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Author: NotSoLoneWolf

Last revision: 31 May at 08:31 UTC (1)

File size: 883.41 KB

On Steam Workshop

Description:

Does what it says on the tin. Adds several stats which were previously hidden to the Fleet Editor, so players can take them into account when building their fleets. Full list of revealed stats and where they can be found is down below.

Has no effect on actual gameplay, and won’t be picked up by multiplayer lobbies trying to auto-sync everyone to the host’s mods. However, you won’t get any achievements with mods installed. If that’s a concern, you should enable this mod only when you’re doing long fleetbuilding sessions.

ALL REVEALED STATS:

Hull Stat Summary:
– Internal Density which affects the penetration depth of incoming fire
– Max Repair which affects the amount of HP that can be repaired on damaged components
– Unidentified Time for your ship against various intelligence methods
– Detected At Range for your ship against each type of search radar
– Validation After Shutoff for your ship against the Wake-Thermal seeker

Propulsion Stat Summary:
– Linear Thrust breakdown of different thrusters’ power
– Turn Rate renamed to Theoretical Turn Rate
– Actual Max Turn Rate (the base game’s Turn Rate stat is a lie)
– Estimated 180 Degree Turn Time
– Estimated 180 Degree Roll Time

Power Stat Summary:
– Constant Power Draw (the amount of power that is always required)
– Offensive Power Draw (constant draw + all weapons, FCRs, and illuminators’ power draw)
– Defensive Power Draw (constant draw + all PDTs and jammers’ power draw)

Weapon Stat Summary:
Calculated Firing Time (integrated into basegame as of minor update v3.2.22)
Total Rate of Fire (integrated into basegame as of minor update v3.2.22)

All Components’ Stat Cards:
– Hitpoints to Function (under this HP, component is nonfunctional)
– DC Priority (which components get fixed first)

Search Radar Stat Card:
– Detected by ELINT (the range at which the radar’s emissions are seen by enemy ELINT)
– Effective Output Power (Power * Gain * Gain * Aperture, for easy comparison of radars)
– Track Quality (the TQ value that the radar’s positional error translates to)
– Detection Range By Signature (7 different signatures shown)

Weapon/Munition Stat Card (all non-missile munitions):
– Penetration Depth (Max or Min)
– Overpenetration Damage
– Armor Shredding Radius
– Critical Event Chance
– Crew Damage Modifier

Weapon/Munition Stat Card (mass driver and HESH munitions):
– Damage Cone Angle
– Damage Ray Count
– Damage Per Ray

Weapon/Munition Stat Card (particle beam and plasma cannon):
– Damage And Penetration At Range (4 different ranges shown)

Weapon/Munition Stat Card (sandshot, grapeshot, flechette):
– Pellet Spread Radius

Weapon/Munition Stat Card (RPF rounds):
– Fuse Trigger Radius

Weapon/Munition Stat Card (The Bomb):
– Blast Radius
– Blast Angle
– Fragments Per Target
– Damage Per Fragment
– Damage Per Target

Voidcraft Stat Card
– Thrust-to-Weight
– Radar Signature
– Loadout Pre-Flight Work
– Loadout Ammo Inventory
– Loadout Cost To Arm

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Revisions:

Old revisions of this mod are available below. Click the link to download.