#2.3.0 * Add 2.3 diminishing returns on shield value * Make scan time visible on scanners where available * Update power distributor able-to-boost calculation to take fractional MJ values in to account * Revert to floating header due to issues on iOS * Add effective total shield value to defence summary * Fix issue where new module added to a slot did not reset its enabled status * Show integrity value for relevant modules * Reset old modification values when a new roll is applied * Ensure that boost value is set correctly when modifications to power distributor enable/disable boost * Ensure that hull reinforcement modifications take the inherent resistance in to account when calculating modification percentages * Add tooltip for blueprints providing details of the features they alter * Use opponent's saved pips if available * Ignore rounds per shot for EPS and HPS calculations; it's already factored in to the numbers #2.2.19 * Power management panel now displays modules in descending order of power usage by default * Shot speed can no longer be modified directly. Its value is derived from the range modifier for Long Range and Focused modifications * Ensure that jump range chart updates when fuel slider is changed * Add 'Engine profile' and 'FSD profile' charts. These show how your maximum speed/jump range will alter as you alter the mass of your build * Use coriolis-data 2.2.19: * Remove shot speed modification - it is directly tied to range * Fix incorrect minimal mass for 3C bi-weave shield generator #2.2.18 * Change methodology for calculating explorer role; can result in lighter builds * Tidy up layout for module selection and lay everything out in a consistent best-to-worst for both class and grade * Make integrity for module reinforcement packages visible * Clean up breakpoints for modules in available modules list; stops 7- or 8- module long lines * Add damager/range graphs to damage dealt * Reorder panels * Use coriolis-data 2.2.18: * Correct lower efficiency value to be better, not worse #2.2.17 * Use in-game terminology for shield generator optmul and optmass items * Add crew to shipyard and outfitting page information * Use coriolis-data 2.2.17: * Add mass as potential SCB modification * Fix mining laser statistics * Remove non-existent grade 4 and 5 wake scanner modifications * Add number of crew for each ship #2.2.16 * Fix 'Extreme' blueprint roll where some incorrect ranges were chosen * Use coriolis-data 2.2.16: * Fix incorrect thermal load modifiers for dirty drives * Provide explicit information about if values are higher numeric value == better or not #2.2.15 * Ensure that standard slots are repainted when any component changes * Reload page if Safari throws a security error * Handle import of ships with incorrectly-sized slots * Add 'Extreme' blueprint roll: best beneficial and worst detrimental outcome (in place of 'Average' roll) * Display information about Microsoft browser issues when an import fails * Add 'purchase this build' icon link to EDDB * Add 'miner' and 'shielded miner' ship roles * Use coriolis-data 2.2.15: * Fix location of initial cargo rack for Vulture * Fix broken regeneration rate for 6B shield generators * Tidy up breach damage values #2.2.14 * Ensure that jitter is shown correctly when the result of a special effect * Use restyled blueprint information * Use the ship name (if available) rather than the ship model for the window title * Use coriolis-data 2.2.14: * Alter blueprint structure to combine components and features * Make hidden value of modifications its own attribute * Fix incorrect ED ID for class 6 passenger cabins #2.2.13 * Add 'time to drain' summary value. This is the time to drain the WEP capacitor if firing all enabled weapons * Do not include utility slot DPS/EPS/HPS in summary information * Ensure that auto loader special shows in the tooltip * Ensure that ship mass is recalculated when appropriate * Use coriolis-data 2.2.13: * Add plasma slug special effect for plasma accelerator * Tweak hull costs of ships #2.2.12 * Tidy up old references to coriolis.io * Add ability to add and remove special effects to weapon modifications * Add weapon engineering information to Damage Dealt section * Change shortcut for link from ctrl-l to ctrl-o to avoid clash with location bar * Only show one of power generation or draw in tooltips, according to module * Use coriolis-data 2.2.12: * Add special effects for each blueprint * Add IDs for most Powerplay modules #2.2.11 * Add help system and initial help file * Make absolute damage visible * Add 'average' roll for blueprints * Update spacing for movement summary to make it more readable * Provide damage dealt statistics for both shields and hull * Damage dealt panel only shows enabled weapons * Add engagement range to damage received panel * Handle burst rate of fire as an absolute number rather than a perentage modification * Ensure that clip values are always rounded up * Ensure that focused weapon mod uses range modifier to increase falloff as well * Use coriolis-data 2.2.11: * Remove non-existent chaff launcher capacity blueprint grades * Fix incorrect values for charge enhanced power distributor * Remove incorrect AFMU blueprints * Correct fragment cannon Double Shot blueprint information * Correct Focused weapon blueprint information #2.2.10 * Fix detailed export of module reinforcement packages * Use damagedist for exact breakdown of weapons that have more than one type of damage * Use new-style modification validity data * Provide ability to select engineering blueprint and roll sample values for them * Use coriolis-data 2.2.10: * Fix incorrect base shield