* 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>
* 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 (#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>
* Add mandalay (#24)
* 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
* 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>
* 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>
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Features/add_corsair (#87)
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Features/add_corsair (#88)
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Changing FDName of Corsair
* Changing back to imperial_corsair for internal use, but Name value to 'Corsair' to match in game
---------
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>
* 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 (#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>
* Add mandalay (#24)
* 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
* 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>
* 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>
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Features/add_corsair (#87)
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Features/add_corsair (#88)
* Adding the Corsair to the Shipyard
* Removing edId's for ship and bulkhead
* Changing FDName of Corsair
* Changing back to imperial_corsair for internal use, but Name value to 'Corsair' to match in game
---------
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 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>
"description":"An experimental upgrade that automatically reloads the weapon, even when firing.",
"uuid":"640d6dde-f497-42cd-8bc9-73ab3fa1b43a",
"components":{
"Mechanical Equipment":4,
@@ -20,6 +21,7 @@
"id":2,
"edname":"special_concordant_sequence",
"name":"Concordant sequence",
"description":"A modification that causes weapon strikes to temporarily enhance the regeneration rate of a wingman's shield, at the cost of increased heat generation.",
"uuid":"b556c19a-e756-45b1-846f-9ddc61af18a9",
"components":{
"Focus Crystals":5,
@@ -31,6 +33,7 @@
"id":3,
"edname":"special_corrosive_shell",
"name":"Corrosive shell",
"description":"Experimental rounds that temporarily weaken hull hardness and increase all damage taken, at the cost of reduced ammo capacity.",
"uuid":"a6faa870-ff89-4e48-b607-424e065cbd43",
"components":{
"Chemical Storage Units":5,
@@ -42,6 +45,7 @@
"id":4,
"edname":"special_blinding_shell",
"name":"Dazzle shell",
"description":"Experimental shells that temporarily reduce a target's sensor acuity upon impact.",
"uuid":"0a1e29ee-2fc7-4cbd-bbda-e8803c3e03ac",
"components":{
"Mechanical Scrap":5,
@@ -53,6 +57,7 @@
"id":5,
"edname":"special_dispersal_field",
"name":"Dispersal field",
"description":"Experimental upgrade that causes successful strikes to temporarily confuse all gimbal and turret hardpoints on the target, at the cost of direct damage potential.",
"uuid":"0e2dbd63-335d-4dca-8050-c7ca8ddc56b0",
"components":{
"Conductive Components":5,
@@ -71,6 +76,7 @@
"id":7,
"edname":"special_drag_munitions",
"name":"Drag munitions",
"description":"Experimental munitions that disrupt engine exhaust flow on the target, temporarily preventing ENG power distribution from increasing thrust.",
"uuid":"ca4cd540-660a-4fba-b38d-179f72125819",
"components":{
"Carbon":5,
@@ -82,6 +88,7 @@
"id":8,
"edname":"special_emissive_munitions",
"name":"Emissive munitions",
"description":"Experimental upgrade that causes strikes to envelope the target in energetic particles, significantly amplifying its signature, at the cost of increasing heat generation for the attacker.",
