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Potential Issues with Jump Range Calculations in edshipyard.export #2229

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Rixxan opened this issue May 7, 2024 · 2 comments
Open

Potential Issues with Jump Range Calculations in edshipyard.export #2229

Rixxan opened this issue May 7, 2024 · 2 comments
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bug unconfirmed An unconfirmed bug
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@Rixxan
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Rixxan commented May 7, 2024

Describe the bug
EDMC may be calculating and outputting laden and unladen ranges incorrectly compared to the values provided in-game. It is unclear why these are the way that they are, and should be investigated to determine where the fault is being introduced. (My guess is with the multiplier calculation)

To Reproduce
Steps to reproduce the behavior:

  • Run from command-line python edmc.py --loglevel DEBUG -e test2.txt with any ship/module combination known to EDMC
  • Compare to in-game displayed values

Expected behavior
A clear and concise description of what you expected to happen.

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@Rixxan Rixxan added bug unconfirmed An unconfirmed bug labels May 7, 2024
@Rixxan Rixxan added this to the Pre-6.0 Changes milestone May 7, 2024
@Rixxan Rixxan self-assigned this May 7, 2024
@Rixxan Rixxan added this to Needs triage in Bug Triage via automation May 7, 2024
@Rixxan
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Rixxan commented May 7, 2024

OK so first detail: laden and unladedn per EDMC are not the same as the game's. In EDMC laden == max fuel load + max cargo, where unladen == max fuel load with no cargo. This does not take into account various fuel states beyond maximum.

@Athanasius
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Indeed, this EDMC code is never going to take into account "actual current fuel load", because that would be a Status.json thing and it's only taking into account the pure loadout.

There's also the wrinkle, and I forget what the game does wrt, about the Active Fuel Reservoir fuel mass.

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