* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add concord cannon (#19)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Initial Addition of the Concord Cannon
* Adding EDId of Concord Cannon
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Display boost intervals better (#20)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Adding boostInt values to ships
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#21)
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
* Adding BoostInt value to Mandalay
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Issues/782 gpd stats wrong (#29)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Type 8 Added to Shipyard (#26)
* Add concord cannon (#27)
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Initial Addition of the Concord Cannon
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#18)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding EDId of Concord Cannon
* Fixing up Concord numbers
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#28)
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#18)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add concord cannon (#19)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Initial Addition of the Concord Cannon
* Adding EDId of Concord Cannon
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Display boost intervals better (#20)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Adding boostInt values to ships
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding BoostInt value to Mandalay
* Add concord cannon (#22)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Initial Addition of the Concord Cannon
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding EDId of Concord Cannon
* Fixing up Concord numbers
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Display boost intervals better (#23)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Add Type 8 to the Shipyard (#12)
* Fix missile…
* Making engineers match blueprints
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Type 8 Added to Shipyard (#26)
* Add concord cannon (#27)
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Initial Addition of the Concord Cannon
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#18)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding EDId of Concord Cannon
* Fixing up Concord numbers
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#28)
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add mandalay (#18)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Add concord cannon (#19)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Initial Addition of the Concord Cannon
* Adding EDId of Concord Cannon
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Display boost intervals better (#20)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Adding boostInt values to ships
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding BoostInt value to Mandalay
* Add concord cannon (#22)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Type 8 Added to Shipyard (#14)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Initial Addition of the Concord Cannon
* Add mandalay (#17)
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
---------
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Adding EDId of Concord Cannon
* Fixing up Concord numbers
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* Display boost intervals better (#23)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly. (#1)
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Issue 600 add advanced weapons (#3)
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Add Type 8 to the Shipyard (#12)
* Fix missile 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>
* Display boost intervals better (#25)
* 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
* 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>
* Adding boostInt values to ships
* 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>
---------
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>
* Fixing stats for 2A Guardian Power Distributor
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* 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
* 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>
* Adding boostInt values to ships
* 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>
---------
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>
* 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>
* 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>
* Deploy current beta.coriolis.io content to coriolis.io (#5)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Beta to live (#6)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Beta into live (#10)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Beta to live (#13)
* Python MkII (python_nx) (#99)
* Python MkII data and SCO FSD data
* Corrected speed/boost values to compensate for something coriolis does to the base values, changed pitch/roll/yaw values to match in game (although not fully tested yet) and added bulkhead costs and made up edID's for them since ED doesn't actually have ID's for them in the journal. Also changed the fuelpower value for the SCO 5C FSD to bring range in coriolis closer to what's in game, but 1 of the 3 values is still wrong. This gets worse on the SCO 5A, where all the values go out of whack and changing the fuelpower value does not have the same effect as it does on the 5C SCO. There is further work required here with each SCO FSD to get range to calculate properly.
* changing the fuelpower values back to 2.45 in frame_shift_drive.json after some testing.
* Removing code already in PR #98
* Setting EDDBId values to 0 as the ship and these modules do not exist in EDDB
* SCO Modules (#98)
* Add SCO Modules
* Correct SCO Rating/Symbol
* Update python_nx.json (#100)
FDEV Localization Files have a space between Mk and II. To maintain consistency, we should also maintain such a spacing. (See also: Krait Mk II in this repo and the FDEVID repo under EDCD)
* Updating hull pricing of Python and the Mk II so that retail pricing matches in game pricing. OG Python was 1,000cr out, the Mk II was 9Mcr out.
* Adding Planetary Approach Suite modules for completeness of the interface (they are in game... should be in Coriolis). This also lead to discovering a bug, where Coriolis generated an inara link that included the planetary approach suite as a module to buy, when the Super Cruise Assist module was fitted... this was simply an incorrect EDDBId on the Super Cruise Assist module and has now been updated to the correct ID. It also raised another bug, where Coriolis would generate the link with the standard Docking Computer in it, no matter which docking computer you actually installed... again, this was an incorrect ID, both computers had the same EDDB Id, this has now been corrected.
* [Fix] SCO 2A Group Fix
The group FSD2 doesn't exist. A typo added it, and freezes Coriolis on selection.
