DotNet.Ships.Enumeration.ModuleStat - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
EliteDangerousAlmanac / Ships / ModuleStat
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:19
One numeric performance or capability stat an outfitting module can carry.
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.
Mass
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:22
Mass, in tonnes.
Integrity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:25
Integrity — hit points against module damage.
PowerDraw
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:28
Power draw, in megawatts.
BootTime
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:31
Boot time from power-on, in seconds.
OptMass
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:34
Optimised mass, in tonnes. Thrusters, shield generators and frame shift drives carry it.
MinMass
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:37
Minimum mass for the performance curve, in tonnes.
MaxMass
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:40
Maximum mass for the performance curve, in tonnes.
OptMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:43
Performance multiplier at the optimised mass — thruster speed or shield strength.
MinMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:46
Minimum performance multiplier, reached at the maximum mass.
MaxMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:49
Maximum performance multiplier, reached at the minimum mass.
OptSpeedMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:52
Thruster top-speed multiplier at the optimised mass, when it differs from acceleration.
MinSpeedMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:55
Thruster minimum top-speed multiplier, reached at the maximum mass.
MaxSpeedMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:58
Thruster maximum top-speed multiplier, reached at the minimum mass.
OptRotationMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:61
Thruster rotation multiplier at the optimised mass, when it differs from acceleration.
MinRotationMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:64
Thruster minimum rotation multiplier, reached at the maximum mass.
MaxRotationMultiplier
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:67
Thruster maximum rotation multiplier, reached at the minimum mass.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:73
Frame shift drive: maximum fuel per jump, in tonnes.
FuelMul
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:76
Frame shift drive: the rating (linear) fuel constant.
FuelPower
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:79
Frame shift drive: the size (power) fuel constant.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:85
Guardian FSD booster: the flat jump-range bonus, in light-years.
PowerCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:88
Power plant: power generated, in megawatts.
HeatEfficiency
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:91
Power plant: heat efficiency. A lower figure runs cooler.
WeaponsCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:94
Power distributor: the WEP capacitor's capacity.
WeaponsRecharge
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:97
Power distributor: maximum WEP recharge at four pips, in megajoules per second.
EnginesCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:100
Power distributor: the ENG capacitor's capacity.
EnginesRecharge
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:103
Power distributor: maximum ENG recharge at four pips, in megajoules per second.
SystemsCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:106
Power distributor: the SYS capacitor's capacity.
SystemsRecharge
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:109
Power distributor: maximum SYS recharge at four pips, in megajoules per second.
RefuelRate
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:112
Fuel scoop: scoop rate, in tonnes per second.
FuelCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:115
Fuel tank: capacity, in tonnes.
CargoCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:118
Cargo rack: capacity, in tonnes.
CabinCapacity
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:121
Passenger cabin: capacity, in berths.
ShieldRegenRate
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:124
Shield generator: regeneration rate, in megajoules per second.
ShieldBrokenRegenRate
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:127
Shield generator: regeneration rate while the shields are down, in megajoules per second.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:133
Shield cell bank: shield megajoules restored per second while a cell runs.
ShieldBankHeat
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:136
Shield cell bank: the waste heat firing one cell generates.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:142
Shield cell bank: seconds one cell keeps reinforcing for.
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
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:151
Explosive resistance, as a fraction. A negative value is a weakness.
CausticResistance
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:154
Caustic resistance, as a fraction. A negative value is a weakness.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:160
Hull reinforcement package: the hull hit points it adds.
ShieldAddition
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:163
Guardian shield reinforcement package: the shield megajoules it adds.
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
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
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:175
Seconds a scan takes to complete. Utility scanners only.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:181
Frame shift drive interdictor: maximum target angle off boresight, in degrees.
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
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
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
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:196
Seconds between shots — between bursts on a burst-fire weapon.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:202
Shots per second within a burst.
ChargeTime
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:205
Seconds spent charging before a shot, on a rail gun.
ClipSize
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:208
Rounds in a clip before reloading. Absent on a weapon that never reloads.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:214
Seconds to reload a clip.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:220
Heat generated — per shot, or per second on a continuous-fire weapon.
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
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:229
Range at which damage starts to drop off, in metres.
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
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/ModuleStat.cs:235
Maximum aim deviation, in degrees.