262 Commits

Author SHA1 Message Date
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
561fea55e1 Fix thermal and efficiency values for blueprint effects 2024-12-10 23:22:41 +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
4cb76aa572 Adding descriptions to Specials, to facilitate a tooltip Description of each special 2024-11-24 18:50:51 +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
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
afe7e1609c Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)

* Removing Seeker special from Advanced MR
2024-06-22 22:53:32 +01:00
David Sangrey
fa21a577df Merge pull request #107 from alex-williams/issue_758_adding_ax_nanite_torps_and_enhanced_missile_racks
Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
2024-05-20 12:30:35 -04:00
Alex Williams
f297da379a Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo 2024-05-17 08:48:25 +01:00
Alex Williams
d04d380c67 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. 2024-05-16 19:31:00 +01:00
Aleksandr Korotkikh
bfbdc08e34 Add new ax related modules 2023-11-05 15:59:56 +06:00
CMDR-WDX
08be8f27a8 Fix https://github.com/EDCD/coriolis/issues/694 — Add Petra Olmanova to all Armour and HRP Blueprints 2022-11-14 18:36:24 +01:00
Felix Linker
566d768a71 Merge pull request #93 from CMDR-WDX/master
Add Mel Brandon as an Interdictor Engineer, Add G5 Wide Arc Blueprint
2022-11-11 20:19:03 +01:00
CMDR-WDX
1a7803f097 Define a random GUID for G5 Wide Interdictor 2022-11-09 16:16:40 +01:00
CMDR-WDX
c133a8d572 Add Missing G5 Interdictor Blueprints for Mel Brandon. Still a WIP on the UUID 2022-11-09 15:38:47 +01:00
Sid Pranjale
21b4a57a77 Bring back erroneously removed Weapon_Overcharged blueprint 2022-10-31 14:38:25 +05:30
Felix Linker
a4511c63f5 Merge pull request #89 from Sid127/experimentals-fix
Fix for experimental effect menus
2022-10-21 17:12:45 +02:00
Sid Pranjale
ec25b56b93 Engineering fix
- Corrected UUIDs to the best of my knowledge
- Add materials required for experimental effects
2022-10-09 16:27:59 +05:30
Sid Pranjale
fef336b399 Fix for experimental effect menus
-Removes multi-servos from beam lasers
-De-duplicates Penetrator Payload for Torpedo Pylons
2022-10-09 10:00:42 +05:30
Jon Davis
4176ad11ec Removed special_penetrator_payload for missile racks 2021-12-17 00:10:42 +00:00
Felix Linker
e499f68469 Add high yield shell damage reduction
https://github.com/EDCD/coriolis/issues/615
2021-01-31 20:47:53 +01:00
Felix Linker
8b537a783f Merge pull request #84 from CMDR-Cometborne/cb5-colonia
New blueprints exclusive to the Colonia engineers
2021-01-31 20:43:17 +01:00
Felix Linker
50044f72f8 Fix long-range interdictor G1 facing limit
Closes https://github.com/EDCD/coriolis/issues/612
2021-01-31 13:12:15 +01:00
Felix Linker
75a8898155 Fix thermal shock damage
Closes https://github.com/EDCD/coriolis/issues/555
2021-01-31 12:43:43 +01:00
CMDR Cometborne
e94d60f9f1 New blueprints exclusive to the Colonia engineers 2021-01-12 10:52:20 +01:00
Felix Linker
a4f5d3fb81 Merge pull request #78 from CMDR-Cometborne/cb4-ammo-capacity
Fix for ammo capacity blueprints
2020-10-24 12:59:45 +02:00
Felix Linker
fc5fd2668a Merge pull request #82 from hyperfekt/hyperfekt-discovery-scanner
expanded probe scanning radius blueprint fix
2020-10-24 11:44:21 +02:00
hyperfekt
3e640f7855 expanded probe scanning radius blueprint fix 2020-09-13 03:40:07 +02:00
hyperfekt
7231290fba fix weapons-focused power distributor blueprints 2020-09-12 21:31:13 +02:00
CMDR Cometborne
fd27f06993 Fix for ammo capacity blueprints
The blueprints for the ammo capacity increase of point defence,
heat sink launcher, and chaff launcher have been made more rational
in-game.  Instead of having 3 grades with only grade 3 giving an
extra usable shot, there is now only a grade 1 blueprint that results
in a capacity increase.  This blueprint has the cost of the old g3
blueprint.

Additionally, all the blueprints for these utilities are available
from both Ram Tah in the bubble and Petra Olmanova in Colonia.
2019-11-26 19:50:12 +01:00
felixlinker
d8e996171e Blueprint names must not be prefix of one another
Closes https://github.com/EDCD/coriolis/issues/549
2019-10-01 17:45:08 +02:00
felixlinker
201366fbce Hotfix MC_Overcharged 2019-09-30 16:14:04 +02:00
felixlinker
cee78b312a Fix accidentally removed high carge capacity (PD) blueprint 2019-09-19 16:49:19 +02:00
Felix Linker
a496825548 Fix damage reduction for plasma acc with plasma slug
Closes https://github.com/EDCD/coriolis/issues/450
2019-09-13 22:32:43 +02:00
Felix Linker
3f539d9c7b Super penetrators increase reload time by 50%
Closes https://github.com/EDCD/coriolis/issues/450
2019-09-13 22:32:27 +02:00
Felix Linker
98246a6aff Fix seekers/dumbfires being able to be modded with penetrator payload/drag munitios
Closes https://github.com/EDCD/coriolis/issues/526
2019-08-25 14:57:13 +02:00
Felix Linker
d5b10d5106 Fix negative effects of resistance mods for shield boosters 2019-08-24 15:26:52 +02:00
Felix Linker
9c721f2dac Fix optmass for dirty drives 2019-08-24 15:26:52 +02:00
Felix Linker
77e02eff2d Remove redundant blueprints for utilities, scanners and sensors 2019-08-24 15:26:52 +02:00
Felix Linker
462416ab82 Fix blueprint names
Closes https://github.com/EDCD/coriolis/issues/519
2019-08-24 15:26:52 +02:00
Felix Linker
b261dc5298 Add falloff modification to focused weapon blueprint 2019-08-24 15:26:52 +02:00
Felix Linker
ab3f375058 Only multi-cannons reduce ammunition when overcharged 2019-08-24 15:26:12 +02:00
Felix Linker
9bef5e965b Add missing key in modifierActions for target lock breaker 2019-08-24 15:24:27 +02:00
Felix Linker
dbca60a998 Thermal spread on engines only increases mass by 5% 2019-08-24 15:24:27 +02:00
Felix Linker
8dc63ed98e Improve precision of force shell modifier 2019-08-24 15:24:27 +02:00
Felix Linker
85fb010ee8 proberadius of detailed surface scanner is modified multiplicatively 2019-08-24 15:18:47 +02:00
Felix Linker
00ac0a354a Remove unused rapid fire blueprint for cannons only 2019-08-24 15:18:47 +02:00
Felix Linker
fcdae89552 Dweller does not have access to G4 burst lasers
Closes https://github.com/EDCD/coriolis/issues/521
2019-08-24 15:18:47 +02:00
Felix Linker
612ce64d34 Feedback cascade reduces damage by 20%
References https://github.com/EDCD/coriolis/issues/450
2019-08-24 15:09:02 +02:00
Felix Linker
f48bbadd2a Fix OutfittingFieldTypes for falloff and shotspeed
References https://github.com/EDCD/coriolis/issues/535
2019-08-24 12:01:43 +02:00