"uuid":"16c9ed0f-63c0-4ff2-b2e0-59bbb294632d",
"components":{
"Mechanical Equipment":4,
@@ -94,12 +101,14 @@
"id":9,
"edname":"special_feedback_cascade",
"name":"Feedback cascade (Legacy)",
"description":"Rail slug energy charging mechanism, designed to interfere with shield cell operation. Strikes to a target deploying a shield cell will damage the shield cell bank and reduce shield restoration, at the cost of reduced damage from smaller rounds.",
"uuid":"fe22ebee-802a-4905-b390-f59a65c1394c"
},
"special_force_shell":{
"id":10,
"edname":"special_force_shell",
"name":"Force shell",
"description":"A modification to allow firing of low explosive shells, designed to generate a propelling blast. Strikes to a target are capable of forcing ships off course, at the cost of shot accuracy.",
"uuid":"62056851-d2f2-474d-ba77-66c030c900e9",
"components":{
"Mechanical Scrap":5,
@@ -112,6 +121,7 @@
"id":33,
"edname":"special_fsd_interrupt",
"name":"FSD interrupt",
"description":"Experimental munitions that cause the frame shift drive on the impacted ship to reboot, at the cost of reduced damage.",
"uuid":"c1400054-1c2b-487c-8854-7a22d96d4cd2",
"components":{
"Strange Wake Solutions":3,
@@ -124,6 +134,7 @@
"id":11,
"edname":"special_high_yield_shell",
"name":"High yield shell",
"description":"Modified munitions that convert a portion of damage to explosive, capable of hitting multiple internal modules if the attack breaches the hull, at the cost of a reduced fire rate.",
"uuid":"a950b42c-204f-4775-a0c5-21bfcec1fd14",
"components":{
"Mechanical Scrap":5,
@@ -136,6 +147,7 @@
"id":12,
"edname":"special_incendiary_rounds",
"name":"Incendiary rounds",
"description":"Modified ammo system capable of delivering superheated rounds, increasing damage and converting a large portion to thermal.",
"uuid":"3526773e-a814-4bec-afbf-30db79a3e239",
"components":{
"Heat Conduction Wiring":5,
@@ -148,6 +160,7 @@
"id":32,
"edname":"special_inertial_impact",
"name":"Inertial impact",
"description":"Experimental upgrade that increases damage and converts half of it to kinetic, at the cost of introducing aiming jitter.",
"uuid":"6eda22d3-8049-4bab-a125-762b12fa576a",
"components":{
"Flawed Focus Crystals":5,
@@ -159,6 +172,7 @@
"id":13,
"edname":"special_ion_disruptor",
"name":"Ion disruptor",
"description":"Experimental munitions capable of disrupting a target's drives, causing them to reboot.",
"description":"Experimental munitions that convert a portion of explosive damage to thermal.",
"uuid":"c157bbd1-a14d-4aa2-9081-94cbfbdee558",
"components":{
"Germanium":3,
@@ -194,6 +210,7 @@
"id":16,
"edname":"special_penetrator_payload",
"name":"Penetrator payload",
"description":"Deep cut munitions are guaranteed to penetrate upon impact with hull and are capable of damaging multiple internal modules.",
"uuid":"5d25c5bc-4b45-4119-bd87-71bfd0f85957",
"components":{
"Selenium":3,
@@ -206,6 +223,7 @@
"id":17,
"edname":"special_phasing_sequence",
"name":"Phasing sequence",
"description":"Modulating burst fire system designed to defeat shielding. A small amount of damage is able to bleed through shields and attack the target's hull directly, at the cost of minor damage reduction.",
"uuid":"47254ea9-c88f-43e0-9166-d1796649917b",
"components":{
"Configurable Components":3,
@@ -218,12 +236,14 @@
"id":18,
"edname":"special_plasma_slug",
"name":"Plasma slug (Legacy)",
"description":"Experimental upgrade allowing plasma slug ammo to be generated directly from ship fuel, at the cost of reduced damage.",
"uuid":"8794e18a-ecd5-4ebc-afd7-0b7d0d0cdd91"
},
"special_radiant_canister":{
"id":19,
