VC Ship Planner

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 3 Feb 2021, 1:53AM
    There is a serious problem, which might be a bug about drag and drop stuffs, in the Ship Planner. You should check it as soon as possible.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    Fixed another bug yesterday, related to how DPS is calculated when Celestial Optics is used with mixed weapons. Didn't expect that to happen.

    It should work as intended now.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 5 Feb 2021, 2:01PM
    A Tier 7 Pharmakon ship:

    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.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    edited 5 Feb 2021, 7:14AM
    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 6 Feb 2021, 12:15PM
    • 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.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    A ship can equip Xeno Munitions and Phased Solenoid at the same time, so as Ballistic Sabot.

    DPS of Reverb Driver I and II are not accurate.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    edited 7 Feb 2021, 7:31PM
    Ops, Copy & Paste gone wrong. Fixed.

    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    There is Reach Squadron III's stats, you should update as soon as possible.

    Consider adding Hush Revenant at the moment.

    Subverter's Modifiers has inaccurate mass reduction.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.

    The rest should be up to date now.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 12 Feb 2021, 11:39AM
    It is clear that weapon mass reduction does affect Squadrons.

    There are Subverter's mark upgrades stats in game, and wiki gives right information.

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    edited 12 Feb 2021, 12:11PM
    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    Mk2-5 Subverter's Modifiers don't have Squadron's mass reduction.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.

    I'll update them as we get the markups.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    Vindicator is non-existent if there is no other types of ship go with it. For an example.

    Before adding a blanked Switch.


    After adding a blanked Switch.

  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 8
    Hurricane Frigate MK5 cannot display its ALL slot normally and the web page in dead after clicking another Hurricane Frigate MK level again.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.

    The problem was mk 5. Fixed.
  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 8
    edited 21 Feb 2021, 11:16PM
    The range bouns of T6 Marauder item "Void Ionization"L1-3 is incorrectly displayed, it should be 30% / 40% / 50% instead of 0.3m / 0.4m / 0.5m
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    Fixed.

    Looked through the data and apparently more items added ranged as a percentage. This should take care of those as well.
  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 8
    Ballistic Sabot L1-3 reduced range has become %
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 28 Feb 2021, 10:14AM
    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.

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701
    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.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 1 Mar 2021, 1:50PM
    These are from another player. I have tested it by myself, but in the Ship Planner only. However, my result is the same as that player.



    Beside, Buckler's stats is available at the moment, you should update the Ship Planner as soon as possible.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701

    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.

  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    edited 2 Mar 2021, 1:37AM
    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.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701

    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.

  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 41
    Buckler's statistic is now available. Hope you update the Ship Planner as soon as possible.
    https://www.kixeye.com/forum/discussion/781138
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 701

    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.

  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 8
    Buckler can equip Tier 6 Hybrid Resistors, don’t forget them :P
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