Well, in that case I should remove the hangar mass reduction, as it isn't listed. According to what Jackson posted, it has a spawner mass reduction instead, but no spawner. Effective Range also says 0-6000 m, while in-game it says 0-7000 m, so no it's not accurate. As I said, you can really only fully rely on in-game data, as people can and will make mistakes, so unless it's a direct copy & paste something's bound to go missing or be incorrect. With the wiki data, the result should be 22180 t.
About that 0-7KM effective range, that was a visual bug stemming from the prefit Caustic in Breakdown. It was accurately showing it as 0-6KM for any Caustic built. I think it now shows all Caustics with a incorrect range of 0-7KM, instead of the proper 0-6KM range. That should be fixed on Wednesday.
Nothing in the patch notes about that, but I'll take your word for it. 6k it is, then.
It isn’t easy keeping this thing accurate with conflicting and missing data.
Apparently weapon mass modifiers also affect drones - Kix logic at work here. The fix shouldn't have messed with anything else, but do test it if you don't mind.
Thanks. I farmed a bunch of those yesterday and had planned to test them as soon as my factory was done. That'll save some time.
Edit: OK, I've done a complete overhaul on the restriction system, but it may still need some adjustments. I'll do some tests once my factory is done building.
Edit 2: It did need a bit of additional tweaking, but that should do it. Figuring out the correct ruleset, can be quite the challenge, when you get a message in-game telling you, that you can't fit two mods with the same stats, and then you have situations where you can and that rule goes out the window.
Xeno Munitions and Phased Solenoid can be put on a ship at the same time.
Altairian Ship Resistors provide some counter Special Abilities. For an example, Ship Stasis Resistors provide stasis resistance.
Pursuit Squadron's flight speed is inaccurate.
Suggestion:
Since you have added mk1 Subverter in the Ship Planner. You should add level 1 and 2 Reverb Driver, so as Reach Squadron, though they are displayed as incompleted blueprints.
Adding bypass calculation in the Ship Planner.
Adding bonus sources from Fleet Commanders.
Since Kix fix repair time for ships, adding calculation that helps player know the amount of Health lost but the ship can still have free repair. For an example, Comandante has 78.000 base Health, to get 5 minutes repair or less, Comandante has to lose 3.250 Health or less so as to get free repair, the amount of Health lost to get free repair can be increased upto 4.550 Health if Comandante receives AL/BL/PL damage type.
Thought something like that might happen, when items despite having the same stats, can be fitted at the same time anyway. This really messes with the simple ruleset Kix tries to depict; same stats and you can't. As an example:
Beam Capacitor and Xeno Beam Capacitor. These modify Charge Time, apply to different damage types and can be used at the same time. Siege Casing and Xeno Siege Casing. These modify Module Damage, also apply to different damage types, but can't be used at the same time.
With some, you can fit as many as you want. It's like solving a jigsaw puzzle where half of the pieces are from another puzzle. I'll try a method of case by case basis, instead, but that does require some rather extensive testing, so it may not be solved right away.
Didn't notice the new items, but I'll add them. Merely noticed the Subverter BP and thought I would add it, as an incentive to do the upcoming event. Not all stats are available yet, so only mk 1 for now.
I've thought about adding Fleet Commanders for quite a while. There's a fair amount of work behind that, though. I'll look into those suggestions when I have more time, and the planner is a bit more bug free.
I've completely scrapped the simple ruleset, have created a more complex one and gone through various combinations of items, but with close to 9000 combination from just mods alone, it may take a while to get everything right.
It works with what you just posted, so at least that's something.
Edit: The additional resist info didn't show because of a simple naming conflict. They should now.
Stats on the Subverter are accurate, so it's likely a hidden hangar mass reduction again. Can't really test it until it's available in-game and I've built one. Mk 2-6 won't be available until upcoming events after the main event, so expect it to take a while.
Or, hanger mass reduction just so happens to be the same. I can't put weapon mass and hanger mass into one pile, as it would affect other hulls. I'll look into it.
Server is currently undergoing maintenance, due to some technical difficulties. Hope it won't take long.
Edit: Read the wrong post. Apparently it's being updated, with no ETA on when it's done. Probably could take some time.
Correct. The data isn't available anywhere. But, since you insist, I've given them some random numbers, which are likely incorrect. As mk 2-6 haven't been released yet, I can't confirm if they are.
Thanks. Someone did post a picture of a mk 1 on Discord, with slots missing, but didn't leave a comment. I tested it, but couldn't find anything wrong with it.
I think you should check the Caustic's mass reduction again.
Because Kix put Squadrons into Weapon category, so weapon mass reduction and specials affect Squadrons. Another example, Spawned hulls, such as Phantoms, don't receive any bonus from any sources because they are in Special category, and specials don't affect each other or other sources.
Well spotted. Hangar weapon mass was already included, when it calculated mass modifiers from specials, but not squadrons. Kix was just lazy though, when they dumped Squadrons and Wings into the weapons group, instead of giving them a group of their own, which is why we have this mess now, where weapon specials affect squadrons.
It should be accurate now. Give me some feedback on it.
I appreciate the effort, but those pics don't really say
anything, as they don't show any data. That means I have to wait until my
factory is finished, before I can start bug hunting.
The little data there is on the Buckler on the Wiki is
mostly copied and pasted from other Spectre hulls, and the game hasn't been
updated yet, so there's not really much I can do.
