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DotNet.Ships.Enumeration.ModuleStat

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EliteDangerousAlmanac / Ships / ModuleStat

Enumeration: ModuleStat

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:19

One numeric performance or capability stat an outfitting module can carry.

Remarks

A module carries only the stats its family uses, so most of these are absent from any one record. Read one from a module or a fitted module by this key.

Masses are tonnes, power is megawatts, jump ranges are light-years, and weapon ranges are metres. A resistance is a fraction of the incoming damage removed, so a negative value is a weakness.

Engineering addresses these same keys, which is what lets a blueprint modifier and a catalogue stat meet without a translation table.

Enumeration Members

Mass

Mass

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:22

Mass, in tonnes.

Integrity

Integrity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:25

Integrity — hit points against module damage.

PowerDraw

PowerDraw

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:28

Power draw, in megawatts.

BootTime

BootTime

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:31

Boot time from power-on, in seconds.

OptMass

OptMass

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:34

Optimised mass, in tonnes. Thrusters, shield generators and frame shift drives carry it.

MinMass

MinMass

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:37

Minimum mass for the performance curve, in tonnes.

MaxMass

MaxMass

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:40

Maximum mass for the performance curve, in tonnes.

OptMultiplier

OptMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:43

Performance multiplier at the optimised mass — thruster speed or shield strength.

MinMultiplier

MinMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:46

Minimum performance multiplier, reached at the maximum mass.

MaxMultiplier

MaxMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:49

Maximum performance multiplier, reached at the minimum mass.

OptSpeedMultiplier

OptSpeedMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:52

Thruster top-speed multiplier at the optimised mass, when it differs from acceleration.

MinSpeedMultiplier

MinSpeedMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:55

Thruster minimum top-speed multiplier, reached at the maximum mass.

MaxSpeedMultiplier

MaxSpeedMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:58

Thruster maximum top-speed multiplier, reached at the minimum mass.

OptRotationMultiplier

OptRotationMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:61

Thruster rotation multiplier at the optimised mass, when it differs from acceleration.

MinRotationMultiplier

MinRotationMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:64

Thruster minimum rotation multiplier, reached at the maximum mass.

MaxRotationMultiplier

MaxRotationMultiplier

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:67

Thruster maximum rotation multiplier, reached at the minimum mass.

EngineHeatRate

EngineHeatRate

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:70

Thrusters: waste heat generated per second at top speed. Every Dirty Drive Tuning roll raises it and every Clean Drive roll lowers it. The units are Frontier's own: a bare number the ship's heat model consumes, not a temperature and not a percentage.

MaxFuel

MaxFuel

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:73

Frame shift drive: maximum fuel per jump, in tonnes.

FuelMul

FuelMul

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:76

Frame shift drive: the rating (linear) fuel constant.

FuelPower

FuelPower

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:79

Frame shift drive: the size (power) fuel constant.

FsdHeatRate

FsdHeatRate

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:82

Frame shift drive: waste heat generated per second while a jump charges. A drive's size sets it, so every rating of a size shares one value.

JumpBoost

JumpBoost

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:85

Guardian FSD booster: the flat jump-range bonus, in light-years.

PowerCapacity

PowerCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:88

Power plant: power generated, in megawatts.

HeatEfficiency

HeatEfficiency

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:91

Power plant: heat efficiency. A lower figure runs cooler.

WeaponsCapacity

WeaponsCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:94

Power distributor: the WEP capacitor's capacity.

WeaponsRecharge

WeaponsRecharge

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:97

Power distributor: maximum WEP recharge at four pips, in megajoules per second.

EnginesCapacity

EnginesCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:100

Power distributor: the ENG capacitor's capacity.

EnginesRecharge

EnginesRecharge

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:103

Power distributor: maximum ENG recharge at four pips, in megajoules per second.

SystemsCapacity

SystemsCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:106

Power distributor: the SYS capacitor's capacity.

SystemsRecharge

SystemsRecharge

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:109

Power distributor: maximum SYS recharge at four pips, in megajoules per second.

RefuelRate

RefuelRate

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:112

Fuel scoop: scoop rate, in tonnes per second.

FuelCapacity

FuelCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:115

Fuel tank: capacity, in tonnes.

CargoCapacity

CargoCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:118

Cargo rack: capacity, in tonnes.

CabinCapacity

CabinCapacity

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:121

Passenger cabin: capacity, in berths.

ShieldRegenRate

ShieldRegenRate

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:124

Shield generator: regeneration rate, in megajoules per second.

ShieldBrokenRegenRate

ShieldBrokenRegenRate

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:127

Shield generator: regeneration rate while the shields are down, in megajoules per second.

ShieldBoost

ShieldBoost

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:130

Shield booster: the shield strength bonus, as a fraction. 0.04 is plus four percent.

