1067 Commits

Author SHA1 Message Date
Alex Williams
51ec5c2d13 Merge pull request #123 from EDCD/develop
Develop
2025-06-28 14:33:20 +01:00
Alex Williams
0d0183ae2e Merge pull request #122 from Brighter-Applications/develop
Develop
2025-06-28 14:30:27 +01:00
Alex Williams
540c278b3d 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 ™️ 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 ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
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 <davidsangrey@gmail.com>

* 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 ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Adding BoostInt value to Mandalay

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
2025-06-28 14:29:24 +01:00
Alex Williams
e5d3d8f94c 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 ™️ 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 ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
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 <davidsangrey@gmail.com>

* 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 ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Adding BoostInt value to Mandalay

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
2025-04-10 12:33:30 +01:00
Alex Williams
b981af8b3b Merge pull request #86 from Brighter-Applications/issues/806_fix_pacifier_cost
Correcting price of Pacifier Frag Cannon
2024-12-15 18:21:30 +00:00
Alex Williams
e4beb62960 Correcting price of Pacifier Frag Cannon 2024-12-15 18:10:36 +00:00
Alex Williams
27e6ee0e62 Merge pull request #83 from Brighter-Applications/issues/804_remove_duplicate_advanced_missiles
Removing duplicate entries for Advanced Missile Racks.
2024-12-13 22:15:19 +00:00
Alex Williams
b8e79fdea6 Removing duplicate entries for Advanced Missile Racks. 2024-12-13 22:04:58 +00:00
Alex Williams
fe95547c10 Merge pull request #80 from Brighter-Applications/features/add_cobra5
Fixing cobramkv spacing
2024-12-13 20:57:22 +00:00
Alex Williams
98130315f1 Fixing cobramkv spacing 2024-12-13 20:51:57 +00:00
Alex Williams
a4066d398d Merge pull request #77 from Brighter-Applications/issues/624_Fix_thermal_values
Fixing Thermal Load and Efficiency Values, this will break tooltip va…
2024-12-13 20:19:56 +00:00
Alex Williams
b52c1bc171 Fixing Thermal Load and Efficiency Values, this will break tooltip values for these amounts. 2024-12-13 20:17:48 +00:00
Alex Williams
11eee23f4f Merge pull request #74 from Brighter-Applications/features/add_cobra5
Adding Cobra Mk V
2024-12-13 19:49:01 +00:00
Alex Williams
abe85dde8f Adding Cobra Mk V 2024-12-13 19:46:38 +00:00
Alex Williams
aca98c68fc Merge pull request #121 from Brighter-Applications/develop
Develop
2024-12-10 23:33:48 +00:00
Alex Williams
ee3f8eaea8 Merge pull request #71 from Brighter-Applications/issues/624_Fix_thermal_values
Fix thermal and efficiency values for blueprint effects
2024-12-10 23:31:47 +00:00
Alex Williams
561fea55e1 Fix thermal and efficiency values for blueprint effects 2024-12-10 23:22:41 +00:00
Alex Williams
e1118eb222 Merge pull request #120 from Brighter-Applications/develop
Develop
2024-11-25 00:24:24 +00:00
Alex Williams
da0cb525c9 Merge pull request #68 from Brighter-Applications/issues/699_Add_Charge_Rate_To_Rails
Adding 'charge' values to RailGuns, as they have a charge time of 1.2s
2024-11-25 00:01:23 +00:00
Alex Williams
0b507d641a Adding 'charge' values to RailGuns, as they have a charge time of 1.2s 2024-11-24 23:52:49 +00:00
Alex Williams
685bbd6274 Merge pull request #65 from Brighter-Applications/issues/648_Correct_FSD_Double_Braced_Integrity_Value
Fixes the integrity boost provided by a 'Double Braced' experimental …
2024-11-24 22:49:48 +00:00
Alex Williams
e6b2678215 Fixes the integrity boost provided by a 'Double Braced' experimental being applied to an FSD from 0.15 to 0.25 which is correct. 2024-11-24 22:44:16 +00:00
Alex Williams
202dffaa80 Merge pull request #62 from Brighter-Applications/features/Add_Specials_Tooltips_Descriptions
Adding descriptions to Specials, to facilitate a tooltip Description …
2024-11-24 19:04:07 +00:00
Alex Williams
4cb76aa572 Adding descriptions to Specials, to facilitate a tooltip Description of each special 2024-11-24 18:50:51 +00:00
Alex Williams
c59e4b79dc Merge pull request #119 from EDCD/develop
Develop
2024-11-23 21:53:25 +00:00
Alex Williams
04c1c40c67 Merge pull request #118 from Brighter-Applications/develop
Develop
2024-11-23 21:49:37 +00:00
Alex Williams
a1aa627b1e Merge pull request #59 from Brighter-Applications/issues/783_Add_Missing_Corrosion_Resistant_Cargo_Racks
Adding missing 5E and 6E Corrosion resistant Cargo Racks
2024-11-23 21:47:13 +00:00
Alex Williams
9a670b15c1 Merge pull request #57 from Brighter-Applications/issues/776_Fix_Overcharged_Blueprint
These changes fix the issue where MC's with the Weapon_Overcharged bl…
2024-11-23 20:47:59 +00:00
Alex Williams
644fd16080 These changes fix the issue where MC's with the Weapon_Overcharged blueprint, don't properly show the blueprint because of the Laser Weapon_Overcharged blueprint being a conflict. 2024-11-23 20:35:59 +00:00
