If anyone notices any bugs/incorrect values or simply something is broken or wrong please let me know. I will fix it in the next pending release. Thanks for letting me know about Ion Mod Health changes and Gauss Driver I mass [Se7en] Clashing
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
Great work, can I ask if Ship/Fleet Level is possible/being worked on, I'm presuming they should be if the numbers can get sorted.
I'm also presuming the only real reliable way to do this is to get the xp data from Kixeye. Short of attempting to correlate all the components by comparing the level of a ship and what is on it. This would be one hell of a task without Kix's help. Might be doable with an awful lot of work.
Great work, can I ask if Ship/Fleet Level is possible/being worked on, I'm presuming they should be if the numbers can get sorted.
I'm also presuming the only real reliable way to do this is to get the xp data from Kixeye. Short of attempting to correlate all the components by comparing the level of a ship and what is on it. This would be one hell of a task without Kix's help. Might be doable with an awful lot of work.
The ship and fleet level is already on the site
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
- Changed resistance tech resistors to use ship mass instead of a set mass value as originally shown in the kixeye release video - Took a guess at level 2 and 3 values at 4% and 6% for resistance resistors (will alter it when it comes out if it is wrong) - Fixed an issue with secondary special slots not limiting tech correctly for thrusters and weapon specials - Added condor mk4 and 5 secondary special slot - Added new fleet ranges for fleets over level 57 (accuracy not checked to ingame value)
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
Mr TopGun, is there a way to add a field for weapon ranges so you can compare different weapons and there ranges with adding in the different modifiers i.e... Focused optics lvl 1-5, or Phased munitions......
Mr TopGun, is there a way to add a field for weapon ranges so you can compare different weapons and there ranges with adding in the different modifiers i.e... Focused optics lvl 1-5, or Phased munitions......
On the fleet manager not really. It would clutter the page up too much and make it overly complex. I would have to extend the url for every weapon and it is already long enough. There are ranges on the Ship Technical Info section which will also adapt to weapon specials for range extension and ship bonus modifiers i.e battleships/destroyers. Although I have to rewrite the technical info section for multi languages so currently it does not support the secondary weapon slots on mk hulls. It's on my todo list but the job is very boring to do and I will be putting it off as long as possible. It might be possible to add info in on a mouse over like on the ship calc page for tech info.
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
Can't see the value you are referring to can you direct me to it
hmm strange cant find it any more - values are all correct now - i tried some setups all worked well, but im quite sure coz i copied the above line directly from some a ship Setup from the technical Info Ion modulator slot ...
While doing some new calculations, I noticed that you don't have the ship's base shield penetration factored in to the weapons. Higher MK ships (such as the Lance and the Dread) have a bonus to shield penetration, but this does not seem to be factored in to the weapons when they are equipped.
Could you please adjust your calculations to include the bonuses that higher MK ships give to their respective weapons?
Typical, as I go away for christmas something goes wrong in 12 hrs I was away lol. So I've drove my **** home just for you lovely people and fixed the problem. Happy Christmas everyone site is back online. Enjoy the holidays
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
While doing some new calculations, I noticed that you don't have the ship's base shield penetration factored in to the weapons. Higher MK ships (such as the Lance and the Dread) have a bonus to shield penetration, but this does not seem to be factored in to the weapons when they are equipped.
Could you please adjust your calculations to include the bonuses that higher MK ships give to their respective weapons?
This is probably hard to translate
The unlock password is the word "unlock". Click unprotect, then type "unlock" without quotes
I'm also presuming the only real reliable way to do this is to get the xp data from Kixeye. Short of attempting to correlate all the components by comparing the level of a ship and what is on it. This would be one hell of a task without Kix's help. Might be doable with an awful lot of work.
I can't figure out how to calculate it once I add everything in
Ship Technical Info
states the wrong value for ion modulator
Shield Damage 60%
second value should be -15%
guess used the wrong variable ;-)
- Changed resistance tech resistors to use ship mass instead of a set mass value as originally shown in the kixeye release video
- Took a guess at level 2 and 3 values at 4% and 6% for resistance resistors (will alter it when it comes out if it is wrong)
- Fixed an issue with secondary special slots not limiting tech correctly for thrusters and weapon specials
- Added condor mk4 and 5 secondary special slot
- Added new fleet ranges for fleets over level 57 (accuracy not checked to ingame value)
me passa o seu passoword
Mr TopGun, is there a way to add a field for weapon ranges so you can compare different weapons and there ranges with adding in the different modifiers i.e... Focused optics lvl 1-5, or Phased munitions......
Could you please adjust your calculations to include the bonuses that higher MK ships give to their respective weapons?
It seems to be down
You didn't have too, but that you very much. Hope you are enjoying family this time of year
I don't know if someone already suggested it, but, could we have a mobile version of ship calc ?
Hopefully for you lol, it isn't on my htc. Click on item and draw them to the ship doesn't works due to tactile or I dont know
Could you also fix the way that the system calculates so that it is properly multiplicative, not additive?
https://www.kixeye.com/forum/discussion/comment/4910779