* Adjusted fall-off value for all MC's to 2km where they should be, from 1.8km, except the 'enforcer' which has no fall off. As there is no current way to suggest infinity/no fall-off, I have set this to 4.5km, which is its maximum range and therefore, more accurate than infinity anyway. This lines up with Cannon fall-off figures, which are also set to their maximum range, rather than infinity.
* Changing Enforcer falloff to 3km to match in game metric
* Adds dummy modules to facilitate improved import error handling. Removes unnecessary legacy PAS module from standard modules. Fixes /dist/index.js not being populated properly.
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo
* Added 'Special' field to special modules (groms, packhounds, etc.) to make them easier to distinguish in the search results when typing in search words. Also split out advanced missile racks from the missile rack group of hardpoints, to help distinguish them better, as I did with advanced MC's and AX Enhanced MC's and AX Enhanced MRs, etc. This gives sub-categories in the module selection drop down which were not there before.
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR (#8)
* Fixing missing 'falloff' value by adding the 'range' value to the data. (#9)
* Add Type 8 to the Shipyard (#12)
* Fix missile rack glitch (#11)
* Adds missing missile modifications (#7)
* Removing Seeker special from Advanced MR
* Type 8 Added to Shipyard
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
* Pricing update for generally available (not Guardian, trader or PP) modules, including standard, internal and hardpoints. Cross Referenced in-game. This will make pricing in Coriolis in-line with pricing in EDOMH, which is more accurate than Inara, or EDSY. Due to in-game discounts for Triple Elite status, at Jameson in Shin and various other discounts like LYR, pricing in Elite is difficult to keep track of, especially if prices have changed since launch and/or since introduction of a module.
* Adding SCO Drive Price update
* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#2)
* Install uglify-js before use.
Fixes https://github.com/EDCD/coriolis/issues/780 . I'm not a Node/NPM dev so if this is the Wong Way ™️ I'm open to better suggestions.
* Initial Mandalay commit
* Mandalay adjustments
* Fixing Mandalay data
* Adding BoostInt value to Mandalay
---------
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: David Sangrey <rixxan@hullseals.space>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
* 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>
* 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>
* 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>
* 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>
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
The blueprints for the ammo capacity increase of point defence,
heat sink launcher, and chaff launcher have been made more rational
in-game. Instead of having 3 grades with only grade 3 giving an
extra usable shot, there is now only a grade 1 blueprint that results
in a capacity increase. This blueprint has the cost of the old g3
blueprint.
Additionally, all the blueprints for these utilities are available
from both Ram Tah in the bubble and Petra Olmanova in Colonia.
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.
- eliminate duplicate internal IDs to make Guardian PD Size 4 and
Guardian MRP 2E available
- fix Frontier ID ('edID') for all guardian modules
- fix prices for all guardian modules
- add missing Frontier internal names ('symbol')
exact value taken from the ingame engies. Please contact me if the values need to be rounded to x.xx
ShieldGenerator_Kinetic (5291-5355)
ShieldGenerator_Optimised (5356-5430)
ShieldGenerator_Reinforced (5431-5510)
ShieldGenerator_Thermic (5511-5575)
The value in baseShieldStrength seems to be incorrect. MJ value displayed in coriolis (31mj) doesn't match the righ shielding value for the Type 10 stock build (99mj). After some testing "baseShieldStrength": 320, seems to work outputting the right mj value.
The value in baseShieldStrength seems to be incorrect. MJ value displayed in coriolis (31mj) doesn't match the righ shielding value for the Type 10 stock build (99mj). After some testing "baseShieldStrength": 320, seems to work outputting the right mj value.
All Data and [associated JSON](https://github.com/EDCD/coriolis-data) files are intellectual property and copyright of Frontier Developments plc ('Frontier', 'Frontier Developments') and are subject to their
[terms and conditions](https://www.frontierstore.net/terms-and-conditions/).
The code (Javascript, CSS, HTML, and SVG files only) specificially for Coriolis.io is released under the MIT License.
Copyright (c) 2015 Coriolis.io, Colin McLeod
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software (Javascript, CSS, HTML, and SVG files only), and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
JSON Data modelling Elite Dangerous ships and components.
See [the wiki](https://github.com/cmmcleod/coriolis-data/wiki) for more details
See [the wiki](https://github.com/edcd/coriolis-data/wiki) for more details
## Issues
If you want to report an issue for this repository, please do this in the main repository of the coriolis project: https://github.com/EDCD/coriolis/issues
## Hosted Versions
You can find hosted and compiled versions of the data-json under https://coriolis.io/data/ and https://beta.coriolis.io/data/.
