pa": { "damage": -0.1 @@ -195,7 +195,7 @@ "special_distortion_field": {}, "special_drag_munitions": {}, "special_emissive_munitions": { - "thermload": 100 + "thermload": 1 }, "special_feedback_cascade": { "breachdmg": -0.2, @@ -218,7 +218,7 @@ }, "special_incendiary_rounds": { "rof": 0.05263157894736842, - "thermload": 200, + "thermload": 2, "damagedist": { "T": 0.9, "K": 0.1 @@ -318,14 +318,14 @@ }, "special_engine_cooled": { "mass": 0.05, - "thermload": -10 + "thermload": -0.1 }, "special_engine_haulage": { "optmass": 0.1 }, "special_engine_overloaded": { "optmul": 0.04, - "thermload": 10 + "thermload": 0.1 }, "special_engine_toughened": { "integrity": 0.15 @@ -348,7 +348,7 @@ "mass": -0.1 }, "special_fsd_cooled": { - "thermload": -10 + "thermload": -0.1 }, "special_lock_breaker": {}, "special_powerplant_highcharge": { @@ -356,7 +356,7 @@ "pgen": 0.05 }, "special_powerplant_cooled": { - "eff": -10 + "eff": -0.1 }, "special_powerplant_toughened": { "integrity": 0.15 From 98130315f11c090c4e69b67f827725157f11e28a Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Fri, 13 Dec 2024 20:51:57 +0000 Subject: [PATCH 3/7] Fixing cobramkv spacing --- ships/cobra_mk_v.json | 2 +- ships/index.js | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/ships/cobra_mk_v.json b/ships/cobra_mk_v.json index f5218fe..8f5d95d 100644 --- a/ships/cobra_mk_v.json +++ b/ships/cobra_mk_v.json @@ -1,5 +1,5 @@ { - "cobra_mk_v": { + "cobramkv": { "edID": 129031229, "properties": { "name": "Cobra Mk V", diff --git a/ships/index.js b/ships/index.js index 073f76c..31ef2d8 100644 --- a/ships/index.js +++ b/ships/index.js @@ -9,7 +9,7 @@ module.exports = { beluga: require('./beluga').beluga, cobra_mk_iii: require('./cobra_mk_iii').cobra_mk_iii, cobra_mk_iv: require('./cobra_mk_iv').cobra_mk_iv, - cobra_mk_v: require('./cobra_mk_v').cobra_mk_v, + cobramkv: require('./cobra_mk_v').cobramkv, diamondback_explorer: require('./diamondback_explorer').diamondback_explorer, diamondback: require('./diamondback_scout').diamondback, dolphin: require('./dolphin').dolphin, From b8e79fdea69c2fc12b7da7843c0d32396a4ec44f Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Fri, 13 Dec 2024 22:04:58 +0000 Subject: [PATCH 4/7] Removing duplicate entries for Advanced Missile Racks. --- modules/hardpoints/missile_rack.json | 62 ---------------------------- 1 file changed, 62 deletions(-) diff --git a/modules/hardpoints/missile_rack.json b/modules/hardpoints/missile_rack.json index 16f9b62..d372898 100644 --- a/modules/hardpoints/missile_rack.json +++ b/modules/hardpoints/missile_rack.json @@ -255,68 +255,6 @@ "shotspeed": 625, "thermload": 3.6, "symbol": "Hpt_BasicMissileRack_Fixed_Large" - }, - { - "ammo": 64, - "breachdmg": 20, - "breachmax": 1, - "breachmin": 1, - "class": 1, - "clip": 8, - "cost": 32175, - "damage": 50, - "damagedist": { - "E": 1 - }, - "distdraw": 0.24, - "edID": 128935982, - "eddbID": 1813, - "fireint": 2, - "grp": "mr", - "id": "yT", - "integrity": 40, - "mass": 2, - "missile": "D", - "mount": "F", - "name": "Advanced Missile Rack", - "piercing": 60, - "power": 0.4, - "rating": "B", - "reload": 5, - "shotspeed": 750, - "thermload": 3.6, - "symbol": "Hpt_DumbfireMissileRack_Fixed_Small_Advanced" - }, - { - "ammo": 64, - "breachdmg": 20, - "breachmax": 1, - "breachmin": 1, - "class": 2, - "clip": 12, - "cost": 240400, - "damage": 50, - "damagedist": { - "E": 1 - }, - "distdraw": 0.24, - "edID": 128935983, - "eddbID": 1814, - "fireint": 2, - "grp": "mr", - "id": "yU", - "integrity": 51, - "mass": 4, - "missile": "D", - "mount": "F", - "name": "Advanced Missile Rack", - "piercing": 60, - "power": 1.2, - "rating": "B", - "reload": 5, - "shotspeed": 750, - "thermload": 3.6, - "symbol": "Hpt_DumbfireMissileRack_Fixed_Medium_Advanced" } ] } From e4beb629609cbf914dab352ddff81db4e5940e92 Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Sun, 15 Dec 2024 18:10:36 +0000 Subject: [PATCH 5/7] Correcting price of Pacifier Frag Cannon --- modules/hardpoints/fragment_cannon.