From 5ba0b2db90e0a1845331f21d848d161c07f58bf7 Mon Sep 17 00:00:00 2001 From: Alex Williams Date: Fri, 8 Nov 2024 20:13:20 +0000 Subject: [PATCH] Add mandalay (#28) * 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 * Adds missing missile modifications (#7) * Removing Seeker special from Advanced MR (#8) * 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 * Fixing missing 'falloff' value by adding the 'range' value to the data. (#9) * 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) * 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 * 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 * 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 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 (#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 * 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> --------- Co-authored-by: David Sangrey Co-authored-by: David Sangrey Co-authored-by: Chris <2653277+chennin@users.noreply.github.com> --- modules/hardpoints/cannon.json | 2 +- ships/adder.json | 1 + ships/alliance_challenger.json | 1 + ships/alliance_chieftain.json | 1 + ships/alliance_crusader.json | 1 + ships/anaconda.json | 1 + ships/asp.json | 1 + ships/asp_scout.json | 1 + ships/beluga.json | 1 + ships/cobra_mk_iii.json | 1 + ships/cobra_mk_iv.json | 1 + ships/diamondback_explorer.json | 1 + ships/diamondback_scout.json | 1 + ships/dolphin.json | 1 + ships/eagle.json | 1 + ships/federal_assault_ship.json | 1 + ships/federal_corvette.json | 1 + ships/federal_dropship.json | 1 + ships/federal_gunship.json | 1 + ships/fer_de_lance.json | 1 + ships/hauler.json | 1 + ships/imperial_clipper.json | 1 + ships/imperial_courier.json | 1 + ships/imperial_cutter.json | 1 + ships/imperial_eagle.json | 1 + ships/keelback.json | 1 + ships/krait_mkii.json | 1 + ships/krait_phantom.json | 1 + ships/mamba.json | 1 + ships/mandalay.json | 1 + ships/orca.json | 1 + ships/python.json | 1 + ships/python_nx.json | 3 ++- ships/sidewinder.json | 1 + ships/type_10_defender.json | 1 + ships/type_6_transporter.json | 1 + ships/type_7_transport.json | 1 + ships/type_8_transport.json | 1 + ships/type_9_heavy.json | 1 + ships/viper.json | 1 + ships/viper_mk_iv.json | 1 + ships/vulture.json | 1 + 42 files changed, 43 insertions(+), 2 deletions(-) diff --git a/modules/hardpoints/cannon.json b/modules/hardpoints/cannon.json index c179e46..4bb34e1 100644 --- a/modules/hardpoints/cannon.json +++ b/modules/hardpoints/cannon.json @@ -357,7 +357,7 @@ "class": 2, "clip": 9, "cost": 314620, - "damage": 14.6, + "damage": 7.42, "damagedist": { "K": 1 }, diff --git a/ships/adder.json b/ships/adder.json index 8cdf3b9..7ca2209 100755 --- a/ships/adder.json +++ b/ships/adder.json @@ -10,6 +10,7 @@ "speed": 220, "boost": 320, "boostEnergy": 9, + "boostInt": 4, "heatCapacity": 170, "baseShieldStrength": 60, "baseArmour": 90, diff --git a/ships/alliance_challenger.json b/ships/alliance_challenger.json index 3c73d1d..fe035f9 100644 --- a/ships/alliance_challenger.json +++ b/ships/alliance_challenger.json @@ -10,6 +10,7 @@ "speed": 204, "boost": 310, "boostEnergy": 19, + "boostInt": 6, "heatCapacity": 316, "baseShieldStrength": 220, "baseArmour": 300, diff --git a/ships/alliance_chieftain.json b/ships/alliance_chieftain.json index 05c8d3e..5488a9f 100644 --- a/ships/alliance_chieftain.json +++ b/ships/alliance_chieftain.json @@ -10,6 +10,7 @@ "speed": 230, "boost": 330, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 200, "heatCapacity": 289, "baseArmour": 280, diff --git a/ships/alliance_crusader.json b/ships/alliance_crusader.json index f4aace6..b80e52d 100644 --- a/ships/alliance_crusader.json +++ b/ships/alliance_crusader.json @@ -10,6 +10,7 @@ "speed": 180, "boost": 300, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 200, "baseArmour": 300, "heatCapacity": 316, diff --git a/ships/anaconda.json b/ships/anaconda.json index c69230d..af31195 100755 --- a/ships/anaconda.json +++ b/ships/anaconda.json @@ -10,6 +10,7 @@ "speed": 180, "boost": 240, "boostEnergy": 27, + "boostInt": 6, "baseShieldStrength": 350, "baseArmour": 525, "heatCapacity": 334, diff --git a/ships/asp.json b/ships/asp.json index 64dd88a..365c6ab 100755 --- a/ships/asp.json +++ b/ships/asp.json @@ -10,6 +10,7 @@ "speed": 250, "boost": 340, "boostEnergy": 13, + "boostInt": 4.5, "baseShieldStrength": 140, "heatCapacity": 272, "baseArmour": 210, diff --git a/ships/asp_scout.json b/ships/asp_scout.json index b56e48f..d5be184 100644 --- a/ships/asp_scout.json +++ b/ships/asp_scout.json @@ -10,6 +10,7 @@ "speed": 220, "boost": 300, "boostEnergy": 13, + "boostInt": 4.5, "baseShieldStrength": 120, "heatCapacity": 210, "baseArmour": 180, diff --git a/ships/beluga.json b/ships/beluga.json index fcfa4b4..ab5cd9c 100755 --- a/ships/beluga.json +++ b/ships/beluga.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 280, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 280, "heatCapacity": 283, "baseArmour": 280, diff --git a/ships/cobra_mk_iii.json b/ships/cobra_mk_iii.json index 72ba0dd..73527fa 100755 --- a/ships/cobra_mk_iii.json +++ b/ships/cobra_mk_iii.json @@ -10,6 +10,7 @@ "speed": 280, "boost": 400, "boostEnergy": 10, + "boostInt": 5, "baseShieldStrength": 80, "baseArmour": 120, "heatCapacity": 225, diff --git a/ships/cobra_mk_iv.json b/ships/cobra_mk_iv.json index f977f0f..825424a 100644 --- a/ships/cobra_mk_iv.json +++ b/ships/cobra_mk_iv.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 300, "boostEnergy": 10, + "boostInt": 5, "baseShieldStrength": 120, "heatCapacity": 228, "baseArmour": 120, diff --git a/ships/diamondback_explorer.json b/ships/diamondback_explorer.json index f59f7ce..45b8b94 100644 --- a/ships/diamondback_explorer.json +++ b/ships/diamondback_explorer.json @@ -10,6 +10,7 @@ "speed": 260, "boost": 340, "boostEnergy": 13, + "boostInt": 4, "baseShieldStrength": 150, "baseArmour": 150, "hardness": 42, diff --git a/ships/diamondback_scout.json b/ships/diamondback_scout.json index 273f00c..8a8d69d 100644 --- a/ships/diamondback_scout.json +++ b/ships/diamondback_scout.json @@ -11,6 +11,7 @@ "boost": 380, "boostEnergy": 10, "baseShieldStrength": 120, + "boostInt": 4, "baseArmour": 120, "hardness": 40, "heatCapacity": 346, diff --git a/ships/dolphin.json b/ships/dolphin.json index a59a6d7..4919afe 100755 --- a/ships/dolphin.json +++ b/ships/dolphin.json @@ -10,6 +10,7 @@ "speed": 250, "boost": 350, "boostEnergy": 10, + "boostInt": 4, "baseShieldStrength": 110, "baseArmour": 110, "hardness": 35, diff --git a/ships/eagle.json b/ships/eagle.json index 0298f4f..e54624a 100755 --- a/ships/eagle.json +++ b/ships/eagle.json @@ -10,6 +10,7 @@ "speed": 240, "boost": 350, "boostEnergy": 8, + "boostInt": 4.5, "baseShieldStrength": 60, "baseArmour": 40, "hardness": 28, diff --git a/ships/federal_assault_ship.json b/ships/federal_assault_ship.json index bdcfd2e..adad878 100644 --- a/ships/federal_assault_ship.json +++ b/ships/federal_assault_ship.json @@ -10,6 +10,7 @@ "speed": 210, "boost": 350, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 200, "baseArmour": 300, "hardness": 60, diff --git a/ships/federal_corvette.json b/ships/federal_corvette.json index 823a6d5..6a7e047 100644 --- a/ships/federal_corvette.json +++ b/ships/federal_corvette.