"edname":"special_radiant_canister",
"name":"Radiant Canister",
"description":"Experimental munitions that apply significant heat to all targets caught in the blast radius. In addition, targets' sensors are temporarily disrupted, at the cost of ammo capacity.",
"uuid":"51f84837-e9a5-432c-a125-d4322099266c",
"components":{
"Heat Dispersion Plate":4,
@@ -235,6 +255,7 @@
"id":20,
"edname":"special_regeneration_sequence",
"name":"Regeneration sequence",
"description":"Friend or Foe Beam modulation upgrade. When the beam strikes a wingman's shields its energy is regulated, regenerating the shield instead of damaging it.",
"uuid":"3bece1bb-7c31-4735-8c18-54dc4a0057bc",
"components":{
"Shielding Sensors":4,
@@ -246,6 +267,7 @@
"id":21,
"edname":"special_reverberating_cascade",
"name":"Reverberating cascade",
"description":"Experimental munitions that overload shields on impact, directly damaging the shield generator.",
"uuid":"c03e2f4f-9520-44bb-9a1f-7a917e8e3a48",
"components":{
"Configurable Components":2,
@@ -258,6 +280,7 @@
"id":22,
"edname":"special_scramble_spectrum",
"name":"Scramble spectrum",
"description":"Experimental upgrade that allows hull strikes to potentially trigger random malfunctions on the target.",
"uuid":"4f42cb92-4440-4295-ada9-fcca788a65b8",
"components":{
"Exceptional Scrambled Emission Data":5,
@@ -269,6 +292,7 @@
"id":23,
"edname":"special_screening_shell",
"name":"Screening shell",
"description":"Modified firing and targeting mechanism, decreasing reload times and increasing effectiveness against munitions.",
"uuid":"9cf533fc-ccb1-4c92-8b6b-dd700af2988a",
"components":{
"Niobium":2,
@@ -281,6 +305,7 @@
"id":24,
"edname":"special_shiftlock_canister",
"name":"Shift-lock canister",
"description":"Experimental munitions that cause all frame shift drives caught in the blast radius to reboot, at the cost of reduced damage.",
"uuid":"1f7b0deb-e023-43e5-96f6-ebf60d683e8b",
"components":{
"Tempered Alloys":5,
@@ -292,6 +317,7 @@
"id":25,
"edname":"special_smart_rounds",
"name":"Smart rounds",
"description":"Friend or foe targeting upgrade that causes rounds to self-destruct before damaging ships that are not currently targeted.",
"uuid":"2a3d8519-27af-44f2-a50b-33095964d1cc",
"components":{
"Mechanical Scrap":5,
@@ -304,12 +330,14 @@
"id":26,
"edname":"special_super_penetrator",
"name":"Super penetrator (Legacy)",
"description":"Experimental munitions that are capable of penetrating and damaging all modules along its trajectory, at the cost of increased reload times.",
"uuid":"2423e8f7-2384-4d32-8b9d-0e06a42a301d"
},
"special_lock_breaker":{
"id":27,
"edname":"special_lock_breaker",
"name":"Target lock breaker",
"description":"Experimental upgrade that breaks target lock on successful strikes.",
"uuid":"4cf42ed8-574f-4bb8-a1f2-ee154475b463",
"components":{
"Selenium":5,
@@ -321,6 +349,7 @@
"id":28,
"edname":"special_thermal_cascade",
"name":"Thermal cascade",
"description":"Experimental munitions that interact with shields upon detonation, generating significant heat on the target.",
"uuid":"e5c8cab4-7a2f-450d-a937-2d0d8b9e3714",
"components":{
"Phosphorus":5,
@@ -333,6 +362,7 @@
"id":29,
"edname":"special_thermal_conduit",
"name":"Thermal conduit",
"description":"Experimental upgrade that increases damage output based on heat level of the firing ship.",
"uuid":"4e4e1f59-6762-47ff-b1fa-40ca43304698",
"components":{
"Heat Dispersion Plate":5,
@@ -344,6 +374,7 @@
"id":30,
"edname":"special_thermal_vent",
"name":"Thermal vent",
"description":"Experimental upgrade that increases heat dissipation when successfully striking a target, at the cost of increased heat generation when missing.",