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/modules/hardpoints/fragment_cannon.json b/modules/hardpoints/fragment_cannon.json index d2d0541..707221d 100644 --- a/modules/hardpoints/fragment_cannon.json +++ b/modules/hardpoints/fragment_cannon.json @@ -304,7 +304,7 @@ "breachmin": 0.4, "class": 3, "clip": 3, - "cost": 1400830, + "cost": 1751040, "damage": 3.96, "damagedist": { "K": 1 From e5d3d8f94c6e0381f881e11d209a8c6dcb87c656 Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Thu, 10 Apr 2025 12:33:30 +0100 Subject: [PATCH 6/7] Features/add_corsair (#91) * Deploy current beta.coriolis.io content to coriolis.io (#5) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Beta to live (#6) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Beta into live (#10) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Beta to live (#13) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Add mandalay (#18) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#22) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Initial Addition of the Concord Cannon * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding EDId of Concord Cannon * Fixing up Concord numbers --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Display boost intervals better (#23) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#19) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Initial Addition of the Concord Cannon * Adding EDId of Concord Cannon --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding boostInt values to ships --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add mandalay (#24) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#19) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Initial Addition of the Concord Cannon * Adding EDId of Concord Cannon --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Display boost intervals better (#20) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Adding boostInt values to ships --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding BoostInt value to Mandalay --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Features/add_corsair (#87) * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Features/add_corsair (#88) * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Changing FDName of Corsair * Changing back to imperial_corsair for internal use, but Name value to 'Corsair' to match in game --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> --- ships/imperial_corsair.json | 176 ++++++++++++++++++++++++++++++++++++ ships/index.js | 1 + 2 files changed, 177 insertions(+) create mode 100644 ships/imperial_corsair.json diff --git a/ships/imperial_corsair.json b/ships/imperial_corsair.json new file mode 100644 index 0000000..798f8e9 --- /dev/null +++ b/ships/imperial_corsair.json @@ -0,0 +1,176 @@ +{ + "imperial_corsair": { + "edID": 0, + "eddbID": 0, + "properties": { + "name": "Corsair", + "manufacturer": "Gutamaya", + "class": 2, + "hullCost": 76884160, + "speed": 280, + "boost": 355, + "boostEnergy": 19, + "boostInt": 5, + "baseShieldStrength": 235, + "baseArmour": 270, + "hardness": 65, + "hullMass": 265, + "masslock": 7, + "heatCapacity": 230, + "pipSpeed": 0.053571428571429, + "pitch": 26, + "roll": 80, + "yaw": 10, + "crew": 2, + "reserveFuelCapacity": 0.41 + }, + "retailCost": 79304750, + "requirements": { + "empireRank": 0 + }, + "bulkheads": [ + { + "id": "bf", + "edID": 0, + "eddbID": 0, + "grp": "bh", + "cost": 0, + "mass": 0, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 0.8 + }, + { + "id": "bg", + "edID": 0, + "eddbID": 0, + "grp": "bh", + "cost": 31721900, + "mass": 32, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 1.52 + }, + { + "id": "bh", + "edID": 0, + "eddbID": 0, + "grp": "bh", + "cost": 71374270, + "mass": 63, + "causres": 0, + "explres": -0.4, + "kinres": -0.2, + "thermres": 0, + "hullboost": 2.5 + }, + { + "id": "bi", + "edID": 0, + "eddbID": 0, + "grp": "bh", + "cost": 166539970, + "mass": 63, + "causres": 0, + "explres": -0.5, + "kinres": -0.75, + "thermres": 0.5, + "hullboost": 2.5 + }, + { + "id": "bj", + "edID": 0, + "eddbID": 0, + "grp": "bh", + "cost": 186921290, + "mass": 63, + "causres": 0, + "explres": 0.2, + "kinres": 0.25, + "thermres": -0.4, + "hullboost": 2.5 + } + ], + "slots": { + "standard": [ + 7, + 7, + 5, + 4, + 7, + 6, + 5 + ], + "hardpoints": [ + 3, + 3, + 3, + 2, + 2, + 2, + 0, + 0, + 0, + 0 + ], + "internal": [ + 6, + 6, + 6, + 5, + 5, + 5, + 4, + 3, + 2, + 1, + { + "class": 1, + "name": "PlanetaryApproachSuite", + "eligible": { + "pas": 1 + } + } + ] + }, + "defaults": { + "standard": [ + "7E", + "7E", + "FN", + "4E", + "7E", + "6E", + "5C" + ], + "hardpoints": [ + 0, + 0, + 0, + 17, + 17, + 0, + 0, + 0, + 0, + 0 + ], + "internal": [ + "04", + "4e", + "", + "03", + "", + "", + "", + "", + "3w", + "4F" + ] + } + } +} diff --git a/ships/index.js b/ships/index.js