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