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Bump for 2.3
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@@ -1,6 +1,6 @@
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{
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"name": "coriolis_shipyard",
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"version": "2.3.0b",
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"version": "2.3.0",
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"repository": {
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"type": "git",
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"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
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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>
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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>
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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>
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<h2>Modules</h2>
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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>
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