Holy Grail of Starfield Ship Building

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  • Опубліковано 30 чер 2024
  • Your ship’s stats are wrong. The Starfield ship builder UI is broken. This is a tool that not only fixes it, but shows you the best ship parts for any character, at any skill level. It not only shows correct ship weapon damage, but calculates DPS considering power allocation, skill bonus, crew bonus, and even magazine perks. Not relying on the game’s UI, but data mined from the creation kit corroborated with in-game tests.
    Admittedly, much of this appears to already be known by the Starfield Community Patch, though I did not confirm whether all of it is or not. Further, I readily admit I’m not a data engineer, and some of my findings may be incomplete or inaccurate, or my version of the game bugged beyond repair. I did attempt to corroborate my findings with actual, in-game tests, along with the findings of others in the community, though the latter was more difficult to confirm.
    At a minimum, I do believe the base statistics, including the impact of power allocation, can be relied upon. This tool can, and should, be considered a collaboration, as it pulls from work done by many others in this community, and has a separate citations tab that lists them. The factors used in this workbook are approximate, such as the factor to determine when maximum Mobility has been exceeded, but they can still be reasonably reliable in evaluating ship parts.
    Finally, this is not meant to be a complete ship builder tool. Rather, to quickly identify the best ship parts available for your character, at your level, as well as to satisfy those of us that like to dive deep into the numbers. Please kindly comment on any edits/corrections as you find them.
    Thank you for a fun, engaging, community.
    Link to Starfield Ship Builder Tool - YOU WILL NEED TO MAKE YOUR OWN COPY IN ORDER TO EDIT:
    docs.google.com/spreadsheets/...

КОМЕНТАРІ • 159

  • @TayschrennSedai
    @TayschrennSedai 5 днів тому +63

    Can we just take a moment to also admire how he transitions from the workbench to the spreadsheet and the whiteboard to scrawling his explanation?! Top notch, my dude.

  • @pdexBigTeacher
    @pdexBigTeacher 5 днів тому +24

    Bethesda needs to just hire you to make this game better. Thank you!

  • @cassieudy5718
    @cassieudy5718 5 днів тому +22

    Amazing work. I can't imagine how much time you spent on this. Insane!
    I've been doing my own non-scientific, non-methodical weapon testing, and things "felt" so wrong across all my different builds, that I started completely ignoring listed stats. I would instead look at a weapon's required level and total cost as an indicator for potential efficacy. It was an attempt to try and interpret the developer's intended role for a particular weapon at a particular level. "Is this meant to be an end-game part?" or "Why is this seemingly crappy part so expensive?"
    Now, this method has not actually been that useful for finding "better" parts. A full set of particle beams--any of them--is still hilariously OP, clearing all content on max difficulty with ease. But what I DID learn is that the other weapon types are a lot more FUN to use.
    For example: on paper, a laser turret with inferior damage and 1000 range would never be equipped over a particle turret. But in practice, the range limitation on that laser turret fundamentally alters how you engage the enemy. It turns your ship into a hit-and-run close combat attacker. The pulse laser turret isn't constantly trying to empty its magazine, like a particle turret with infinite range would, and thus actually has time to reload before you boost back in and find your next firing solution. We have just unlocked an entirely new style of gameplay by using bad parts.
    Anyway, I am rambling, but really I just want to encourage people to try alternate weapon types. I love Starfield's ship builder, but I was getting pretty bored of ship combat... until I stopped putting particle cannons on everything. The true end-game is making the coolest possible roleplay ship, right down to it's combat load-out. This tool is going to be a massive help for exploring that. WOW!

  • @obiwankenny1966
    @obiwankenny1966 5 днів тому +14

    You are doing the Great Serpent's work with this.

  • @ghostpasha9076
    @ghostpasha9076 5 днів тому +10

    You have the best Starfield gameplay channel, hands-down. Keep up the great work, my man. Spread the gospel of the White Dwarf 3015!.

  • @vincentkeith5259
    @vincentkeith5259 5 днів тому +20

    Why do I think that stack of Terrabrew cups is only the tip of the iceberg? Well done!

  • @stevekuhns1729
    @stevekuhns1729 5 днів тому +8

    DOOOOD! All I can say is THANK YOU! This tool is amazing. Thank you so much for all your work and the work of others that ended up contributing to this. I am really learning to love shipbuilding as a result of your videos. I am currently running several of your builds and I love that this allows me to look at all aspects when shipbuilding!!!