"uuid":"70f11414-7904-405c-92db-806178ee9df4",
"components":{
"Flawed Focus Crystals":5,
@@ -355,6 +386,7 @@
"id":31,
"edname":"special_thermalshock",
"name":"Thermal shock",
"description":"Articulated focus array designed to spread heat effectively. Strikes to shields and hull impart additional heat into the target.",
"uuid":"fe8b4daa-e65d-464c-811d-400d3632a3d6",
"components":{
"Flawed Focus Crystals":5,
@@ -365,6 +397,7 @@
},
"special_feedback_cascade_cooled":{
"name":"Feedback Cascade",
"description":"Rail slug energy charging mechanism, designed to interfere with shield cell operation. Strikes to a target deploying a shield cell will damage the shield cell bank and reduce shield restoration, at the cost of reduced damage from smaller rounds.",
"id":100,
"edname":"special_feedback_cascade_cooled",
"uuid":"3c153755-3d2c-4832-bb73-d6b3d0e99a71",
@@ -375,6 +408,7 @@
},
"special_super_penetrator_cooled":{
"name":"Super Penetrator",
"description":"Experimental munitions that are capable of penetrating and damaging all modules along its trajectory, at the cost of increased reload times.",
"id":101,
"edname":"special_super_penetrator_cooled",
"uuid":"4bb4ec50-40fb-473d-abaf-4fc386aa889c",
@@ -387,6 +421,7 @@
},
"special_plasma_slug_cooled":{
"name":"Plasma Slug",
"description":"Experimental upgrade allowing plasma slug ammo to be generated directly from ship fuel, at the cost of reduced damage.",
"id":102,
"edname":"special_plasma_slug_cooled",
"uuid":"58a7b1b6-57b9-40f2-9a5a-712a5388a5eb",
@@ -399,6 +434,7 @@
},
"special_plasma_slug_pa":{
"name":"Plasma Slug",
"description":"Experimental upgrade allowing plasma slug ammo to be generated directly from ship fuel, at the cost of reduced damage.",
"id":157,
"edname":"special_plasma_slug_pa",
"uuid":"58a7b1b6-57b9-40f2-9a5a-712a5388a5eb",
@@ -411,6 +447,7 @@
},
"special_penetrator_munitions":{
"name":"Penetrator Munitions",
"description":"Experimental munitions capable of penetrating hull to damage internal modules.",
"id":103,
"edname":"special_penetrator_munitions",
"uuid":"35578402-1bc7-4d19-828b-af31ebd79866",
@@ -422,6 +459,7 @@
},
"special_deep_cut_payload":{
"name":"Penetrator Payload",
"description":"Deep cut munitions are guaranteed to penetrate upon impact with hull and are capable of damaging multiple internal modules.",
"description":"High speed charging units increase shield regeneration rate when active and reforming, at the cost of slightly weaker resistance versus all forms of damage.",
"id":106,
"edname":"special_shield_regenerative",
"uuid":"42c5e92d-ccab-435a-b2c6-fd268d39d6f5",
@@ -456,6 +496,7 @@
},
"special_shield_resistive":{
"name":"Multi-weave",
"description":"Reinforced shield weave structures increase resistance versus all types of damage, at the cost of increased power draw and SYS drain.",
"id":107,
"edname":"special_shield_resistive",
"uuid":"dd46c8be-730c-4671-87fe-f98b181b66cf",
@@ -467,6 +508,7 @@
},
"special_shield_health":{
"name":"Hi-Cap",
"description":"Additional capacitors and projection nodes increase maximum shield strength, at the cost of increased power draw and SYS drain.",
"id":108,
"edname":"special_shield_health",
"uuid":"603c1ba6-45e6-4401-af56-639c3e7c9b79",
@@ -478,6 +520,7 @@
},
"special_shield_efficient":{
"name":"Lo-draw",
"description":"Lightweight component swaps and smaller charging units reduce power draw and SYS drain, at the cost of overall shield effectiveness.",
"id":109,
"edname":"special_shield_efficient",
"uuid":"66a39288-59d7-4cfb-914d-354a200c0210",
@@ -489,6 +532,7 @@
},
"special_shield_thermic":{
"name":"Thermo Block",
