No, not that mug. These mugs.
Since I posted these on Twitter, I guess I should post them here.
Different photo merchandise sites use different dimensions. The Krait template was used with a site called www.vistaprint.co.uk The other two (Cobra & Vulture) were created for www.snapfish.co.uk / www.truprint.co.uk
So check the size ratio and use the right layout or your design will get truncated in a bad way. Download the bitmaps, upload the one you want to whatever local printing service there is and presto! Blueprint mug.
When I started my vehicle codex, the idea was to have a complete set of all in-game vehicles with all the viewpoints and data statistics viewable, so that players could reference their ships to compare and contrast. I could then include a downloadable datasheet (a new version of the blueprint).
What happened was the blog engine didn’t really give enough flexibility to present the information and hand typing all those stats was a nightmare to create and worse to maintain. Over time the data became obsolete and maintaining the datasheets (alongside the blueprints) was a lot of effort. Especially with constraints on my time.
Then Frontier changed all the ship data for Beyond by removing the basic discovery scanner (which was installed by default), so I was basically at a “start again from scratch” position at the end of last year and looked at how I could “fix” it.
I created a spreadsheet of all my data and then painstakingly checked and corrected everything and added in all the new vehicles. Somewhere along the line I also updated and expanded all the language translations as well with a tremendous amount of help from the ED community. Using a (sort of) mail-merge, I created a new template for the vehicle blueprints and merged the data from my spreadsheet into this, then imported the ship schematic drawings on top. The process took around five hours, including three hours to export the bitmaps of each blueprint. But the results were a consistent set of blueprints with the most up to date information.
Having finished that task, I revisited the vehicle codex. As I said, the process of making individual pages with tons of stats was inefficient and error-prone. To combat this and give a better user experience I decided to make new website that would be a data-driven user interface. First step, I took my updated spreadsheet and converted that into a JSON file and restructured the data. That took a while..
Once I had the data ready, I chose a couple of vehicles with different types of data (big ship, small ship, fighter and NPC) and exported all the bitmaps needed to design the interface. Over the weekend I have continued to refine the interface and as I do, add in more of the vehicles, as and when I finish exporting all the bitmaps required.
Here is the result (so far): http://codex.elite-dangerous-blog.co.uk
I hope you like what I’ve done and find it useful. I will be adding in the language translated texts once the whole thing is complete. An advantage of being data-driven is I can swap languages on the underlying database.
This is what I do with my free time.
First draft of the Mamba Blueprint and Datasheet for the Vehicle Codex. Hope you like them.
Here it is! The Lakon Type-10 Defender blueprint.
Hats off to Frontier and whoever modeled this ship. It is one of the most detailed ships in the game. No copy-n-paste left side to right here!
4096x2305 JPG
Ship skins
At the Frontier Expo on Saturday October 8th I got to chat with Sandro Sammarco, Frontier's Lead Designer, about paint jobs.
Following my article last week, the FD Power Survey, I thought I would go to the source and ask Frontier how they decide which ships get paint jobs and ship kits, and what - if any - criteria was used to make this decision.
Sandro is a very approachable person and offered to talk to me any time I wanted during the Expo. So, between presentations I put on my "Journalist" hat (or Elite: Dangerous cap at least) and asked the question.
"How do you decide which ships get paints in the store?"
Sandro-
The paint jobs, ship kits and other DLC are all managed by the marketing department. The development team are not directly involved in the selection process.
"From the numbers I've gathered from Inara, the most popular ships are the Asp Explorer and Anaconda, but the store mostly has Viper and Cobra paints; do marketing not look at ownership stats?"
Sandro-
Marketing choose what skins they want to sell based on their own research of player purchases, but they do approach the developers for numbers of ships owned.
So that answered my question.
Sandro had a bit of chat with me; he's a very amiable and we spoke about ship roles and where different ships fit in, with the popularity of the Anaconda.
Sandro-
The Anaconda is a bit of an overpowered ship, but we can't change it now, as it is very popular. Players wouldn't like us changing their favourite ship.
Our conversation tool place before the presentation, so he couldn't say anything without spoilers, but he did say there were ships coming to the game that would make some exciting changes.
Looking at the Krait, Type-10 and Chieftain, I can see what he means, as these are the first wave of a number of ships to come in 2.4 and Beyond.
Thargoids
On an unrelated topic, I drew a new blueprint on Friday of a Thargoid Interceptor; leaked from an undisclosed source in the Federation here is the Cyclops!
Here's a (top secret) blueprint of the Unknown Artefact leaked from an intercepted Federation communique. Larger edition here
After threatening to get it done, here it is at last! in and 4k