Release EDSY - The ship outfitting tool formerly known as E:D Shipyard; reimagined, redesigned, reborn

I cannot find AX Multi-Cannons in EDSY, am I missing something?
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Edit: Disregard. I just found them.
They're under the heading "EXP - ANTI-XENO", along with the AX Missile Racks.
Any updates on the EDEngineer export? I'm in the process of building several ships and fully engineering some more so this would help a ton! Thanks!
It's still on the list but I haven't had a lot of time for development lately, and it's been awhile since I followed up. The last I recall, I had requested that EDEngineer support identifying blueprints by their official FD API/Journal tokens rather than Coriolis' arbitrary identifiers, but I don't think that's been changed yet.
 
I'm getting a repeating 'a new version available' pop-up on Chrome mobile, both after pressing OK and refreshing the page. Is there anything special I must do?
 
Updated to v3.7.5.8:
  • added pre-double-engineered modules as built-in saved modules, appearing with a yellow tint in the module browser
They also seem to be in a different font and/or slightly larger than the existing modules, or do I need to get my eyes tested / more coffee?
 
I'm getting a repeating 'a new version available' pop-up on Chrome mobile, both after pressing OK and refreshing the page. Is there anything special I must do?
Clicking OK is supposed to clear the cache so you get all the latest files, but it relies on the forceGet parameter to location.reload() which, I've just read, is supported in Firefox but not Chrome. On desktop you could also use ctrl-F5 to "force refresh", but I'm not sure what the equivalent is on mobile. Is there a browser option to clear cache?
They also seem to be in a different font and/or slightly larger than the existing modules, or do I need to get my eyes tested / more coffee?
Yes, stored modules are written in a different font because I figured people might care about distinguishing uppercase/lowercase letters in their custom saved module names. Stock modules are printed in the game's all-caps font.
 
Exporting a build with the pre-engineered FSD as a target build to Inara shows the FSD as a legacy level 4 (instead of 5) module on Inara. I‘m not sure if the export or Inara is wrong.
 
Exporting a build with the pre-engineered FSD as a target build to Inara shows the FSD as a legacy level 4 (instead of 5) module on Inara. I‘m not sure if the export or Inara is wrong.
That's probably a question for Artie. As far as I can see, the export of that module shows "BlueprintName":"FSD_LongRange", "Level":5.
 
That's probably a question for Artie. As far as I can see, the export of that module shows "BlueprintName":"FSD_LongRange", "Level":5.
Artie noticed the blueprint quality is 0% for the pre-engineered FSD in my export. The default quality for the pre-engineered FSD is “N/A” on EDSY which I didn’t notice. Selecting a blueprint for a module sets the grade to 5 and 100%, didn’t realize the pre-engineered module is different.
 
Clicking OK is supposed to clear the cache so you get all the latest files, but it relies on the forceGet parameter to location.reload() which, I've just read, is supported in Firefox but not Chrome. On desktop you could also use ctrl-F5 to "force refresh", but I'm not sure what the equivalent is on mobile. Is there a browser option to clear cache?

Yes, stored modules are written in a different font because I figured people might care about distinguishing uppercase/lowercase letters in their custom saved module names. Stock modules are printed in the game's all-caps font.
Just wanted you to know that it has fixed itself on Chrome mobile after i left it alone for several days.
 
Artie noticed the blueprint quality is 0% for the pre-engineered FSD in my export. The default quality for the pre-engineered FSD is “N/A” on EDSY which I didn’t notice. Selecting a blueprint for a module sets the grade to 5 and 100%, didn’t realize the pre-engineered module is different.
IIRC, 0% quality is how the game itself indicates "legacy" modules, i.e. those that were engineered back when roll results were totally random rather than progressing through a "quality" bar. So, since double-engineered modules are kind of similar (their actual modified attributes do not correspond to any quality level of any single blueprint, or even the 100% quality of both blueprints at once), EDSY handles them just like "legacy" modules: each individual attribute modifier is handled individually, rather than trying to derive them from the blueprint definition and quality level.

All that said, if Artie has an argument for why these modules should be exported differently somehow, I'm happy to talk with him about it. :)
 
Updated to v3.7.5.8:
  • added pre-double-engineered modules as built-in saved modules, appearing with a yellow tint in the module browser
  • added a mouseover popup for the full build name in case it's truncated in the Shipyard table (thanks CMDR Heegs Fellowes!)

Thank you so much for adding this - just noticed a moment ago it was added and started looking here for a change log to see when it was added/if it said when.

Now, I can go back through and re-name a bunch of my builds! lol
 
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