"description":"Improved feedback protection and reinforced projection nodes increase resistance to thermal damage, at the cost of overall shield strength.",
"id":110,
"edname":"special_shield_thermic",
"uuid":"c3340df8-c6da-49c9-b236-8f1cc4209088",
@@ -500,6 +544,7 @@
},
"special_shield_kinetic":{
"name":"Force Block",
"description":"Enlarged projection nodes increase resistance to kinetic damage, at the cost of overall shield strength.",
"id":111,
"edname":"special_shield_kinetic",
"uuid":"cb95d9b4-a945-491d-95ad-e230c0454cd9",
@@ -511,6 +556,7 @@
},
"special_shield_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":112,
"edname":"special_shield_toughened",
"uuid":"32cb80c0-bb11-49ea-ae21-4c94eb5f9195",
@@ -522,6 +568,7 @@
},
"special_shield_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":113,
"edname":"special_shield_lightweight",
"uuid":"91ff72db-51cf-428d-80a8-be96d6418c4b",
@@ -533,6 +580,7 @@
},
"special_engine_cooled":{
"name":"Thermal Spread",
"description":"Additional thermal conduits and radiator solutions integrated across the module help balance thermal load increase cooling potential at the cost of slight mass increase",
"id":114,
"edname":"special_engine_cooled",
"uuid":"42ff1374-3ecb-4872-abfa-b39b495fb203",
@@ -544,6 +592,7 @@
},
"special_engine_haulage":{
"name":"Drive Distributors",
"description":"Enhanced fuel and thrust balancing across the drives to improve mass curve efficiency.",
"id":115,
"edname":"special_engine_haulage",
"uuid":"bd3c1991-370e-4b9d-b8cd-d5dec3260647",
@@ -555,6 +604,7 @@
},
"special_engine_overloaded":{
"name":"Drag Drives",
"description":"Removal of safety protocols in controller software to increase drive thrust output at the cost of additional heat generation.",
"id":116,
"edname":"special_engine_overloaded",
"uuid":"68998b16-7b65-4f58-8bc0-6e0f2686c367",
@@ -566,6 +616,7 @@
},
"special_engine_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":117,
"edname":"special_engine_toughened",
"uuid":"41b04d96-0817-479b-92e5-2114de444170",
@@ -577,6 +628,7 @@
},
"special_engine_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":118,
"edname":"special_engine_lightweight",
"uuid":"dd77b197-412e-4ca1-88ed-0939c5c31a01",
@@ -588,6 +640,7 @@
},
"special_fsd_fuelcapacity":{
"name":"Deep Charge",
"description":"Toughened FSD power conduits and a reinforced charging field increase the amount of fuel injected when charging, allowing larger jumps at the cost of increased power draw.",
"id":119,
"edname":"special_fsd_fuelcapacity",
"uuid":"56f1e58d-2044-4a31-8b54-ad0f99dfd64e",
@@ -599,6 +652,7 @@
},
"special_fsd_heavy":{
"name":"Mass Manager",
"description":"Complex software upgrade and internal sensor suite able to optimise frame shift operation by analysing and accounting for ship loadout. Increases optimised mass at the cost of module health.",
"id":120,
"edname":"special_fsd_heavy",
"uuid":"4d7d30c3-970b-4c6e-a507-89ac7e6441bd",
@@ -610,6 +664,7 @@
},
"special_fsd_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":121,
"edname":"special_fsd_toughened",
"uuid":"14c7f016-5c32-4599-8a27-caa1733f92e3",
@@ -621,6 +676,7 @@
},
"special_fsd_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":122,
"edname":"special_fsd_lightweight",
"uuid":"6ab9d9d4-d488-4de8-9c1b-089a31f290a0",
@@ -632,6 +688,7 @@
},
"special_fsd_cooled":{
"name":"Thermal Spread",
"description":"Additional thermal conduits and radiator solutions integrated across the module help balance thermal load increase cooling potential.",
"id":123,
"edname":"special_fsd_cooled",
"uuid":"60ab0728-c8cd-47c9-a357-8c8bfeeb7023",
@@ -644,6 +701,7 @@
},
"special_powerplant_highcharge":{
