I'm going to bump this for usefulness as well as provide a more distilled version of the csv files with what I know and what the responses in this thread reveal. I know it's going to be redundant pretty soon what with the new version around the corner, but I hope it will be useful in the next compilation of what these value do.
Most of it will be cannibalized from Apokus' original stuff.
weapons_datastarfarer-core => data => weapons=> weapons_data
name - In-game display name. This isn't the name that the codes use for weapons.
id - This is the name that is recognized by the code in the background. IE. If you want to switch out a weapon for another in ship variants, this is the one you use.
tier - This used to be size. According to Ivaylo:
It's something for the next tier of gameplay. Basically, a lower tear means the weapon is one of the following:
worse quality
blueprint for it is generally easier to obtain
from an earlier Domain epoch
It's not in use yet, you can ignore it.
range - "yeah how far the weapon can shot."~ Apokus NOTE, the display radius is in the weapons folder, I don't think merely extending the range would extend the grid display that accompanies the range.
damage/second - Used mainly for beam weapons.
damage/shot - Used for mainly for things that do not continuously damage or the damage takes place when some individual round or warhead impacts. this is for projectile weapons per hit.
flux - "Amount applied to
target ship." ~Alex
impact - "Mostly not used anymore. At one point weapons would actually rattle the target around as they hit it, but it never felt just right. The only remnant of that is the graviton beam uses it, which makes it totally screw up any fighter it hits, and is not noticeable against anything else." ~Alex
turn rate - "guess the speed a turrent can turn around" ~Apokus
OPs - Ordnance points. This will presumably be used in the campaign. As far as I know, each ship will have a maximum amount of ordnance points of which each weapon will take up a predetermined amount.
ammo - "how much ammo a weapon has" ~Apokus
type - "Beam/Kinectic/Frag/HE" ~Apokus
energy/shot - Flux generated when fired per shot.
energy/second - Flux generated when weapon is continuous. Measured by the second.
chargeup - A number in this column would make the weapon have to charge up before it shoots. IE. You have to hold the fire button down while a little bar right next to the weapon name on the bottom infor screen charges up before the weapon fires anything.
chargedown - "time until the weapon is ready for another round?" ~Apokus
burst size - The number of projectiles that are fired every time you press the fire button.
burst delay - "time between the "projectiles"" ~Apokus
Note: All spread deals with ballistic weapons.
min spread - Determines how accurate the weapon is. This deals with how accurate the projectiles are allowed to be. A value of 0 would mean you allow rounds to be dead on target.
max spread - Determines how accurate the weapon is. How wild the rounds are allow to be, a high value here corresponds to rounds going everywhere, while a low value corresponds to rounds mostly going to where you aimed it. A value of 0 would mean all your rounds
will go where you point the weapon, unlike just allowing for min spread.
spread/shot - ? I'm going to guess this is for weapons that shoot projectiles, if the weapon continuously fires, this is the amount of spread that's going to be added to a total amount of spread making the weapon fire more inaccurately as you hold down the fire button.
spread decay/sec - ? I'm going to guess this is for beams and the like, although it kinda contradicts Alex' statement that all spread deals with ballistics.
beam speed - "how fast the beam moved across the map" ~Apokus
proj speed - "speed of the projectile after fired" ~Apokus
launch speed - Deals with missiles. This is the value that governs how fast the missiles leave the tube before their engines ignite and propel them. I'm going to assume the speed they achieve is going to be their proj speed.
flight time - This value deals with how much fuel the missiles can have their engines up. I've noticed that while missiles can run out of fuel, their warheads do not necessarily become inert. They can still hit things even though their "flight time" is all over.
proj hitpoints - Deals with missiles. "how much hitpoints until it got destroyed by any PD" ~Apokus
number - ?
ships_datastarfarer-core => data => hulls => ships_data
name - "name of the ship ingame" ~Apokus It's colloquial name.
id - "name of the file" ~Apokus. What the codes abide by.
designation - "the type of the ship, DD, FF, BC ect." ~Apokus
fleet pts - "how many points you have to spend at the mission to get this ship as reinforcment" ~Apokus
hitpoints - "how much dmg the ship can take until its gone" ~Apokus
armor rating - "It's a little involved. Don't have the code in front of me, but each armor "cell" has roughly 1/8th of the armor rating worth of hitpoints. Damage reduction is based on a contribution from nearby cells - not just adjacent, a bit farther than that, though the farther off cells contibute less. What armor rating means is how much damage to armor you need to do (after reducton), shooting at a single point, before any damage at all gets through to the hull.
The actual formula is:
actual damage = base damage * base damage / (armor value + base damage)
The actual damage is then applied to armor cells contributing to the armor value, so subsequent hits to the same spot do more damage.
So a hit for 200 points of damage vs armor 200 will be reduced by 50%, and apply 100 points of damage to the armor. The next 200 point hit to the same cell will be reduced by 33% - 200 * 200 / (200 + 100)." ~Alex
max f ux - The maximum amount of flux that the ship can take before it overloads.
energy regen - This value deals with how fast the ship can dissipate flux, both without venting flux by pressing v so just sitting there without shields on slowly losing flux, and also governs how fast you vent flux if you do press v.
ordnance points - Total number of ordnance points the ship can take. If the weapons a ship has fills its ordnance points, it may not install any more weapons into slots even if they are empty.
max speed - "how fast the ship will move with default speed (without any bonus from the mission map)" ~Apokus
acceleration - "well.. self explain" Brilliantly ~Apokus
deceleration - "self explain" ~Apokus
max turn rate - "the max rate the ship can turn around while not moving i guess?" ~Apokus Should be the same.
turn acceleration - "self explaining then" ~Apokus How fast the ship accelerates into the turn.
mass - "used for collision response (i.e., will the ship bounce off or be virtually immovable), and also for collision damage." ~Alex
shield type - Front means it starts in front of the ship and goes around it as far as the shield arc is defiened? (360° for example a bubble while
180° is only covering the front half) and Omni is "build a shield to the direction youre aiming that moment?
shield arc - 360° for example a bubble while 180° is only covering the front half
shield upkeep - "shield upkeep - flux/second it generates while up" ~Alex
shield efficiency - flux per point of damage absorbed. lower = better. Right now it's all 0.5 across the board
number - ?
wing_datastarfarer-core => data => hulls => wing_data
id - file name @ hull/fighters
variant - file name @ variants
fleet pts - how many points you need to spend to request the wing at the mission
formation - V , CLAW or BOX formation
num - how many Fighter/Bomber per Wing.. (max 6 right now if iam right, add more and the game will shut down as soon as the mission starts)
role - Fighter/Bomber/Interceptor ....
refit - how long a refit at a carrier takes.