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 260, "boostEnergy": 27, + "boostInt": 6, "baseShieldStrength": 555, "baseArmour": 370, "hardness": 70, diff --git a/ships/federal_dropship.json b/ships/federal_dropship.json index a8b1e66..d1737bb 100755 --- a/ships/federal_dropship.json +++ b/ships/federal_dropship.json @@ -10,6 +10,7 @@ "speed": 180, "boost": 300, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 200, "baseArmour": 300, "hardness": 60, diff --git a/ships/federal_gunship.json b/ships/federal_gunship.json index 4a355e2..e283bd5 100644 --- a/ships/federal_gunship.json +++ b/ships/federal_gunship.json @@ -10,6 +10,7 @@ "speed": 170, "boost": 280, "boostEnergy": 23, + "boostInt": 6, "baseShieldStrength": 250, "baseArmour": 350, "hardness": 60, diff --git a/ships/fer_de_lance.json b/ships/fer_de_lance.json index e28a06b..d1cf80b 100755 --- a/ships/fer_de_lance.json +++ b/ships/fer_de_lance.json @@ -10,6 +10,7 @@ "speed": 260, "boost": 350, "boostEnergy": 19, + "boostInt": 5, "baseShieldStrength": 300, "baseArmour": 225, "hardness": 70, diff --git a/ships/hauler.json b/ships/hauler.json index 3fd3641..e8b6644 100755 --- a/ships/hauler.json +++ b/ships/hauler.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 300, "boostEnergy": 7, + "boostInt": 4, "baseShieldStrength": 50, "baseArmour": 100, "hardness": 20, diff --git a/ships/imperial_clipper.json b/ships/imperial_clipper.json index 53d6f8f..3c54f9f 100755 --- a/ships/imperial_clipper.json +++ b/ships/imperial_clipper.json @@ -10,6 +10,7 @@ "speed": 300, "boost": 380, "boostEnergy": 19, + "boostInt": 4.5, "baseShieldStrength": 180, "baseArmour": 270, "hardness": 60, diff --git a/ships/imperial_courier.json b/ships/imperial_courier.json index 2a7334b..79b12ab 100644 --- a/ships/imperial_courier.json +++ b/ships/imperial_courier.json @@ -10,6 +10,7 @@ "speed": 280, "boost": 380, "boostEnergy": 10, + "boostInt": 4, "baseShieldStrength": 200, "baseArmour": 80, "hardness": 30, diff --git a/ships/imperial_cutter.json b/ships/imperial_cutter.json index 7a689a4..3d9a190 100644 --- a/ships/imperial_cutter.json +++ b/ships/imperial_cutter.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 320, "boostEnergy": 23, + "boostInt": 6, "baseShieldStrength": 600, "baseArmour": 400, "hardness": 70, diff --git a/ships/imperial_eagle.json b/ships/imperial_eagle.json index fab902e..7f60284 100644 --- a/ships/imperial_eagle.json +++ b/ships/imperial_eagle.json @@ -10,6 +10,7 @@ "speed": 300, "boost": 400, "boostEnergy": 8, + "boostInt": 4.5, "baseShieldStrength": 80, "baseArmour": 60, "hardness": 28, diff --git a/ships/keelback.json b/ships/keelback.json index aeae2d9..95cbb1a 100644 --- a/ships/keelback.json +++ b/ships/keelback.json @@ -10,6 +10,7 @@ "speed": 200, "boost": 300, "boostEnergy": 10, + "boostInt": 4, "baseShieldStrength": 135, "baseArmour": 270, "hardness": 45, diff --git a/ships/krait_mkii.json b/ships/krait_mkii.json index 931f71e..ebb3156 100644 --- a/ships/krait_mkii.json +++ b/ships/krait_mkii.json @@ -10,6 +10,7 @@ "speed": 240, "boost": 330, "boostEnergy": 13, + "boostInt": 4.5, "baseShieldStrength": 220, "heatCapacity": 300, "baseArmour": 220, diff --git a/ships/krait_phantom.json b/ships/krait_phantom.json index a37e305..78242df 100644 --- a/ships/krait_phantom.json +++ b/ships/krait_phantom.json @@ -9,6 +9,7 @@ "hullCost": 35589214, "speed": 250, "boost": 350, + "boostInt": 4.5, "heatCapacity": 300, "boostEnergy": 13, "baseShieldStrength": 200, diff --git a/ships/mamba.json b/ships/mamba.json index 6c98157..e9b2faf 100644 --- a/ships/mamba.json +++ b/ships/mamba.json @@ -10,6 +10,7 @@ "speed": 310, "boost": 380, "boostEnergy": 17, + "boostInt": 5, "baseShieldStrength": 270, "heatCapacity": 165, "baseArmour": 230, diff --git a/ships/mandalay.json b/ships/mandalay.json index 0fd8c1a..3d5fe39 100755 --- a/ships/mandalay.json +++ b/ships/mandalay.json @@ -10,6 +10,7 @@ "heatCapacity": 