  • @cerebralhawks4544
    @cerebralhawks4544 5 днів тому +5

    This is awesome, for those trying to build ships from scratch. I got no mind and less patience for how all these parts actually fit together. What I can do is follow a guide for a ship that someone else says is the best ship, once I have the money to actually build it.
    What would be cool, and I'm not sure if it's possible, would be some kind of automated guide, where a person could input their level, skills, check whether they did the Stroud-Eklund/Slayton mission, etc., and could follow a guide on how to build a ship, and others could upload said guides. I mean watching a guy on UA-cam talk about it and all their color commentary is fine, but a chart might be better.

  • @redbacc5744
    @redbacc5744 5 днів тому +4

    I was having a really crappy day, and then I opened UA-cam and saw this video.
    You sir are doing the (star) Lord’s work.

  • @jamesbooth3360
    @jamesbooth3360 4 дні тому +4

    Old retired guy here.
    If I were still in the real game, I would recruit you to analyze my businesses and build useful analytical tools.
    I really enjoyed the quality of this worksheet, and I understand the level of focused submersion required to build the tool.
    The linkage into the star map was a great 'flex'.👍🤣

    • @ShipTechnician
      @ShipTechnician  3 дні тому +3

      Genuine smile when reading this. Thank you. I have done some of that in my past “real game” :)
      Never too late to hop back in to the game! And thank you for the message.
      Hope you’re enjoying Starfield!

    • @dkindig
      @dkindig 2 дні тому +1

      @@ShipTechnician Props. I'm a CAD/Database developer (retired too, lol) and this was a HUGE amount of data collection! It's a shame that the UI is so broken, I mean they're already calculating things properly on the fly (maybe). I've had prior issues related to Vasco as crew and it really screwed up TargetLockTime so the Targeting skill wasn't working right, actual shield values were all over the place and then you see things like challenges for the EM weapon skill being 10000 damage points at level 4 with no consideration to the fact that EM weapons don't have a high physical damage (just copypasta from the other weapons). I've had such a hard time trusting what the game is telling me.

  • @jodele5878
    @jodele5878 5 днів тому +6

    👏 It is now verified, that you Sir, are a Steely Eyed Missile Man.

  • @shanehall8447
    @shanehall8447 5 днів тому +16

    Wow sooooo much data to decipher. This is incredible…

  • @kornholiokid867
    @kornholiokid867 5 днів тому +14

    You should have someone convert your "tool" into a mod that changes the UI to give the honest info that your spread sheet does......if that is possible. Or maybe a mod that adds a setting to the shipbuilding that gives this spread sheet

  • @Tobascodagama
    @Tobascodagama 5 днів тому +5

    Incredible work, dude! Thanks for creating this and sharing it with the community.

  • @anthonyhenderson2132
    @anthonyhenderson2132 4 дні тому +2

    This is nothing short of outstanding! I can't wait to use this in-game. Amazing work ShipTechnician

  • @roboticghost
    @roboticghost 5 днів тому +8

    This is absolutely amazing! Thanks dude! And here I was wondering what I was going to do this evening...

  • @SceGno1
    @SceGno1 5 днів тому +2

    Mind=blown! I cannot understand most of this as it's completely over my head, but I can certainly appreciate an epic piece of work! Well done for this. And, just so you know, I use the Vanguard Autoprojector and Hellfire weapons since watching a previous video and nobody seems to be able to get close to my ships anymore. I once fought off three Starborn Guardian VI at once and hardly got scratched! :D

  • @rbutga
    @rbutga 5 днів тому +2

    If I may say "Holy Sh1@"! Amazing job putting all of this together. Thanks! You have changed the way I approach ship building and I can't gush enough. You may not be a physicist or statistician but you are genius in my book. Strong work.

  • @pdexBigTeacher
    @pdexBigTeacher 5 днів тому +4

    So I fitted the 3320 Neutron Turrets onto @WizeOldWizard 's Basilisk II. I have NO points in Automated Weapons Systems; went out to Serpentis and absolutely kicked. ass. Again, THANK YOU!

  • @collinkelch7764
    @collinkelch7764 5 днів тому +4

    Not the hero we wanted… but definitely the hero we need!