"name":"Monstered",
"description":"Oversized, reinforced components increase power output at the cost of increased mass.",
"id":124,
"edname":"special_powerplant_highcharge",
"uuid":"12a57a09-0e05-41a9-9824-14a3618e7a0f",
@@ -655,6 +713,7 @@
},
"special_powerplant_cooled":{
"name":"Thermal Spread",
"description":"Additional thermal conduits and radiator solutions integrated across the module help balance thermal load increase cooling potential.",
"id":125,
"edname":"special_powerplant_cooled",
"uuid":"6cda2960-a05b-4dd1-978c-202d746e47bc",
@@ -666,6 +725,7 @@
},
"special_powerplant_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":126,
"edname":"special_powerplant_toughened",
"uuid":"1fddaba5-bc0b-492c-9caa-4a72a149532b",
@@ -677,6 +737,7 @@
},
"special_powerplant_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":127,
"edname":"special_powerplant_lightweight",
"uuid":"11b258eb-36d1-4cbc-be04-7fc426ef3121",
@@ -688,6 +749,7 @@
},
"special_powerdistributor_capacity":{
"name":"Cluster Capacitors",
"description":"Additional capacitor arrays allow the power distributor to store more energy at the cost of a slower charging rate.",
"id":128,
"edname":"special_powerdistributor_capacity",
"uuid":"c4231886-f988-4a31-a749-2a58550f9e44",
@@ -699,6 +761,7 @@
},
"special_powerdistributor_fast":{
"name":"Super Conduits",
"description":"Advanced, oversized energy conduits increase the power distributor's charge rate at the cost of reduced maximum charge potential.",
"id":129,
"edname":"special_powerdistributor_fast",
"uuid":"b5bb35a1-e851-4d37-8f26-8fe828f84c95",
@@ -710,6 +773,7 @@
},
"special_powerdistributor_efficient":{
"name":"Flow Control",
"description":"Advanced software and internal sensors regulate energy flow more efficiently, reducing module power draw.",
"id":130,
"edname":"special_powerdistributor_efficient",
"uuid":"c226afaf-ee7f-4809-a4e4-0797d4822a69",
@@ -721,6 +785,7 @@
},
"special_powerdistributor_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":131,
"edname":"special_powerdistributor_toughened",
"uuid":"14d36c9b-efd5-450b-8175-80287daecd78",
@@ -732,6 +797,7 @@
},
"special_powerdistributor_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":132,
"edname":"special_powerdistributor_lightweight",
"uuid":"ec53deaf-ece6-443f-9503-dd3dc5329e14",
@@ -743,6 +809,7 @@
},
"special_shieldcell_gradual":{
"name":"Recycling Cell",
"description":"Uprated resonating coils maximise the amount of time the shield cell can remain active before depleting, at the cost of overall strength of the cell charge.",
"id":133,
"edname":"special_shieldcell_gradual",
"uuid":"c8aa2134-3153-47b8-a367-9c5dbb9c557d",
@@ -754,6 +821,7 @@
},
"special_shieldcell_oversized":{
"name":"Boss Cells",
"description":"Oversized cells offer increased cell strength at cost of an increased spin up time.",
"id":134,
"edname":"special_shieldcell_oversized",
"uuid":"87ed0cec-9624-4ecb-8ffb-cc941464e8d2",
@@ -765,6 +833,7 @@
},
"special_shieldcell_efficient":{
"name":"Flow Control",
"description":"Advanced software and internal sensors regulate energy flow more efficiently, reducing module power draw.",
"id":135,
"edname":"special_shieldcell_efficient",
"uuid":"1d2316b8-3ddb-4db4-b36f-2d3e0e8581b5",
@@ -776,6 +845,7 @@
},
"special_shieldcell_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":136,
"edname":"special_shieldcell_toughened",
"uuid":"beecd33b-b171-4a08-9d5a-459266bcb275",
@@ -787,6 +857,7 @@
},
"special_shieldcell_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":137,
"edname":"special_shieldcell_lightweight",
"uuid":"b92c2e2e-baa5-4ce9-bf60-05771d7dcbc1",
@@ -798,6 +869,7 @@