values for Cutter and Corvette * Update weapons to have %-based damage distributions * Remove power draw for detailed surface scanner - although shown in outfitting it is not part of active power * Fix incorrect names for lightweight and kinetic armour * Add engineering blueprints #2.2.9 * Use SSL-enabled server for shortlinks * Add falloff for weapons * Use falloff when calculating weapon effectiveness in damage dealt * Add engagement range slider to 'Damage Dealt' section to allow user to see change in weapon effectiveness with range * Use better DPE calculation methodology * Add total DPS and effectiveness information to 'Damage Dealt' section * Use coriolis-data 2.2.9: * Add falloff metric for weapons * Add falloff from range modification #2.2.8 * Fix issue where filling all internals with cargo racks would include restricted slots * Use coriolis-data 2.2.8: * Set military slot of Viper Mk IV to class 3; was incorrectly set as class 2 * Update base regeneration rate of prismatic shield generators to values in 2.2.03 * Update specials with information in 2.2.03 #2.2.7 * Fix resistance diminishing return calculations * Do not allow -100% to be entered as a modification value #2.2.6 * Add pitch/roll/yaw information * Use combination of pitch, roll and yaw to provide a more useful agility metric * Add movement summary to outfitting page * Add standard internal class sizes to shipyard page * Fix issue when importing Viper Mk IV * Ensure ordering of all types of modules (standard, internal, utilities) is consistent * Add rebuilds per bay information for fighter hangars * Add ability to show military compartments * Show module reinforcement package results in defence summary * Use separate speed/rotation/acceleration multipliers for thrusters if available * Obey restricted slot rules when adding all for internal slots * Version URLs to handle changes to ship specifications over time * Do not include disabled shield boosters in calculations * Add 'Damage dealt' section * Add 'Damage received' section * Add 'Piercing' information to hardpoints * Add 'Hardness' information to ship summary * Add module copy functionality - drag module whilst holding 'alt' to copy * Add base resistances to defence summary tooltip * Update shield recovery/regeneration calculations * Pin menu to top of page * Switch to custom shortlink method to avoid google length limitations * Ensure that information is not lost on narrow screens * Do not lose ship selector selection on narrow screens * Reinstate jump range graph * Use coriolis-data 2.2.6: * Update weapons with changed values for 2.2.03 * Add individual pitch/roll/yaw statistics for each ship * Remove old and meaningless agility stat * Use sane order for multi-module JSON - coriolis can re-order as it sees fit when displaying modules * Fix cost of fighter hangars * Update Powerplay weapons with current statistics * Add separate min/opt/max multipliers for enhanced thrusters for speed, acceleration and rotation * Add module reinforcement packages * Add military compartments * Fix missing damage value for 2B dumbfires * Update shield recharge rates * Reduce hull mass of Viper to 50T * Fix incorrect optimal mass value for 8A thrusters * Add power draw for detailed surface scanner #2.2.5 * Calculate rate of fire for multi-burst weapons * Add note to disable ghostery in error situation * Use coriolis-data 2.2.5: * Fix incorrect ID for emissive munitions special * Fix rate of fire for burst lasers * Add fragment cannon modifications * Fix internal name of dazzle shell #2.2.4 * Add shortlink for outfitting page * Use coriolis-data 2.2.4: * Fix incorrect ID for class 5 luxury passenger cabin * Add damage type modifier * Change modifications from simple strings to objects, to allow more data-driven behaviour * Add special effects * Modification tooltip now shows special effect #2.2.3 * Fix hull boost calculation - now shows correct % modifier and total armour * Fix import of DiamondBack - can now be imported * Fix import of Beluga - can now be imported * Use coriolis-data 2.2.3: * Fix mismatch between class 5 and class 7 fighter hangars - now shows correct module * Add details for concordant sequence special effect - now shows correct damage * Fix details for thermal shock special effect - now shows correct damage * Add engineer blueprints * Modification tooltip now shows name and grade of modifications for imported builds * Retain import URL unless user changes the build - allows future updates of Coriolis to take advantage of additional build information #2.2.2 * Update DPS/HPS/EPS in real-time as modifiers change * Use coriolis-data 2.2.2: * Add distributor draw modifier to shield generators * Remove modifiers for sensors * Add initial loadout passenger cabins for Beluga * Add initial loadout passenger cabins for Orca * Update costs and initial loadouts for Keelback and Type-7 * Add resistances for hull reinforcement packages * Added modifier actions to create modifications from raw data * Show modification icon for modified modules * Take modifications in to account when deciding whether to issue a warning on a standard module * Fix hardpoint comparison DPS number when selecting an alternate module * Ensure that retrofit tab only shows changed modules * Fix import and export of ships with modifications, bump schema version to 4 * Enable boost display even if power distributor is disabled * Calculate breakdown of ship offensive and defensive stats * Add 'Offence summary' and 'Defence summary' components * Add ability to import from companion API output through import feature * Add ability to import from companion API output through URL