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5 Commits

Author SHA1 Message Date
Felix Linker
7e44772f2e Hotfix 2021-12-30 17:06:02 +01:00
Felix Linker
e90bfe9b68 Multi limpet controllers have max of 1 2021-12-30 14:21:21 +01:00
Felix Linker
64002e1ae0 Add translation for multi limpet controllers 2021-12-30 13:53:07 +01:00
Felix Linker
873dfaa305 Merge pull request #676 from stephendavidmarsh/feature/fix-dpe
Fix DPE calculations on offense tab
2021-09-26 17:21:49 +02:00
Stephen Marsh
9e012c1490 Fix DPE calculations on offense tab 2021-08-11 10:15:23 -04:00
3 changed files with 5 additions and 2 deletions

View File

@@ -286,6 +286,8 @@ export default class AvailableModulesMenu extends TranslatedComponent {
// the maximum does not apply
} else if (m.experimental && (!mountedModule || !mountedModule.experimental)) {
disabled = 4 <= ship.hardpoints.filter(o => o.m && o.m.experimental).length;
} else if (m.grp === 'mlc' && (!mountedModule || mountedModule.grp !== 'mlc')) {
disabled = 1 <= ship.internal.filter(o => o.m && o.m.grp === 'mlc').length;
}
let active = mountedModule && mountedModule.id === m.id;
let classes = cn(m.name ? 'lc' : 'c', {

View File

@@ -110,6 +110,7 @@
"mc": "Multi-cannon",
"axmc": "AX Multi-cannon",
"ml": "Mining Laser",
"mlc": "Multi Limpet Controller",
"mr": "Missile Rack",
"axmr": "AX Missile Rack",
"mrp": "Module Reinforcement Package",

View File

@@ -918,8 +918,8 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
weapon.effectiveness.shields.total = weapon.effectiveness.shields.range * weapon.effectiveness.shields.sys * weapon.effectiveness.shields.resistance;
weapon.effectiveness.armour.total = weapon.effectiveness.armour.range * weapon.effectiveness.armour.resistance * weapon.effectiveness.armour.hardness;
weapon.effectiveness.shields.dpe = weapon.damage.shields.total / m.getEps();
weapon.effectiveness.armour.dpe = weapon.damage.armour.total / m.getEps();
weapon.effectiveness.shields.dpe = weapon.damage.shields.total / m.getEps() / m.getSustainedFactor();
weapon.effectiveness.armour.dpe = weapon.damage.armour.total / m.getEps() / m.getSustainedFactor();
return weapon;