  • @jaydentaayl6708
    @jaydentaayl6708 5 днів тому +4

    No way now i can at the same time make accurate ship recreation and specilized ship with the best module using your tool thank you Ship technician your really part of the finest of ship builders 👌

  • @somerando1073
    @somerando1073 5 днів тому +5

    13:32 You are making some assumptions about how people fight. I only use 2 weapon groups, so I can fully power them and shield. Engine stays fairly low. I fight like a turret, stay in thruster mode unless the missile lock on alarm sounds then a do a quick boost and back to thruster mode. Works for me at extreme. Aside from that, nice work.

    • @dkindig
      @dkindig 2 дні тому +1

      I like to hot-key power setups and pretty much use two options: 1) annihilate and 2) steal. Either I'm running two sets of particle beams or I'm running particle beams and EM weapons.

    • @somerando1073
      @somerando1073 2 дні тому

      @@dkindig You can hotkey power setups?How?

  • @Book_Bird
    @Book_Bird 5 днів тому +3

    This is seriously impressive -- thank you for all of this work. Super cool.

  • @kan-zee
    @kan-zee День тому +1

    Your Long nights to figure out these stats, and points, etc.....are greatly appreciated.

  • @JC23783
    @JC23783 5 днів тому +4

    This is museum level stuff right here. Cheers.

  • @RabbitWatchShop
    @RabbitWatchShop 3 дні тому

    I used your mod and made an amazing ship with maxed weapons, shield, etc. It also looks amazingly beautiful with M parts that have blue lights. Thank you. You’ve made my Starfield experience better.

  • @WoobiewookieBlogspot
    @WoobiewookieBlogspot 5 днів тому +1

    Really amazing investigation and, as a Bethesda RPG player, this sort of investigation was bound to come out. Great to watch the process , and see the results of your hard work (from which we all benefit). I'll be heading to your Ko-Fi right away, but set something aside for a decent PC!

    • @ShipTechnician
      @ShipTechnician  4 дні тому +1

      Thank you for the kind words. I want to play with the Creation Kit a bit more, so I may need to start saving!

  • @ryanschoenick4065
    @ryanschoenick4065 4 дні тому +1

    Much appreciation for moders❤. You guys do a better job sometimes than the creators.

  • @alejandrobarboza2431
    @alejandrobarboza2431 3 дні тому +1

    Dude, I don't even OWN the game and have been enjoying your videos, you've done a fantastic work and contribution to the community

    • @ShipTechnician
      @ShipTechnician  2 дні тому +1

      I can’t believe that, but thank you so much for the kind words!

  • @chrisblackwell164
    @chrisblackwell164 5 днів тому +1

    Thanks for doing this!!! Can’t wait to dig into this in more detail today.

  • @mjphyil
    @mjphyil 5 днів тому +3

    Fantastic, thank you for this! I would absolutely buy your ship builds if you added them to the Creator space

  • @lando_rizing
    @lando_rizing 5 днів тому +3

    I got laid off yesterday so I’m late to this vid, but that won’t stop me from supporting ST!

    • @ShipTechnician
      @ShipTechnician  4 дні тому +2

      My friend! No! How can I send you a Terrabrew?!

  • @ignaciom8906
    @ignaciom8906 4 дні тому +1

    This is the dream of every nerd out there, man
    Thank you so much 👌🤌💙🚀

  • @Rickie11
    @Rickie11 День тому

    This is amazing! So many hours dedicated... Keep up the very good work

  • @EdmondEnache
    @EdmondEnache 4 дні тому

    Fantastic work! Great job with the weapon DPS and damage and that spreadsheet is amazing!
    Funny how Reddit works sometimes - the post about Fuel Consumption that you linked to in the document is actually downvoted although right… I guess it was too complicated for some…
    The laser skill has the same oddities for normal weapons and it has been tweaked in one of the latest patches. There’s a Reddit post on that as well.

  • @Dorkrust
    @Dorkrust 5 днів тому +3

    Dude, great work, thanks for this great new tool.

  • @tassey
    @tassey 5 днів тому +3

    This is amazing and a ton of work. Really appreciated.

  • @lessonzlrnd
    @lessonzlrnd 5 днів тому +3

    Yes Bro! Excellent work my friend.
    Many thanks good sir!!

  • @deutschmanxspike
    @deutschmanxspike 3 дні тому +1

    brilliant! nice work Ship Technician!

  • @timothyjanke7855
    @timothyjanke7855 4 дні тому

    That’s a top notch bibliography! I can’t wait to use this awesome tool!

