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Engine Profile graph not reflecting in-game thruster performance with ENG pips changes for the Mandalay. #795

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QbranchFatherhood opened this issue Nov 2, 2024 · 1 comment
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beta Bug that is present in beta bug Where the data or feature exists, but doesn't work properly enhancement An enhancement to the app missing-feature Relates to features of the game that are not reflected by coriolis

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@QbranchFatherhood
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Coriolis shows a much more dramatic loss of thruster performance with fewer pips in ENG compared to in game values. 4 pips appears to be accurate, but other values are not.

@alex-williams alex-williams added bug Where the data or feature exists, but doesn't work properly enhancement An enhancement to the app beta Bug that is present in beta missing-feature Relates to features of the game that are not reflected by coriolis labels Nov 24, 2024
@alex-williams
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The ability to boost and therefore the top speed achievable, are unaffected by the number of pips in ENG, however thruster functionality is affected by pips and obviously, the capacitor will not refill following a boost with 0 pips in ENG either.

The graph however, is confusing, as it suggests top speed is affected drastically, when in fact, provided it's full a single boost will give you top speed, thus it is unaffected. I will need to do some testing to see whether I can clear this up.

There are various issues with the pip system in Coriolis, including Time to Drain WEP. The game uses a non-linear setup with regard to how many pips are in each capacitor, where Coriolis has always assumed 25% per pip, 0% = 0 refill, 1 pip = 25% of max refill speed, 2 pips = 50% of max refill speed and so on, this is wrong and has always (to my knowledge) been wrong.

Work is ongoing to try to make pips in Coriolis, match pips in-game.

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beta Bug that is present in beta bug Where the data or feature exists, but doesn't work properly enhancement An enhancement to the app missing-feature Relates to features of the game that are not reflected by coriolis
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