These informations are given by Kix's IFS, I am sure that you can trust them. Mk1 Buckler has: 1 Resistor slot, 1 Trigger slot, 1 Spawner ship slot, 1 Skin slot.
If they is something else, which is related to Buckler and is important before adding it to the Ship Planner, I would like to hear about it.
OK, I think I may know the cause of it. Caustic was
originally shown with mk 1-3 as having no mass reduction to hangars (listed as
reduction to spawn mass). https://www.kixeye.com/forum/discussion/779313
Since mk 1-2 don't have a hangar, it really only affected mk
3. For now, I've given it the same reduction as weapons get, but will test it
later in-game.
I added Buckler yesterday, with the data we have on it so
far. Will update it once it's available.
Thanks. I did update it with the data from the Wiki
yesterday, before it went up in the forum, but I'll go through it again just to
confirm it, as well as with the in-game data in case of any typos.
The -44% Spawner Mass did seem a bit out of place, so I'll
have to verify that once my factory is ready.
Armor and shield are in as well, although the data of
Segmentata level 3 hasn't been fully released yet. It should be available next
week, according to the patch notes.
It isn’t easy keeping this thing accurate with conflicting and missing data.
Apparently weapon mass modifiers also affect drones - Kix logic at work here. The fix shouldn't have messed with anything else, but do test it if you don't mind.
It should work as intended now.
Can equip Plasma Antropy Router and Plasma Anthracite Munition at the same time.
Cannot equip Anthracite Munition and Plasma Anthracite Munition at the same time.
Cannot equip mutiple Anthracite Munitions.
Cannot equip mutiple Plasma Anthracite Munitions.
Edit: OK, I've done a complete overhaul on the restriction system, but it may still need some adjustments. I'll do some tests once my factory is done building.
Edit 2: It did need a bit of additional tweaking, but that should do it. Figuring out the correct ruleset, can be quite the challenge, when you get a message in-game telling you, that you can't fit two mods with the same stats, and then you have situations where you can and that rule goes out the window.
Suggestion:
Beam Capacitor and Xeno Beam Capacitor. These modify Charge Time, apply to different damage types and can be used at the same time.
Siege Casing and Xeno Siege Casing. These modify Module Damage, also apply to different damage types, but can't be used at the same time.
With some, you can fit as many as you want. It's like solving a jigsaw puzzle where half of the pieces are from another puzzle. I'll try a method of case by case basis, instead, but that does require some rather extensive testing, so it may not be solved right away.
Didn't notice the new items, but I'll add them. Merely noticed the Subverter BP and thought I would add it, as an incentive to do the upcoming event. Not all stats are available yet, so only mk 1 for now.
I've thought about adding Fleet Commanders for quite a while. There's a fair amount of work behind that, though. I'll look into those suggestions when I have more time, and the planner is a bit more bug free.
DPS of Reverb Driver I and II are not accurate.
I've completely scrapped the simple ruleset, have created a more complex one and gone through various combinations of items, but with close to 9000 combination from just mods alone, it may take a while to get everything right.
It works with what you just posted, so at least that's something.
Edit: The additional resist info didn't show because of a simple naming conflict. They should now.
Consider adding Hush Revenant at the moment.
Subverter's Modifiers has inaccurate mass reduction.
The rest should be up to date now.
There are Subverter's mark upgrades stats in game, and wiki gives right information.
Server is currently undergoing maintenance, due to some technical difficulties. Hope it won't take long.
Edit: Read the wrong post. Apparently it's being updated, with no ETA on when it's done. Probably could take some time.
I'll update them as we get the markups.
Before adding a blanked Switch.
After adding a blanked Switch.
The problem was mk 5. Fixed.
Looked through the data and apparently more items added ranged as a percentage. This should take care of those as well.
Because Kix put Squadrons into Weapon category, so weapon mass reduction and specials affect Squadrons. Another example, Spawned hulls, such as Phantoms, don't receive any bonus from any sources because they are in Special category, and specials don't affect each other or other sources.
It should be accurate now. Give me some feedback on it.
Beside, Buckler's stats is available at the moment, you should update the Ship Planner as soon as possible.
I appreciate the effort, but those pics don't really say anything, as they don't show any data. That means I have to wait until my factory is finished, before I can start bug hunting.
The little data there is on the Buckler on the Wiki is mostly copied and pasted from other Spectre hulls, and the game hasn't been updated yet, so there's not really much I can do.
After the update, I’ll look into it.
1 Resistor slot,
1 Trigger slot,
1 Spawner ship slot,
1 Skin slot.
If they is something else, which is related to Buckler and is important before adding it to the Ship Planner, I would like to hear about it.
OK, I think I may know the cause of it. Caustic was originally shown with mk 1-3 as having no mass reduction to hangars (listed as reduction to spawn mass). https://www.kixeye.com/forum/discussion/779313
Since mk 1-2 don't have a hangar, it really only affected mk 3. For now, I've given it the same reduction as weapons get, but will test it later in-game.
I added Buckler yesterday, with the data we have on it so far. Will update it once it's available.
https://www.kixeye.com/forum/discussion/781138
Thanks. I did update it with the data from the Wiki yesterday, before it went up in the forum, but I'll go through it again just to confirm it, as well as with the in-game data in case of any typos.
The -44% Spawner Mass did seem a bit out of place, so I'll have to verify that once my factory is ready.
Armor and shield are in as well, although the data of Segmentata level 3 hasn't been fully released yet. It should be available next week, according to the patch notes.