  • @kornholiokid867
    @kornholiokid867 5 днів тому +2

    Another great video brother. Keep up the great work

  • @ulyaoth3579
    @ulyaoth3579 5 днів тому +2

    So the Vanguard Ares Particle Cannons benefit from the Ballistic weapons skill. Unfortunately their range is shorter than the Obliterator 250Mev Auto Alpha Beams. I considered using the non auto beams and in testing it does huge crit damage and is devastating in target mode. But it's slow rate of fire is really evident in targeting mode. Also after many hours of Testing the KE-42 Cannon Turret is the most efficient Ballistic weapon to put on your ship.

  • @Cameron_Meldahl
    @Cameron_Meldahl 5 днів тому +2

    You're dedicated and amazing....

  • @DreddPirateRoberts
    @DreddPirateRoberts 4 дні тому +1

    Amazing tool!
    Thank you for your dedication.

  • @1Mountinman
    @1Mountinman 4 дні тому +1

    This is amazing. Nice work. It'll take a month to absorb all this. Where can we send questions, if we have them?

  • @ericboyd2479
    @ericboyd2479 5 днів тому +2

    Excellent work, thank you.

  • @xankazo
    @xankazo 4 дні тому +1

    Masterful work!

  • @lauribleu7558
    @lauribleu7558 4 дні тому

    I am in awe. What a monumental piece of research.

  • @chrisiwooder
    @chrisiwooder 3 дні тому +1

    Dude...u deserve a metal! Thank you so much for sharing this!

  • @DJ_Bonebraker
    @DJ_Bonebraker 5 днів тому +2

    Yeah, I have maxed out Automated weapon systems & Particle beam weapon systems perks, and I have to completely depower the 250MeV Alpha turrets if I want to even have a CHANCE to disable ships before the turrets take them out most of the time, lol! I stuck with them even when others were telling me I was wasting a weapon slot both because I refused to ignore my own firsthand experience using them and the fact that I don't have a controller, and no easy way to map weapon 3 to a functional key binding, I just assign that slot to turrets.
    Now that I know that the Vanguard Obliterator Autoprojector damage is affected by the Energy Weapons system skill, I am going to have to start putting points into that (probably going to have to use the Vanguard Simulator to cheese the challenge requirements, since I don't put laser weapons on my ships).
    I definitely want to thank you for making this tool & making it available, and I plan on running some numbers with it tonight & maybe re-doing my ship weapons loadouts... Again.

    • @TheMorteReport
      @TheMorteReport 5 днів тому +2

      I initially tried to build a ship with 2 direct fire and one turret particle beam weapon. Like you I found that the turret would always destroy ships before I could disable them. Now I just use two direct fire beams and an EMP. It means I don't have to use perk points on turrets and I'm still powerful enough for hard difficulty on NG10.

    • @DJ_Bonebraker
      @DJ_Bonebraker 5 днів тому +1

      @@TheMorteReport I stick with the current set-up, but use the turrets as a situational, like if I'm up against a group of Starborn Guardians or don't feel like attempting to board hostile ships for Astra.
      Also as a follow up to my post last night, I did do some number crunching based on the spreadsheet, and it looks like that for sustained DPS for full complements of weapons, the regular 95MeV Helion Beams are better, although the 95MeV Auto Helion beams have higher burst DPS for full complement... debating about whether or not to switch, since there isn't much difference between the two at 50% power, and I already have the Auto ones.
      The big take-away, though is the fact that the 250MeV Alpha Turrets sit on top of the heap, even at 50% or less power means that I could swap out the Pinch 8z reactor I've been running for a Pinch 8a reactor & I would still have enough power to fully power Engines & Shields with all 3 weapon systems at 50% power & still have 2 power left over for the Grav Drive, but part of that is due to my current crew. Still might be worth it for the extra hull HP, although since I play on Normal difficulty, most enemies don't manage to get through my shields, so I will probably stick with the Pinch 8z reactor for the increased power budget.

  • @e.liepins4657
    @e.liepins4657 2 дні тому +2

    Keep doing it for more terrabrew❤

  • @soiltek2015
    @soiltek2015 4 дні тому +1

    Wow! Just wow. Thank you so much!

  • @ryanmsalisbury5499
    @ryanmsalisbury5499 4 дні тому

    This is very well done. Nice job!!

  • @DaneInTheUS
    @DaneInTheUS 5 днів тому +3

    This sounds absolutely amazing! I can't wait to try it out! Question: are the numbers in the UI regarding weapons calculated, or entered? Meaning is it math errors that are causing the number errors, or data entry errors?

