Commit Graph

146 Commits

Author SHA1 Message Date
Alex Williams
203a18ceb3 Resolving Damage Values for Guardian Plasma Chargers 2024-11-20 00:06:48 +00:00
Alex Williams
7146ba94cd Updating the stats for the concord cannon 2024-11-15 08:53:30 +00:00
Alex Williams
5ba0b2db90 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 rack glitch (#11)

* Adds missing missile modifications (#7)

* Removing Seeker special from Advanced MR

* Type 8 Added to Shipyard

* Install uglify-js before use.

Fixes https://github.com/EDCD/coriolis/issues/780  .  I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.

* Adding SCO Drive Price update

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)

* Install uglify-js before use.

Fixes https://github.com/EDCD/coriolis/issues/780  .  I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Add mandalay (#17)

* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.

* Adding SCO Drive Price update

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)

* Install uglify-js before use.

Fixes https://github.com/EDCD/coriolis/issues/780  .  I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.

* Initial Mandalay commit

* Mandalay adjustments

* Fixing Mandalay data

---------

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

* Add concord cannon (#19)

* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)

* Issue 600 add advanced weapons (#3)

* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.

---------

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

* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.

* Adding SCO Drive Price update

* Fix missile rack glitch (#11)

* Adds missing missile modifications (#7)

* Removing Seeker special from Advanced MR

* Install uglify-js before use.

Fixes https://github.com/EDCD/coriolis/issues/780  .  I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.

* Type 8 Added to Shipyard (#14)

* Initial Addition of the Concord Cannon

* Adding EDId of Concord Cannon

---------

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

* Adding boostInt values to ships

---------

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

---------

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>
2024-11-08 20:13:20 +00:00
Alex Williams
775e9c429d 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>
2024-11-08 20:10:44 +00:00
Alex Williams
2d5828d139 Merge branch 'alpha' into ISSUE_700_Powerplant_Prices_Are_Incorrect 2024-06-06 21:51:57 +01:00
Alex Williams
9e5273b564 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. 2024-06-06 21:36:15 +01:00
Alex Williams
0b2800f990 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>
2024-05-27 17:00:19 +01:00
Alex Williams
972e168e76 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. 2024-05-27 15:46:16 +01:00
Alex Williams
ae18c94ab8 Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2) 2024-05-24 17:55:50 +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
441eec5f55 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) 2024-05-17 12:38:51 +01:00
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
Alex Williams
6be72732fc Changing Enforcer falloff to 3km to match in game metric 2024-05-15 11:16:06 +01:00
Alex Williams
7e58828577 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. 2024-05-14 16:42:34 +01:00
Aleksandr Korotkikh
bfbdc08e34 Add new ax related modules 2023-11-05 15:59:56 +06:00
Nasa105
9f61338528 Add Enhanced Xeno Scanner 2023-06-12 18:54:00 -04:00
Jon Davis
f06a5c832e Add Advanced Missile Rack data 2021-12-17 00:06:31 +00:00
Felix Linker
dd97d0dd2c Fix pacifier falloff
References https://github.com/EDCD/coriolis/issues/622
2021-01-31 13:19:54 +01:00
Felix Linker
3c6a9e0204 Fix damage portions for rail-guns
Closes https://github.com/EDCD/coriolis/issues/586
2020-10-24 11:33:35 +02:00
felixlinker
c228adb6c0 Ensure that 'class' key is always a number 2020-10-24 11:33:35 +02:00
felixlinker
4ade6e35fb Fix medium gimballed shock cannon power draw
Closes https://github.com/EDCD/coriolis/issues/544
2019-09-13 18:18:31 +02:00
Felix Linker
048b7f4fd7 Fix damage of large fixed multicannon 2019-08-24 15:24:28 +02:00
Felix Linker
396b3ec0d5 Fix thermal load for large plasma accelerator 2019-08-24 15:24:27 +02:00
Felix Linker
3cecbd5003 Fix shot speeds for medium/large fixed cannons 2019-08-24 15:24:27 +02:00
Felix Linker
b6fc2ba5c3 Fix Medium Guardian Gauss Cannon damage
Closes https://github.com/EDCD/coriolis/issues/518
2019-08-24 12:08:34 +02:00
felixlinker
e5aea23265 Shock Cannons and Flechette Launchers are not limited to 4 experimental weapons per ship
Closes https://github.com/EDCD/coriolis/issues/533
2019-08-19 18:56:05 +02:00
felixlinker
d2a5967f06 Fix rof for small rail gun 2019-05-18 20:00:54 +02:00
felixlinker
99c170b2a9 Fix pulse wave analyzer power draw
Closes https://github.com/EDCD/coriolis/issues/502
2019-05-18 12:17:14 +02:00
felixlinker
5cc739d7f6 Add experimental key to respective weapons
References https://github.com/EDCD/coriolis/issues/367
2019-05-18 11:06:05 +02:00
felixlinker
58ecfc105b Fix/add damage dist
Closes https://github.com/EDCD/coriolis/issues/74
2019-05-18 11:06:00 +02:00
felixlinker
afa4f427cd Fix pacifier damage 2019-05-17 21:07:22 +02:00
William
98b1935ec8 Fix rate of fire modifications (#70)
Fix rate of fire modifications
2019-04-29 06:05:37 +10:00
Felix Linker
132a7176e0 Fix subsufrace displacement missiles fd symbols 2019-04-27 15:19:26 +02:00
Felix Linker
ab78ed5fca Fix medium subsufrace displacement missile power draw
Closes https://github.com/EDCD/coriolis/issues/496
2019-04-27 15:18:34 +02:00
Felix Linker
14b92b2b10 Fix medium gimballed beam laser powerdraw
Closes https://github.com/EDCD/coriolis/issues/485
2019-04-27 15:15:16 +02:00
Felix Linker
3ffb62929b Replace rof with fireint 2019-04-27 01:28:29 +02:00
Jim Rohrer
6a28e701fb Fixed Medium Gimballed Shock Cannon damage 2019-03-02 12:01:17 -06:00
willyb321
cbb18df776 i ran a script to add edids / symbols from edcd/fdevids repo 2019-01-30 08:42:51 +11:00
willyb321
0f74b08f97 fix ggc edid 2019-01-30 08:39:18 +11:00
William
c21155357c Fix turreted scl power 2019-01-22 19:15:46 +11:00
William Blythe
78dec01ec6 abrasion blaster 2018-12-26 08:51:55 +11:00
William Blythe
e70a2596dc sdm (not fully confirmed stats) 2018-12-22 07:09:00 +11:00
William Blythe
cb0e476d37 prep for sub surface displacement misiles 2018-12-22 06:54:23 +11:00
William Blythe
86c51649fa scl prices 2018-12-22 06:52:10 +11:00
William Blythe
2f210007f3 pwa prices 2018-12-22 06:49:58 +11:00
Willyb321
7537eb1315 add symbols and EDIDs to pwa and scl 2018-12-20 08:24:55 +11:00
Willyb321
4a02fa4f0d scl (cost not confirmed, need to add symbols and ids) 2018-12-19 08:20:07 +11:00
Willyb321
56169cd5a2 pwa (cost not confirmed, need to add symbols) 2018-12-18 08:25:45 +11:00
felixlinker
3ca2b9cf41 Fix cyto-scrambler 2018-11-17 19:03:06 +00:00