ShieldBankReinforcement

ShieldBankReinforcement

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:133

Shield cell bank: shield megajoules restored per second while a cell runs.

ShieldBankHeat

ShieldBankHeat

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:136

Shield cell bank: the waste heat firing one cell generates.

ShieldBankSpinUp

ShieldBankSpinUp

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:139

Shield cell bank: seconds between firing a cell and the shields starting to rise.

ShieldBankDuration

ShieldBankDuration

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:142

Shield cell bank: seconds one cell keeps reinforcing for.

KineticResistance

KineticResistance

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:145

Kinetic resistance, as a fraction. 0.4 removes 40 percent of the damage and a negative value is a weakness.

ThermalResistance

ThermalResistance

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:148

Thermal resistance, as a fraction. A negative value is a weakness; every shield generator is weak to thermal damage.

ExplosiveResistance

ExplosiveResistance

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:151

Explosive resistance, as a fraction. A negative value is a weakness.

CausticResistance

CausticResistance

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:154

Caustic resistance, as a fraction. A negative value is a weakness.

HullBoost

HullBoost

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:157

Armour: the hull hit points this bulkhead adds, as a fraction of the hull's base armour on top of it. 0.8 means the base armour times 1.8.

HullReinforcement

HullReinforcement

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:160

Hull reinforcement package: the hull hit points it adds.

ShieldAddition

ShieldAddition

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:163

Guardian shield reinforcement package: the shield megajoules it adds.

ModuleProtection

ModuleProtection

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:166

Module reinforcement package: the fraction of module damage it absorbs. It protects the modules, not the hull.

ScannerRange

ScannerRange

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:169

Scan range, in metres. On a utility scanner it is the distance the scan reaches; on a core sensor suite it is the range at which a contact with typical emissions resolves, not the suite's absolute detection ceiling.

ScanAngle

ScanAngle

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:172

Scan cone half-angle, in degrees — how far off boresight a target can sit and still be scanned.

ScanTime

ScanTime

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:175

Seconds a scan takes to complete. Utility scanners only.

ProbeRadius

ProbeRadius

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:178

Detailed surface scanner: probe radius, as a percentage. Frontier stores this one as a percentage rather than a fraction, and the journal reports it that way too.

InterdictorFacingLimit

InterdictorFacingLimit

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:181

Frame shift drive interdictor: maximum target angle off boresight, in degrees.

InterdictorRange

InterdictorRange

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:184

Frame shift drive interdictor: maximum target range, in seconds to intercept — the units the game measures a supercruise separation in, not a distance.

Damage

Damage

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:187

Damage per round, or per second on a continuous-fire weapon such as a beam laser.

RoundsPerShot

RoundsPerShot

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:190

Rounds fired per shot, for the weapons that fire several at once. Absent means one round per shot.

RateOfFire

RateOfFire

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:193

Shots per second with the burst pattern folded in. Absent on a continuous-fire weapon, whose damage is already per second. It excludes charge and reload time.

BurstInterval

BurstInterval

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:196

Seconds between shots — between bursts on a burst-fire weapon.

BurstRounds

BurstRounds

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:199

Shots in one burst. Absent, or 1, on a weapon that does not fire in bursts.

BurstRateOfFire

BurstRateOfFire

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:202

Shots per second within a burst.

ChargeTime

ChargeTime

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:205

Seconds spent charging before a shot, on a rail gun.

ClipSize

ClipSize

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:208

Rounds in a clip before reloading. Absent on a weapon that never reloads.

AmmoMaximum

AmmoMaximum

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:211

Reserve rounds to reload from. The magazine is not counted in it. Absent beside a clip size means nothing limits the refills; absent beside no clip either means the module takes no ammunition at all.

ReloadTime

ReloadTime

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:214

Seconds to reload a clip.

DistributorDraw

DistributorDraw

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:217

Weapons-capacitor draw, in megawatts — per shot, or per second on a continuous-fire weapon. A shield generator carries it too, as the systems-capacitor cost of one megajoule per second of regeneration.

ThermalLoad

ThermalLoad

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:220

Heat generated — per shot, or per second on a continuous-fire weapon.

ArmourPiercing

ArmourPiercing

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:223

Armour piercing rating. Damage to a hull is scaled by the piercing rating over the hull's hardness, up to 1.

MaximumRange

MaximumRange

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:226

Maximum effective range, in metres. A weapon does no damage beyond it; on a utility module that is not a scanner, it is the effect's reach.

FalloffRange

FalloffRange

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:229

Range at which damage starts to drop off, in metres.

ShotSpeed

ShotSpeed

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:232

Projectile speed, in metres per second. Absent on the weapons that have no projectile to speed up — lasers, rail guns, Gauss cannons and mine launchers all hit, or drop, where they are aimed.

Jitter

Jitter

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:235

Maximum aim deviation, in degrees.

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