    • @ShipTechnician
      @ShipTechnician  4 дні тому +2

      The data is the data, so to speak. In my, likely naive, understanding it is due to the various tags/identifiers applied to weapons, such as their type, and their damage type(s), and how those interact with the skill perks and the types of weapons/damage type(s) the perks apply to. It appears the UI considers one application of skill perks, the gameplay another.

    • @DaneInTheUS
      @DaneInTheUS 4 дні тому +1

      @ShipTechnician ok makes sense. So in that case, or should be possible to "correct" the ui with a mod, so it'll properly take things into consideration and reflect something closer to the real factual damage without changing anything on the back end like what skills affect what damage number? Assuming one has the skills for it? And thank you for answering!

  • @MegaTran1001
    @MegaTran1001 4 дні тому +1

    Forgive me if I'm mistaken or unaware of previous announcements, but you said "my remaining time" near the end of the video... may I ask if you are going through a health situation? I'll risk sounding alarmist and nosy, but that statement really struck me. These videos are awesome btw

  • @RichardBejtlich
    @RichardBejtlich 4 дні тому +1

    It’s a crime that r/starfield deleted the post announcing this.

  • @elrondofrivendell4337
    @elrondofrivendell4337 4 дні тому +1

    Absolute Wow. Thank you!

  • @timothyjohnson1412
    @timothyjohnson1412 3 дні тому

    One thing to add to ship building. For Xbox & PC, there are at least 2 mods that increases your reactor output enough to fully power all 6 ship systems, which should remove some of the restrictions from using all the parts you want.

  • @fizzle7421
    @fizzle7421 5 днів тому +3

    I liked your intro

  • @chibynite
    @chibynite День тому

    Awesome work! Thank you very much for this and your other videos.

  • @Cameron_Meldahl
    @Cameron_Meldahl 5 днів тому +4

    Thanks!

    • @ShipTechnician
      @ShipTechnician  4 дні тому +2

      Thank you. I don’t have the words. So glad to see that this is well received.

    • @Cameron_Meldahl
      @Cameron_Meldahl 4 дні тому +1

      @@ShipTechnician I love the detail and effort you put in for this channel. Work like that deserves compensation. You are most welcome!

  • @SiNKiLLeR_
    @SiNKiLLeR_ 5 днів тому +2

    Top notch thank you

  • @jimkozma
    @jimkozma 2 дні тому +1

    The tool seems nice, but is there a way to override the "allowed" parts? I always start with a stolen ship, so for example I have a better reactor that my character could purchase and want to use it. Thanks for all your work!

  • @Randomgirlkae
    @Randomgirlkae 5 днів тому +1

    You are the 🫅 when it comes to ship building.

  • @DraphmirEmpire
    @DraphmirEmpire 4 дні тому +1

    I still have yet to see a good A12 Blackbird build 😢

  • @JTCulverhouse
    @JTCulverhouse 5 днів тому +1

    Fantastic - thank you.

  • @danielkonig-jung56
    @danielkonig-jung56 5 днів тому +2

    Awesome! 🎉❤

  • @falconnm
    @falconnm 5 днів тому +1

    Wow great video! Great analytics

  • @Daoldman
    @Daoldman 5 днів тому +1

    BETHESDA GIVE THIS MAN A SEAT AT THE OFFICE PLEASE!!!😂😂😂😂 What a great damn video!!!

  • @woufff_
    @woufff_ 4 дні тому +1

    Awesome work, your videos are so helpfull, a huge thank you !

  • @anvarkuchkartay
    @anvarkuchkartay 3 дні тому +1

    @ShipTechnician can you make the mod that fixes the UI to show more relevant data? (Just a curious idea)
    I will be your first subscriber to the mod if you do it 😄

  • @crazy-tommy
    @crazy-tommy 5 днів тому +2

    I'm a bit confused that the Exterminator 95MeV Auto Helion Beam doesn't show up in the top 10 weapons for me. Is this an error or did you find out something new about them?
    edit: ah sorry, you cover this later in the video ... I assume this is caused by the auto version not being affected by Energy Weapon Systems skill, while other particle beam weapons are affected and surpass them in your calculation
    When I select Power Allocated = 1 and Potential Power Allocation = 12 the Obliterator 250MeV Alpha Turret has a much lower Sustained DPS than Burst DPS. Shouldn't it be almost the same due to still never running out of ammo or does power allocation still has such a big impact in another way?
    Also, interesting that up to 8 power allocated the auto particle beam weapons have the upper hand in your ranking, while with 9+ power allocated the repeater weapons take over.

