Commit Graph

29 Commits

Author SHA1 Message Date
Alex Williams
e4beb62960 Correcting price of Pacifier Frag Cannon 2024-12-15 18:10:36 +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
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
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
Felix Linker
dd97d0dd2c Fix pacifier falloff
References https://github.com/EDCD/coriolis/issues/622
2021-01-31 13:19:54 +01:00
felixlinker
afa4f427cd Fix pacifier damage 2019-05-17 21:07:22 +02:00
Felix Linker
3ffb62929b Replace rof with fireint 2019-04-27 01:28:29 +02:00
CMDR Cometborne
6425032c12 Price fixes
Update all prices than differed more than 10 cr from the values seen at
Jameson memorial.  And yes, I took both discounts (Jameson + elite rank)
into account.
2018-07-22 19:13:29 +02:00
willyb321
3c87d04060 add symbol to all modules 2018-03-23 08:29:15 +11:00
Cmdr McDonald
7516fb8783 Revert changes not going in to 2.3 2017-03-31 16:31:16 +01:00
Cmdr McDonald
670d2f0950 Update fragment cannons 2017-03-22 18:24:41 +00:00
Cmdr McDonald
f62ed95cdf Various 2.3 updates 2017-03-01 22:09:23 +00:00
Cmdr McDonald
2382dc6d91 Fixes for data prior to release 2017-01-23 13:03:57 +00:00
Cmdr McDonald
2dd730cfa8 Update weapons to have %-based damage distributions 2017-01-15 17:08:52 +00:00
Cmdr McDonald
3325a75dae Add falloff metric for weapons 2017-01-13 20:04:45 +00:00
Cmdr McDonald
c1f9fafa1a Updates for 2.2.03 2017-01-10 19:06:36 +00:00
Cmdr McDonald
fd188237ca Updates for 2.2.03 changes; add pitch/yaw/roll to ships 2016-12-11 21:47:39 +00:00
Cmdr McDonald
c69582f389 Initial updates for upcoming modifications 2016-12-03 16:12:15 +00:00
Cmdr McDonald
99b67614f0 Updates for naming 2016-11-03 14:20:37 +00:00
Cmdr McDonald
ecfc5157f2 Move hardpoints to using pure damage/dist/therm numbers 2016-11-03 10:47:16 +00:00
Cmdr McDonald
3195c6d7b2 Rewrite data files to have one key per line. Will make future commits far easier to see what has changed 2016-10-15 17:28:56 +01:00
Jonathan Harris
d0cc8ffb1c Make test results helpful again
Re-apply 07c76b2.
Add some missing eddbIDs and remove placeholder edID and eddbID values.
Change tests to detect placeholder edID and eddbID values.
2016-10-14 18:34:20 +01:00
Cmdr McDonald
914cef457e Updated ships and modules for 2.2 2016-10-14 16:55:05 +01:00
Jonathan Harris
07c76b2590 Add PowerPlay info to modules
Use it to skip E:D ID test.
2016-10-09 10:12:36 +01:00
Jonathan Harris
0e2b6693bb Regularize file mode 2016-10-09 09:40:15 +01:00
Colin McLeod
bea23f3980 Correct edID propterty for Frag Cannon 2016-02-22 14:34:32 -08:00
Jim McDonald
8df60ac771 Fix fragment cannon ammunition; include ED ID for Pacifier 2016-02-20 14:18:55 +00:00
Cmdr McDonald
875112e121 Added Elite IDs for known modules 2016-02-12 22:57:26 +00:00
Colin McLeod
464f084f71 Refactor for 2.0 2016-01-11 18:02:23 -08:00