},
"special_weapon_damage":{
"name":"Oversized",
"description":"Scaled up components and reinforced munitions housing allows the weapon to pack more of a punch, increasing damage at the cost of increased power draw.",
"id":138,
"edname":"special_weapon_damage",
"uuid":"ceb5c729-4565-4869-ade8-5ee897e8b410",
@@ -809,6 +881,7 @@
},
"special_weapon_rateoffire":{
"name":"Multi-servos",
"description":"Additional servomechanisms and controller software allow the weapon to safely fire at an increased rate, at the cost of increased power draw.",
"id":139,
"edname":"special_weapon_rateoffire",
"uuid":"fd62292f-f5ed-4728-bc8a-3ae215ced386",
@@ -821,6 +894,7 @@
},
"special_weapon_efficient":{
"name":"Flow Control",
"description":"Advanced software and internal sensors regulate energy flow more efficiently, reducing module power draw.",
"id":140,
"edname":"special_weapon_efficient",
"uuid":"441e1d85-5174-4172-85ea-caee8d3c632d",
@@ -832,6 +906,7 @@
},
"special_weapon_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":141,
"edname":"special_weapon_toughened",
"uuid":"32cb80c0-bb11-49ea-ae21-4c94eb5f9195",
@@ -843,6 +918,7 @@
},
"special_weapon_lightweight":{
"name":"Stripped Down",
"description":"Key components replaced with versions crafted from lightweight materials and all extraneous parts removed entirely to reduce mass.",
"id":142,
"edname":"special_weapon_lightweight",
"uuid":"dfc22aad-48b8-4f8d-af16-ec3b978fc8b6",
@@ -854,6 +930,7 @@
},
"special_armour_thermic":{
"name":"Reflective Plating",
"description":"Surface coating of advanced formulas designed to reflect and dissipate thermal energy, at the cost of structural integrity.",
"id":143,
"edname":"special_armour_thermic",
"uuid":"6c88aa33-01db-4eda-928e-6ca8b9b1bc3d",
@@ -865,6 +942,7 @@
},
"special_armour_kinetic":{
"name":"Angled Plating",
"description":"Custom angling of plates at critical points along the ship's hull make projectile strikes more likely to glance, reducing the impact of kinetic damage at the cost of structural integrity.",
"id":144,
"edname":"special_armour_kinetic",
"uuid":"e8631809-2915-4373-905c-8dcf3bda6921",
@@ -876,6 +954,7 @@
},
"special_armour_explosive":{
"name":"Layered Plating",
"description":"Layers of advanced inert lining material within the ship's plating absorb and redistribute the force from explosive attacks, reducing damage of this type at the cost of overall structural integrity.",
"id":145,
"edname":"special_armour_explosive",
"uuid":"cdd19fcc-74b4-463a-a8f1-2e9909da664f",
@@ -887,6 +966,7 @@
},
"special_armour_chunky":{
"name":"Deep Plating",
"description":"Increased depth of plating increases the ship's overall structural integrity, at the cost of resistance against all types of damage.",
"id":146,
"edname":"special_armour_chunky",
"uuid":"b51706cc-d412-4559-8654-f812d2eb44b9",
@@ -898,6 +978,7 @@
},
"special_hullreinforcement_thermic":{
"name":"Reflective Plating",
"description":"Surface coating of advanced formulas designed to reflect and dissipate thermal energy, at the cost of reducing structural integrity benefits.",
"id":147,
"edname":"special_hullreinforcement_thermic",
"uuid":"6c88aa33-01db-4eda-928e-6ca8b9b1bc3d",
@@ -909,6 +990,7 @@
},
"special_hullreinforcement_kinetic":{
"name":"Angled Plating",
"description":"Custom angling of plates at critical points along the ship's hull make projectile strikes more likely to glance, reducing the impact of kinetic damage at the cost of reducing structural integrity benefits.",
"id":148,
"edname":"special_hullreinforcement_kinetic",
"uuid":"e8631809-2915-4373-905c-8dcf3bda6921",
@@ -921,6 +1003,7 @@
},
"special_hullreinforcement_explosive":{
