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  Discovery Gaming Community Discovery General News and Announcements
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DSCore - An Online FLStat/Wiki Replacement

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DSCore - An Online FLStat/Wiki Replacement
Offline Lythrilux
02-26-2019, 04:30 PM,
#31
Edgy Worlds
Posts: 10,154
Threads: 717
Joined: Jan 2013

This is very cool! Encourages me to get the Core infocards updated.

[Image: SQGerWV.png]
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Offline Loken
02-26-2019, 04:34 PM, (This post was last modified: 02-26-2019, 04:41 PM by Loken.)
#32
Phantom of Roussillon
Posts: 2,195
Threads: 80
Joined: Jun 2010

(02-26-2019, 02:04 PM)Laz Wrote:
(02-26-2019, 01:46 PM)Loken Wrote: Lack of responsive design is a problem and it's missing a lot of the data that is included in FLStat.

I'm not a web developer, sorry. What is it missing currently?
  • Ship handling stats.
  • Infocard data seems to be missing for things like ship hardpoints.
  • No numbers for power cores even though the column is there. I'm guessing you know about that one.
  • Weapons have the raw stats but no calculated efficiency or dps data, which is important for comparison.
  • Missiles and torpedoes should really be in their own table due to having different properties to guns.
  • I can't find mines, scanners or armour upgrades anywhere.
Maximum yaw, pitch and roll speeds are calculated in rad/s by dividing the steering_torque values by their respective values in angular_drag. I'm sure someone else can help you out with the turn acceleration, not sure on that one myself.

Yaw and pitch might be the other way around but I don't think any of the ships in discovery have different stats for these anyway.

If I find anything else I'll let you know. I'm not trying to be mean, this is a good tool and I'd like to see it improved.

[Image: NVY3f0y.png]
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Offline Laz
02-26-2019, 04:44 PM,
#33
Retired Code Monkey
Posts: 1,849
Threads: 103
Joined: Jan 2014

(02-26-2019, 04:34 PM)Loken Wrote: Ship handling stats.
Yeah I was planning to remove nudge/strafe force since they don't really change to fit the other values in.

(02-26-2019, 04:34 PM)Loken Wrote: Infocard data seems to be missing for things like ship hardpoints.
Slipped by mind. I'll add that.

(02-26-2019, 04:34 PM)Loken Wrote: No numbers for power cores even though the column is there. I'm guessing you know about that one.
I broke that a few days ago and I don't know how Big Grin

(02-26-2019, 04:34 PM)Loken Wrote: Weapons have the raw stats but no calculated efficiency or dps data, which is important for comparison.
Fair enough. I'll need to get someone to help me with the numbers (formulas) though.

(02-26-2019, 04:34 PM)Loken Wrote: Missiles and torpedoes should really be in their own table due to having different properties to guns.
Space was lacking and I didn't want to clutter the tool. All explosive weapons were given the 'Explosive' type to compensate for this.

(02-26-2019, 04:34 PM)Loken Wrote: I can't find mines, scanners or armour upgrades anywhere.
I literally forgot mines exist. Scanners I saw as unessasary. Armour upgrades are in the database, but in the end I decided against including them. I think I'll add scanners, armour upgrades, CMs, CDs, and Mines to the special equipment section and clean the entire thing up some more.

Good points overall, feel free to keep adding.

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Offline Loken
02-26-2019, 04:52 PM, (This post was last modified: 02-26-2019, 04:53 PM by Loken.)
#34
Phantom of Roussillon
Posts: 2,195
Threads: 80
Joined: Jun 2010

(02-26-2019, 04:44 PM)Laz Wrote:
(02-26-2019, 04:34 PM)Loken Wrote: Weapons have the raw stats but no calculated efficiency or dps data, which is important for comparison.
Fair enough. I'll need to get someone to help me with the numbers (formulas) though.

Damage per second is refire rate multiplied by damage, and you can work how energy efficient a gun is by dividing the damage by the energy use.

I agree with you about nudge_force and strafe_force. The mod seems to use standardised values for these based on ship type so I'm not sure it's really necessary to include. Nor are the numbers particularly informative to the user unless they already have an understanding of the underlying mechanics.

[Image: NVY3f0y.png]
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Offline Reeves
02-26-2019, 05:06 PM,
#35
Redeemed by popularity
Posts: 2,940
Threads: 236
Joined: Apr 2016

The menus don't seem to load in while on mobile for since reason.

[Image: GAy6bGA.gif]
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Offline Sand_Spider
02-26-2019, 05:24 PM,
#36
Member
Posts: 1,832
Threads: 93
Joined: Nov 2007

Looks good so far! Even as a WIP, it's great to see an updates-in-real-time database for Disco.

Ya'll do good work! Keep it up!

A Pretty Helpful Tutorial Database!
Player Base Supply Chain!
Every Faction Explained in a Single Sentence!
Why be a BitterVet, when you can be a BetterVet?
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Offline Laz
02-26-2019, 05:34 PM,
#37
Retired Code Monkey
Posts: 1,849
Threads: 103
Joined: Jan 2014

(02-26-2019, 05:06 PM)Reeves Wrote: The menus don't seem to load in while on mobile for since reason.

See initial notes. It's a non-responsive design. You can toggle desktop view to at least make it usable, in most cases, at least.

If a web developer wants to fix my design, I'd be more than willing to accept such assistant.

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Offline Maltz
02-26-2019, 07:32 PM,
#38
Son of Malta
Posts: 358
Threads: 40
Joined: Nov 2018

Bookmarked. It's not 100% accurate for the server game (ie. slaves in Pelussin), but can come in handy anyway.
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Offline evanz
02-26-2019, 07:55 PM,
#39
Member
Posts: 1,950
Threads: 92
Joined: Jan 2013

heheheheh i love my icon


i made this

took hours Tongue
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Offline Laz
02-26-2019, 08:13 PM,
#40
Retired Code Monkey
Posts: 1,849
Threads: 103
Joined: Jan 2014

(02-26-2019, 07:32 PM)GNU/Terrorist Wrote: It's not 100% accurate for the server game
Not yet. It's on the TODO.

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