  • @jimmymarcussen4976
    @jimmymarcussen4976 3 дні тому +1

    Thank you so much for your hard work ☺☺👍👍

  • @enokarden3205
    @enokarden3205 5 днів тому +1

    We're still waiting for the build of your ship at 3:51 in your video "Build This - I Have Spoken".

  • @terrymckerral4104
    @terrymckerral4104 5 днів тому +1

    Thank you for this!

  • @crazy-tommy
    @crazy-tommy 3 дні тому +1

    I just digged more into your data and I'm still surprised that the Disruptor 3320 Neutron Turret is so high up there on the sustained DPS side even if you underpower them. As these are unlocked at level 20, don't need Starship Design ranks, have maximum range and are only B class with only 2 mass at 13800 cost per weapon, these are now desired options when I level up a new character. Even at endgame they are strong contenders for the third weapon slot on light ship builds that only go for a B class reactor.

    • @ShipTechnician
      @ShipTechnician  3 дні тому +1

      That is an interesting one. Looks like it may be similar to those Obliterator turrets in that its recharge rate is very close to its attack delay

    • @crazy-tommy
      @crazy-tommy День тому

      @@ShipTechnician Just tested the Disruptor 3320 Neutron Turret ingame and it works similar to the Obliterator 250MeV Alpha Turret. No matter if you assign 12 power or only 1 power it keeps on shooting indefinitely. For the Disruptor 3320 Neutron Turret the first volley drops ammo down to 95 for me, the second volley drops it down to 90 and then it fully recharges back to 100. On a test build I combined both turret types and cleared whole sectors with just 2 power on weapons (1 power assigned to each turret type). haven't expected that it has such a good performance.

  • @crazy-tommy
    @crazy-tommy 5 днів тому +3

    When I select Power Allocated = 1 and Potential Power Allocation = 12 the Obliterator 250MeV Alpha Turret has a much lower Sustained DPS than Burst DPS. Shouldn't it be almost the same due to still never running out of ammo or does power allocation still has such a big impact in another way?

    • @ShipTechnician
      @ShipTechnician  5 днів тому +3

      Great catch! If you look at the “Weapon Data (Effective)” tab, change cell AO157 to 30, instead of 1. It was set at 1, because that weapon is listed as a Single Shot weapon, but in reality it does have a magazine. Correctly for that, the Sustained DPS calc will update as expected.

  • @m1ndstalker
    @m1ndstalker 5 днів тому +1

    From my testing, for handheld burst weapons, the game correctly displays the average fire rate and DPS.
    It actually scales the attack delay, so that (burstTime + burstDelay)/burstShots == displayedFireRate

    • @ShipTechnician
      @ShipTechnician  4 дні тому +1

      That’s really interesting. I did notice a field in the data, titled something to the effect of “Override Firing Rate.” Any idea if that has a value of TRUE for those handheld weapons?

    • @m1ndstalker
      @m1ndstalker 4 дні тому +1

      ​​@@ShipTechnician,
      In the creation kit, the fire rate can be defined in two ways: by setting the attack delay or by setting shots per second. The override firing rate switches between these two modes (true means the game will use shots per second).
      The burst fire behavior does not change from that.
      E.g. setting attack delay to 0.2 is the same as overriding shots per second with 5 - all results in "average" fire rate of 5 shots per second. With burst delay of 0.6 and 4 shots in burst, it would mean whole 4 shot burst fired in 0.4 seconds.
      Anyway, I will check if this stays true for ship weapons. And how it is shown in ship weapon stats in UI.
      Another thing I noticed is that for handheld weapons, the properties inside the weapon form itself are often overridden by the properties in the "receiver" mod (one of the receivers is always present, even if not shown in the game)
      Need to recheck if the ship weapons have any default mods.

