ships.Interface.WeaponStats - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki

@elite-dangerous-almanac/core / ships / WeaponStats

Interface: WeaponStats

Defined in: src/ships/weapons.ts:57

The weapon stats a DPS calculation needs — all post-engineering.

Remarks

An OutfittingModule record satisfies this as-is, so you can pass a catalogue entry straight in. Every field is optional: a weapon carries only the ones that apply to it. Fields used directly by these calculations state their omitted behavior below; informational fields remain absent when unknown or inapplicable.

Properties

ammoMaximum?

readonly optional ammoMaximum?: number

Defined in: src/ships/weapons.ts:96

Reserve rounds behind the clip. Absent means nothing limits them.

Remarks

No per-second figure reads it — a reserve says how long a weapon can keep firing, not how hard. It is carried here so weaponStatsFor hands ammunitionCapacity everything it needs from one record.


armourPiercing?

readonly optional armourPiercing?: number

Defined in: src/ships/weapons.ts:121

Armour piercing rating, against a hull's hardness. Absent means the rating is unknown; callers of armourPiercingFactor must supply an explicit value.


burstInterval?

readonly optional burstInterval?: number

Defined in: src/ships/weapons.ts:76

Seconds between shots — between bursts on a burst-fire weapon. Only combinedRateOfFire uses it; the per-second figures work off WeaponStats.rateOfFire.


burstRateOfFire?

readonly optional burstRateOfFire?: number

Defined in: src/ships/weapons.ts:80

Shots per second within a burst. Defaults to 1.


burstRounds?

readonly optional burstRounds?: number

Defined in: src/ships/weapons.ts:78

Shots in one burst. Defaults to 1.


chargeTime?

readonly optional chargeTime?: number

Defined in: src/ships/weapons.ts:85

Seconds spent charging before a shot (rail guns). Absent means no charge delay is recorded; these calculations do not fold charge time into rateOfFire or DPS.


clipSize?

readonly optional clipSize?: number

Defined in: src/ships/weapons.ts:87

Rounds in a clip. Absent means the weapon never stops to reload.


damage?

readonly optional damage?: number

Defined in: src/ships/weapons.ts:59

Damage per round — or per second on a continuous-fire weapon. Defaults to 0.


damageComponents?

readonly optional damageComponents?: DamageComponents

Defined in: src/ships/weapons.ts:63

Exact damage amounts. When present, these are authoritative for damage splits.


damageDistribution?

readonly optional damageDistribution?: DamageDistribution

Defined in: src/ships/weapons.ts:61

How the damage splits by type. Defaults to all-absolute if absent.


distributorDraw?

readonly optional distributorDraw?: number

Defined in: src/ships/weapons.ts:100

Weapons-capacitor draw per shot (per second when continuous), in MW. Defaults to 0.


falloffRange?

readonly optional falloffRange?: number

Defined in: src/ships/weapons.ts:111

Range at which damage begins to drop off, in metres. Absent means full damage through maximumRange, then zero beyond it.


maximumRange?

readonly optional maximumRange?: number

Defined in: src/ships/weapons.ts:106

Maximum range, in metres. Absent means damageFalloff imposes no range cap.


powerDraw?

readonly optional powerDraw?: number

Defined in: src/ships/weapons.ts:104

Power draw, in megawatts — echoed through to the metrics. Defaults to 0.


projectileRange?

readonly optional projectileRange?: ProjectileRangeBoundaries

Defined in: src/ships/weapons.ts:116

Projectile boundary parameters, which are not effective distances. Absent means no boundary metadata is known; damageFalloff ignores it either way.


rateOfFire?

readonly optional rateOfFire?: number

Defined in: src/ships/weapons.ts:70

Shots per second, burst pattern folded in. Absent marks a continuous-fire weapon, whose per-second stats are used as they stand.


reloadTime?

readonly optional reloadTime?: number

Defined in: src/ships/weapons.ts:98

Seconds to reload a clip. Defaults to 0.


roundsPerShot?

readonly optional roundsPerShot?: number

Defined in: src/ships/weapons.ts:65

Rounds fired per shot. Defaults to 1.


thermalLoad?

readonly optional thermalLoad?: number

Defined in: src/ships/weapons.ts:102

Heat per shot (per second when continuous). Defaults to 0.

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