"name":"Layered Plating",
"description":"Layers of advanced inert lining material within the ship's plating absorb and redistribute the force from explosive attacks, reducing damage of this type at the cost of reducing structural integrity benefits.",
"id":149,
"edname":"special_hullreinforcement_explosive",
"uuid":"cdd19fcc-74b4-463a-a8f1-2e9909da664f",
@@ -932,6 +1015,7 @@
},
"special_hullreinforcement_chunky":{
"name":"Deep Plating",
"description":"Increased depth of plating increases the ship's overall structural integrity, at the cost of resistance against all types of damage.",
"id":150,
"edname":"special_hullreinforcement_chunky",
"uuid":"b51706cc-d412-4559-8654-f812d2eb44b9",
@@ -943,6 +1027,7 @@
},
"special_shieldbooster_thermic":{
"name":"Thermo Block",
"description":"Improved feedback protection and reinforced projection nodes increase resistance to thermal damage, at the cost of overall shield strength.",
"id":151,
"edname":"special_shieldbooster_thermic",
"uuid":"c3340df8-c6da-49c9-b236-8f1cc4209088",
@@ -954,6 +1039,7 @@
},
"special_shieldbooster_kinetic":{
"name":"Force Block",
"description":"Enlarged projection nodes increase resistance to kinetic damage, at the cost of overall shield strength.",
"id":152,
"edname":"special_shieldbooster_kinetic",
"uuid":"cb95d9b4-a945-491d-95ad-e230c0454cd9",
@@ -965,6 +1051,7 @@
},
"special_shieldbooster_explosive":{
"name":"Blast Block",
"description":"Advanced field resonation patterns increase resistance to explosive damage, at the cost of overall shield strength.",
"id":153,
"edname":"special_shieldbooster_explosive",
"uuid":"eb1c4a92-03ef-4263-8051-9ac91b2d43b2",
@@ -977,6 +1064,7 @@
},
"special_shieldbooster_efficient":{
"name":"Flow Control",
"description":"Advanced software and internal sensors regulate energy flow more efficiently, reducing module power draw.",
"id":154,
"edname":"special_shieldbooster_efficient",
"uuid":"441e1d85-5174-4172-85ea-caee8d3c632d",
@@ -989,6 +1077,7 @@
},
"special_shieldbooster_toughened":{
"name":"Double Braced",
"description":"Additional, hardened supports and bracing further improve module survivability.",
"id":155,
"edname":"special_shieldbooster_toughened",
"uuid":"32cb80c0-bb11-49ea-ae21-4c94eb5f9195",
@@ -1000,6 +1089,7 @@
},
"special_shieldbooster_chunky":{
"name":"Super Capacitors",
"description":"Additional, advanced capacitors increases overall shield strength at the cost of damage resistance.",
"ukDiscript":"Faster-than-light capable ship drive, featuring experimental overcharge capabilities, necessary for supercruise travel and hyperspace jumps between star systems."
"ukDiscript":"Distribution system for ENG, SYS and WEP capacitors. Enhanced with Guardian technology to speed up capacitor recharge rates, at the cost of smaller capacitors and increased heat generation. Also boosts overall power output of any power plant it is hooked into."
},
{
"class":0,
"cost":0,
"edID":0,
"eddbID":0,
"engcap":0,
"engrate":0,
"grp":"pd",
"id":"4N",
"integrity":0,
"mass":0,
"power":0,
"rating":"Z",
"syscap":0,
"sysrate":0,
"wepcap":0,
"weprate":0,
"info":"Not in Coriolis yet. Check GitHub issues. Add Issue if needed.",
"ukDiscript":"Consumes fuel to power all ship modules. Enhanced with Guardian technology to produce greater power output, at the cost of heat generated and mass."
},
{
"class":0,
"cost":0,
"edID":0,
"eddbID":0,
"eff":0,
"grp":"pp",
"id":"4K",
"integrity":0,
"mass":0,
"pgen":0,
"rating":"Z",
"name":"Unrecognised Power Plant",
"info":"Not in Coriolis yet. Check GitHub issues. Add Issue if needed.",
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