    • @m1ndstalker
      @m1ndstalker 4 дні тому +1

      ​By the way, the discrepancy between how various buffs are displayed in UI is because different buffs are applied using different methods.
      Some buffs increase the weapon damage (they are visible in UI), but some others apply buff on hit (they are not part of weapon statistics and are invisible in UI).
      E.g. the debuff from NG+ level is applied "on hit" (it uses ModifyFinalAttackDamage or something like that)
      As for the damage types - they are treated entirely differently under the hood.
      The physical damage is just "damage". But the damage to shields is defined in a list of additional damage types (it uses dtShield, which affects "shield" stat).
      These two damage kinds are treated differently by the game and require different modifier types in the perks (magazines are also treated as perks - they are just hidden).
      So, it is entirely possible that for certain perks, the modifier for damage affects weapon itself, but for the shield damage they use "on hit" modification.
      That seems interesting, so I will check what exactly is happening inside.

    • @m1ndstalker
      @m1ndstalker 3 дні тому +1

      ​@@ShipTechnician , Ok, Now I know what is happening - the game just differently handles the same weapon properties for ships vs for characters. But the UI always displays stats based on the ShotsPerSecond.
      As a result, for handheld weapons, the UI numbers show correct average fire rate and DPS (not accounting for clip size and reload).
      But for ships, the UI ends up displaying fire rate and DPS during the burst, totally ignoring the burst delay.
      For ship burst weapons, ShotsPerSecond or FireDelay sets the actual delay between shots in the burst.
      By the way, for all ship weapons I checked, "Override FirFireDelay ing Rate" is true, so it has nothing to do here - it indeed just switches whether to use ShotsPerSecond or FireDelay.
      I measured timings for Vanguard Obliterator and, as expected, its firing cycle is 0.6 seconds and the full 30-round clip is fired in 5.7 seconds (6 - 0.3 for not including delay for the last burst)
      In contrast, for handheld burst weapons, ShotsPerSecond or FireDelay defines the average fire rate.
      For my mod RealLaserBeams, for Orion, I set the ShotsPerSecond=7.5, BurstShots=30, BurstDelay=2.5
      And, I get the measured firing cycle of exactly 4 seconds (i.e. full 30-round burst is fired in exactly 1.5 seconds), all exactly matching the 7.5 shots on average (30 over 4 seconds = 7.5)

    • @ShipTechnician
      @ShipTechnician  3 дні тому +1

      That is very interesting, and awesome investigative work. I haven’t dug in to this specifically, but do you know if we can modify how the fire rate/damage amounts in the ship UI are presented?

  • @henrycarlson7514
    @henrycarlson7514 3 дні тому +1

    Interesting , Thank You

  • @timothycoussains1436
    @timothycoussains1436 4 дні тому +1

    hi thank you for the great video. what software are you using to read the spreadsheet please ? i tried a few but all those broke the spreadsheet.

    • @ShipTechnician
      @ShipTechnician  4 дні тому +1

      Google Sheets. You’ll need to make your own copy, which may require a Google Account

    • @timothycoussains1436
      @timothycoussains1436 3 дні тому +1

      @@ShipTechnician thank you i got it to work ! have a nice day

  • @Capitan2525
    @Capitan2525 20 годин тому

    Can you please do a video about the best single shot ship weapons, and weapon loadouts that can work with them?

  • @zeljkoklepac3180
    @zeljkoklepac3180 3 дні тому +1

    Bravo. Super.

  • @gdhmunited6157
    @gdhmunited6157 5 днів тому +3

    Where can I get hold of this amazing tool do I pay for it😊

  • @FyreGod
    @FyreGod 5 днів тому +1

    You are awesome dude ❤

  • @hadoken95
    @hadoken95 5 днів тому +1

    hm so given Isolation boosts shield damage ONLY on energy weapons (and not particle beams) does that mean for dropping shields, energy weapons could be actually quite a bit more superior than particle beams (if you max out Isolation)?

  • @crazy-tommy
    @crazy-tommy 3 дні тому +1

    Can you explain the high end options for Desired Jump Range. I assume 27.244 is the value you need to reach any system. Whats the meaning behind 23.605 and 24.888? I assume they also represent thresholds to achieve something very specific as otherwise you would have added 23 and 24 instead.

    • @ShipTechnician
      @ShipTechnician  3 дні тому +1

      Avor Kron’s video on grav drives outlines some of the farthest jumps in the game, and that is what they called out. Look at around the 4:30 mark: ua-cam.com/video/vqbqDHFxD9Q/v-deo.html
      I wanted to find a matrix of every star system’s distance to one another, but couldn’t find it. Do you know if someone has put that together?