index 31ef2d8..1e0cac1 100644 --- a/ships/index.js +++ b/ships/index.js @@ -21,6 +21,7 @@ module.exports = { fer_de_lance: require('./fer_de_lance').fer_de_lance, hauler: require('./hauler').hauler, imperial_clipper: require('./imperial_clipper').imperial_clipper, + imperial_corsair: require('./imperial_corsair').imperial_corsair, imperial_courier: require('./imperial_courier').imperial_courier, imperial_cutter: require('./imperial_cutter').imperial_cutter, imperial_eagle: require('./imperial_eagle').imperial_eagle, From 540c278b3d01161a719d8616fc99a2a29cca4ca1 Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Sat, 28 Jun 2025 14:29:24 +0100 Subject: [PATCH 7/7] Features/add corsair (#92) * Deploy current beta.coriolis.io content to coriolis.io (#5) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Beta to live (#6) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Beta into live (#10) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Beta to live (#13) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey * Add mandalay (#18) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#22) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Initial Addition of the Concord Cannon * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding EDId of Concord Cannon * Fixing up Concord numbers --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Display boost intervals better (#23) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#19) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Initial Addition of the Concord Cannon * Adding EDId of Concord Cannon --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding boostInt values to ships --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add mandalay (#24) * Python MkII (python_nx) (#99) * Python MkII data and SCO FSD data * Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly. * changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing. * Removing code already in PR #98 * Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB * SCO Modules (#98) * Add SCO Modules * Correct SCO Rating/Symbol * Update python_nx.json (#100) FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD) * Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out. * Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected. * [Fix] SCO 2A Group Fix The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection. * Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity. * Changing Enforcer falloff to 3km to match in game metric * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * Add Type 8 to the Shipyard (#12) * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Type 8 Added to Shipyard * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data * Add mandalay (#17) * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Initial Mandalay commit * Mandalay adjustments * Fixing Mandalay data --------- Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Add concord cannon (#19) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Initial Addition of the Concord Cannon * Adding EDId of Concord Cannon --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Display boost intervals better (#20) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1) * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) * Issue 600 add advanced weapons (#3) * Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. * Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo * Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before. --------- Co-authored-by: David Sangrey * Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module. * Adding SCO Drive Price update * Fix missile rack glitch (#11) * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR * Install uglify-js before use. Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way :tm: I'm open to better suggestions. * Type 8 Added to Shipyard (#14) * Adding boostInt values to ships --------- Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding BoostInt value to Mandalay --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Features/add_corsair (#87) * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Features/add_corsair (#88) * Adding the Corsair to the Shipyard * Removing edId's for ship and bulkhead * Changing FDName of Corsair * Changing back to imperial_corsair for internal use, but Name value to 'Corsair' to match in game --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>