250, "boost": 350, "boostEnergy": 14, + "boostInt": 5, "baseShieldStrength": 220, "baseArmour": 230, "hardness": 55, diff --git a/ships/orca.json b/ships/orca.json index 9fac7f6..989e1ed 100755 --- a/ships/orca.json +++ b/ships/orca.json @@ -10,6 +10,7 @@ "speed": 300, "boost": 380, "boostEnergy": 16, + "boostInt": 4, "baseShieldStrength": 220, "baseArmour": 220, "heatCapacity": 262, diff --git a/ships/python.json b/ships/python.json index e884002..2c01702 100755 --- a/ships/python.json +++ b/ships/python.json @@ -10,6 +10,7 @@ "speed": 230, "boost": 300, "boostEnergy": 23, + "boostInt": 4.5, "baseShieldStrength": 260, "baseArmour": 260, "heatCapacity": 300, diff --git a/ships/python_nx.json b/ships/python_nx.json index 813689a..8c99916 100755 --- a/ships/python_nx.json +++ b/ships/python_nx.json @@ -10,6 +10,7 @@ "speed": 256, "boost": 345, "boostEnergy": 19, + "boostInt": 4.5, "baseShieldStrength": 335, "baseArmour": 280, "heatCapacity": 316, @@ -159,7 +160,7 @@ "", "00", "3w", - "4F", + "4F", 0, 0, 0 diff --git a/ships/sidewinder.json b/ships/sidewinder.json index 398beac..bcb558e 100755 --- a/ships/sidewinder.json +++ b/ships/sidewinder.json @@ -10,6 +10,7 @@ "speed": 220, "boost": 320, "boostEnergy": 7, + "boostInt": 4, "heatCapacity": 140, "baseShieldStrength": 40, "baseArmour": 60, diff --git a/ships/type_10_defender.json b/ships/type_10_defender.json index 49055d4..9fa0f58 100644 --- a/ships/type_10_defender.json +++ b/ships/type_10_defender.json @@ -10,6 +10,7 @@ "speed": 179, "boost": 219, "boostEnergy": 19, + "boostInt": 6, "baseShieldStrength": 320, "baseArmour": 580, "hardness": 75, diff --git a/ships/type_6_transporter.json b/ships/type_6_transporter.json index 25c4c54..b1551bc 100755 --- a/ships/type_6_transporter.json +++ b/ships/type_6_transporter.json @@ -9,6 +9,7 @@ "hullCost": 865790, "speed": 220, "boost": 350, + "boostInt": 4, "heatCapacity": 179, "boostEnergy": 10, "baseShieldStrength": 90, diff --git a/ships/type_7_transport.json b/ships/type_7_transport.json index 0415fe1..d6dfa95 100755 --- a/ships/type_7_transport.json +++ b/ships/type_7_transport.json @@ -11,6 +11,7 @@ "heatCapacity": 226, "boost": 300, "boostEnergy": 10, + "boostInt": 6, "baseShieldStrength": 155, "baseArmour": 340, "hardness": 54, diff --git a/ships/type_8_transport.json b/ships/type_8_transport.json index 60b15f1..e70cbf1 100755 --- a/ships/type_8_transport.json +++ b/ships/type_8_transport.json @@ -10,6 +10,7 @@ "heatCapacity": 226, "boost": 340, "boostEnergy": 10, + "boostInt": 4, "baseShieldStrength": 228, "baseArmour": 440, "hardness": 58, diff --git a/ships/type_9_heavy.json b/ships/type_9_heavy.json index 1dbd79f..467d260 100755 --- a/ships/type_9_heavy.json +++ b/ships/type_9_heavy.json @@ -10,6 +10,7 @@ "speed": 130, "boost": 200, "boostEnergy": 19, + "boostInt": 6, "heatCapacity": 289, "baseShieldStrength": 240, "baseArmour": 480, diff --git a/ships/viper.json b/ships/viper.json index fcec0be..d4016f6 100755 --- a/ships/viper.json +++ b/ships/viper.json @@ -10,6 +10,7 @@ "speed": 320, "boost": 400, "boostEnergy": 10, + "boostInt": 5, "baseShieldStrength": 105, "baseArmour": 70, "hardness": 35, diff --git a/ships/viper_mk_iv.json b/ships/viper_mk_iv.json index bd3d28b..4020121 100644 --- a/ships/viper_mk_iv.json +++ b/ships/viper_mk_iv.json @@ -10,6 +10,7 @@ "speed": 270, "boost": 340, "boostEnergy": 10, + "boostInt": 5, "baseShieldStrength": 150, "baseArmour": 150, "hardness": 35, diff --git a/ships/vulture.json b/ships/vulture.json index c1e384a..3349101 100755 --- a/ships/vulture.json +++ b/ships/vulture.json @@ -10,6 +10,7 @@ "speed": 210, "boost": 340, "boostEnergy": 16, + "boostInt": 4.5, "baseShieldStrength": 240, "baseArmour": 160, "heatCapacity": 237,