    • @crazy-tommy
      @crazy-tommy 3 дні тому +1

      @@ShipTechnician I don't know if such a matrix exists. I would assume with access to the creation kit you could read out the coordinates of all star systems and create a matrix for them. To test my ships I usually just jump from Bohr to Katydid. This route includes the longest jump of 27.243 ly and has the highest total fuel cost you can have in the game. You don't need the fuel that is required for this extreme route as you can always do multiple smaller trips, but its a quick check for me to see if I overdimensionized my fuel tank.

  • @DThomassen
    @DThomassen 5 днів тому +2

    Thanks

  • @crazy-tommy
    @crazy-tommy 3 дні тому +1

    Your spreadsheet is missing the price for "Vanguard Bulwark Shield Generator". I just tried to find it out ingame and noticed something different: even on my test character without any points in the Commerce skill the ship part prices don't match. A 1x1 hab costs 926 instead of 1050 credits, SF40 Sheared Flow Reactor costs 72059 instead of 81700 credits. So something in the game is giving me a -11.8% discount. The only thing affecting prices that I found is Kryx's Journal #4, which should reduce store prices by only 2%. Not sure if the faction rank has any impact on the prices. Back to the "Vanguard Bulwark Shield Generator": ingame it shows a price of 35721 for me, so without the discount the original price should be around 40k credits.

    • @ShipTechnician
      @ShipTechnician  3 дні тому +1

      Is it your game applying a discount, or the cost figures in the spreadsheet are wrong?

    • @crazy-tommy
      @crazy-tommy 3 дні тому +1

      @@ShipTechnician In the spreadsheet is only wrong that the Vanguard shield has a cost of zero. The discount of unknown origin is in my game. I haven't figured out where this is coming from.

  • @civsully1740
    @civsully1740 5 днів тому +2

    Wow!

  • @armus550b
    @armus550b 4 дні тому +1

    You put a lot of work into this and I'm sure it's very nice. I only complaint is that it's for people not using mods. Must be quite boring playing this game without mods

  • @crazy-tommy
    @crazy-tommy 13 годин тому

    I found another error: fuel calculation is wrong in your ship builder spreadsheet. It seems you add the Astrodynamics player skill fuel cost reduction of 50% and the Astrodynamics crew skill fuel cost reduction of 30% to a total of 80% fuel cost reduction. But these two skill effects don't apply additively, instead they apply multiplicatively. So for example if you have an unmodified fuel cost of 500 the ship editor spreadsheet shows 500*(1-0.5-0.3) = 100 fuel cost at the moment, while it actually should be 500*(1-0.5)*(1-0.3) = 175 fuel cost.

  • @SteveHall
    @SteveHall 4 дні тому +2

    Hmmm...apparently I'm doing something wrong--can't edit?

  • @emperorcoc38
    @emperorcoc38 4 дні тому +1

    Aaaawesome!!!

  • @DreddPirateRoberts
    @DreddPirateRoberts 4 дні тому +1

    -While I recognize that you've only made ship builds with vanilla parts, do you think you'll ever do a Class-M build?-
    22:57 - *"I play on Xbox."*
    Ahhh...I forgot about that.

  • @LBurhenn
    @LBurhenn 5 днів тому +1

    Tool is read only. I can't make any changes to the skills and such.

    • @ShipTechnician
      @ShipTechnician  5 днів тому +1

      You’ll need to make your own copy of it. It may require a google drive account, I’m not 100% sure you can download it otherwise.

  • @Kwizats245
    @Kwizats245 2 дні тому +1

    How do I use the tool, I click on the link, go to the document ,but it won't let me input my information.

    • @ShipTechnician
      @ShipTechnician  2 дні тому +1

      You will need to make your own, separate, copy

    • @Kwizats245
      @Kwizats245 2 дні тому +1

      @@ShipTechnician thanks this is awesome.

  • @Farli-Gaming
    @Farli-Gaming 5 днів тому +1

    the drop downs are not working for me there is no arrow on right hand side of the button. sorry, many thanks for making the is work sheet it must have been long process

    • @ShipTechnician
      @ShipTechnician  5 днів тому +2

      You will need to make your own copy in order to edit.

    • @Farli-Gaming
      @Farli-Gaming 5 днів тому +1

      @@ShipTechnician Sorry, many thanks for replying

  • @julianolotero6600
    @julianolotero6600 5 днів тому +2

    He cooked

  • @youngman850
    @youngman850 4 дні тому +1

    I too have a caffeine prob

  • @JD-xi9dt
    @JD-xi9dt 4 дні тому +1

    Is that... Mark Wahlberg?