Alex Williams
0239997e88 Adding missing 5E and 6E Corrosion resistant Cargo Racks 2024-11-23 15:06:39 +00:00
Alex Williams
c14146d383 Merge pull request #53 from Brighter-Applications/issues/609_Update_Phantom_Hardness
Updating Phantom hardness from 60 to 55
2024-11-23 14:41:41 +00:00
Alex Williams
05d2b8d3ef Updating Phantom hardness from 60 to 55 2024-11-23 14:19:38 +00:00
Alex Williams
b43dc2aa43 Merge pull request #117 from EDCD/develop
Develop
2024-11-23 13:06:42 +00:00
Alex Williams
ab36028348 Merge pull request #116 from Brighter-Applications/develop
Develop
2024-11-23 13:05:19 +00:00
Alex Williams
2c332b1071 Merge pull request #48 from Brighter-Applications/issues/782_GPD_Stats_Wrong
Issues/782 gpd stats wrong
2024-11-23 13:02:31 +00:00
Alex Williams
d64acb24bf Merge pull request #47 from Brighter-Applications/issues/296_making_engineers_match
Issues/296 making engineers match
2024-11-23 13:01:57 +00:00
Alex Williams
f33f21d293 Merge pull request #46 from Brighter-Applications/issue_568_Fix_Guardian_Plasma_Charger_Damage
Resolving Damage Values for Guardian Plasma Chargers
2024-11-23 13:00:59 +00:00
Alex Williams
07256134e2 Merge pull request #45 from Brighter-Applications/Issue_558_Add_Missing_Shield_Generators
Adding Size 1 Shields, which to this point, have been missing.
2024-11-23 13:00:20 +00:00
Alex Williams
203a18ceb3 Resolving Damage Values for Guardian Plasma Chargers 2024-11-20 00:06:48 +00:00
Alex Williams
67f4fea6c0 Adding Size 1 Shields, which to this point, have been missing. 2024-11-19 23:23:52 +00:00
Alex Williams
df41bda435 Merge pull request #115 from Brighter-Applications/master
Develop into Master
2024-11-19 12:52:47 +00:00
Alex Williams
f6fa69ed71 Merge pull request #39 from Brighter-Applications/develop
Develop
2024-11-19 12:50:33 +00:00
Alex Williams
e93b78f31b Merge pull request #114 from Brighter-Applications/develop
Develop
2024-11-17 23:33:17 +00:00
Alex Williams
278f77e999 Merge pull request #38 from Brighter-Applications/Fix_Ship_Hull_Prices
Fixing Hullcost values, which should fix build prices.
2024-11-17 23:32:28 +00:00
Alex Williams
074a8eee0d Fixing Hullcost values, which should fix build prices. 2024-11-17 23:05:53 +00:00
Alex Williams
41bb708463 Merge pull request #35 from Brighter-Applications/concord_cannon_data_update
Updating the stats for the concord cannon
2024-11-15 08:56:48 +00:00
Alex Williams
7146ba94cd Updating the stats for the concord cannon 2024-11-15 08:53:30 +00:00
Alex Williams
4bc078178b Issues/296 making engineers match (#31)
* 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
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 <davidsangrey@gmail.com>

* 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 ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Add mandalay (#21)

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

* Adding BoostInt value to Mandalay

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Issues/782 gpd stats wrong (#29)

* 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 <davidsangrey@gmail.com>

* 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 ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Type 8 Added to Shipyard (#26)

* Add concord cannon (#27)

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 ™️ 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 ™️ 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 ™️ 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 ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* Adding EDId of Concord Cannon

* Fixing up Concord numbers

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>

* 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 ™️ 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 ™️ 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 ™️ 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 ™️ 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 ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 <davidsangrey@gmail.com>
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 <davidsangrey@gmail.com>

* 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 ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Adding boostInt values to ships

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
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 <davidsangrey@gmail.com>

* 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 ™️ 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 ™️ 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 ™️ 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 <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
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 <davidsangrey@gmail.com>

* 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…

* Making engineers match blueprints

---------

Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
2024-11-09 00:38:41 +00:00
Alex Williams
b270709882 Merge branch 'beta' into issues/296_making_engineers_match 2024-11-09 00:30:51 +00:00
Alex Williams
065ba343a0 Making engineers match blueprints 2024-11-09 00:25:43 +00:00