Merge branch 'release/23' into develop

This commit is contained in:
Cmdr McDonald
2017-04-13 22:26:33 +01:00
3 changed files with 21 additions and 2 deletions

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@@ -23,6 +23,25 @@
* Defence section provides details of your build's defences against your selected opponent. It provides details of the effectiveness of your resistances of both shields and armour, and effective strength of each as a result. It also provides key metrics around shield longevity and recovery times, as well as module protection
* Fix power band marker to show safe power limit at 40% rather than 50%
* Restyle blueprint list to improve consistency with similar menus
* Use coriolis-data 2.3.0:
* Add Dolphin
* Add turreted mining lasers
* Add long range / wide angle / fast scan scanner blueprints
* Fix EDDB IDs for class 5 and 7 fighter hangars for correct shopping list
* Fix cost for rocket-propelled FSD disruptor
* Add module names for blueprints
* Fix erroneous value for grade 5 kinetic shield booster
* Add missing integrity values for some modules
* Update module reinforcement package integrity
* Update specs of Beluga as per 2.3
* Update specs of Asp Scout as per 2.3
* Update specs of Diamondback Explorer as per 2.3
* Add ED ID for Rocket Propelled FSD Disruptor
* Fix ED name for target lock breaker special
* Update scan range and angle information for sensors
* Tidy up shield cell bank information to allow for accurate calculations with modifications
* Update mine launcher stats
* Add appropriate engineers to per-module blueprint information
#2.2.19
* Power management panel now displays modules in descending order of power usage by default

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@@ -1,6 +1,6 @@
{
"name": "coriolis_shipyard",
"version": "2.3.0b",
"version": "2.3.0",
"repository": {
"type": "git",
"url": "https://github.com/EDCD/coriolis"

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@@ -314,7 +314,7 @@ Along the top of the screen are some of the key values for your build. This is
Here, along with most places in Coriolis, acronyms will have tooltips explaining what they mean. Hover over the acronym to obtain more detail, or look in the glossary at the end of this help.</p>
All values are the highest possible, assuming that you an optimal setup for that particular value (maximum pips in ENG for speed, minimum fuel for jump range, etc.). Details of the specific setup for each value are listed in the associated tootip.</p>
All values are the highest possible, assuming that you an optimal setup for that particular value (maximum pips in ENG for speed, minimum fuel for jump range, etc.). This means that these values will not be affected by changes to pip settings. Details of the specific setup for each value are listed in the associated tootip.</p>
<h2>Modules</h2>
The next set of panels laid out horizontally across the screen contain the modules you have put in your build. From left to right these are the core modules, the internal modules, the hardpoints and the utility mounts. These represent the available slots in your ship and cannot be altered. Each slot has a class, or size, and in general any module up to a given size can fit in a given slot (exceptions being bulkheads, life support and sensors in core modules and restricted internal slots, which can only take a subset of module depending on their restrictions). </p>