You might want to load these as depedency instead of reyling on the npm-dependency.
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Powered module that protects a ships modules from any weapons fire penetrating the hull. It utilises it's own damage capacity to absorb a proportion of the damage applied to modules, eventually burning out when it's capacity reaches zero. This version is based on Guardian research and has resistances to Thargoid specific disruption technology."
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has high damage capacity but low absorption of module damage. I.e. it can absorb a small proportion of module damage each time over a long period before running out of damage capacity."
},
{
"class":1,
@@ -19,10 +22,13 @@
"edID":128737271,
"grp":"mrp",
"id":"m1",
"integrity":30,
"integrity":70,
"mass":1,
"protection":0.6,
"rating":"D"
"rating":"D",
"symbol":"Int_ModuleReinforcement_Size1_Class2",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has low damage capacity but high absorption of module damage. I.e. it can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
},
{
"class":2,
@@ -31,10 +37,13 @@
"edID":128737272,
"grp":"mrp",
"id":"m2",
"integrity":105,
"integrity":115,
"mass":4,
"protection":0.3,
"rating":"E"
"rating":"E",
"symbol":"Int_ModuleReinforcement_Size2_Class1",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has high damage capacity but low absorption of module damage. I.e. it can absorb a small proportion of module damage each time over a long period before running out of damage capacity."
},
{
"class":2,
@@ -43,10 +52,13 @@
"edID":128737273,
"grp":"mrp",
"id":"m3",
"integrity":45,
"integrity":105,
"mass":2,
"protection":0.6,
"rating":"D"
"rating":"D",
"symbol":"Int_ModuleReinforcement_Size2_Class2",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has low damage capacity but high absorption of module damage. I.e. it can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
},
{
"class":3,
@@ -55,10 +67,13 @@
"edID":128737274,
"grp":"mrp",
"id":"m4",
"integrity":155,
"integrity":170,
"mass":8,
"protection":0.3,
"rating":"E"
"rating":"E",
"symbol":"Int_ModuleReinforcement_Size3_Class1",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has high damage capacity but low absorption of module damage. I.e. it can absorb a small proportion of module damage each time over a long period before running out of damage capacity."
},
{
"class":3,
@@ -67,10 +82,13 @@
"edID":128737275,
"grp":"mrp",
"id":"m5",
"integrity":65,
"integrity":155,
"mass":4,
"protection":0.6,
"rating":"D"
"rating":"D",
"symbol":"Int_ModuleReinforcement_Size3_Class2",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has low damage capacity but high absorption of module damage. I.e. it can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
},
{
"class":4,
@@ -79,10 +97,13 @@
"edID":128737276,
"grp":"mrp",
"id":"m6",
"integrity":235,
"integrity":260,
"mass":16,
"protection":0.3,
"rating":"E"
"rating":"E",
"symbol":"Int_ModuleReinforcement_Size4_Class1",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has high damage capacity but low absorption of module damage. I.e. it can absorb a small proportion of module damage each time over a long period before running out of damage capacity."
},
{
"class":4,
@@ -91,10 +112,13 @@
"edID":128737277,
"grp":"mrp",
"id":"m7",
"integrity":95,
"integrity":235,
"mass":8,
"protection":0.6,
"rating":"D"
"rating":"D",
"symbol":"Int_ModuleReinforcement_Size4_Class2",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has low damage capacity but high absorption of module damage. I.e. it can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
},
{
"class":5,
@@ -103,10 +127,13 @@
"edID":128737278,
"grp":"mrp",
"id":"m8",
"integrity":350,
"integrity":385,
"mass":32,
"protection":0.3,
"rating":"E"
"rating":"E",
"symbol":"Int_ModuleReinforcement_Size5_Class1",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has high damage capacity but low absorption of module damage. I.e. it can absorb a small proportion of module damage each time over a long period before running out of damage capacity."
},
{
"class":5,
@@ -115,10 +142,13 @@
"edID":128737279,
"grp":"mrp",
"id":"m9",
"integrity":145,
"integrity":350,
"mass":16,
"protection":0.6,
"rating":"D"
"rating":"D",
"symbol":"Int_ModuleReinforcement_Size5_Class2",
"ukName":"Module Reinforcement",
"ukDiscript":"Protects modules against weapons fire that penetrates the hull. This version of the module has low damage capacity but high absorption of module damage. I.e. it can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
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