1) The ship_data file was me hoping to see what the ships stats (and more importantly, what they look like through the data files) were. If it was a base variant with superweapons attached, then I can see why there isn't a ship_data file.
2) I honestly don't know how I didn't see that, thanks for the link/pointing it out.
I see, all good.
A variant looks pretty ugly while not being very informative, since it just contains the loadout for an existing hull configuration and no stats. In the case of a
Superweapon Arsenal Sunder it's like this:
Spoiler
{
"variantId": "sw_sunder_mission1",
"hullId": "sunder",
"displayName": "Burst",
"goalVariant": false,
"fluxCapacitors": 20,
"fluxVents": 20,
"quality": 0.5,
"permaMods": [],
"hullMods": [
"targetingunit",
"advancedoptics"
],
"weaponGroups": [
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 003": "sw_devastator"
}
},
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 001": "reaper",
"WS 005": "reaper"
}
},
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 002": "phasebeam",
"WS 004": "phasebeam"
}
},
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 006": "vulcan",
"WS 007": "vulcan",
"WS 008": "vulcan"
}
}
],
"modules": [],
"wings": []
}
You can check these .variant files in a mod's folder with any text editor. Note that if a variant is gonna be spawned in any way (game puts it in a non-player fleet or you spawn it with console) then whatever is laid down in the variant, it's gonna be loaded onto the ship, even if it goes over OP cap or a weapon does not match its mount.
For ship stats you are indeed looking for ship_data.csv values, .skin files in case of special edition ships (these can override some ship stats as well the looks for the original hull eg.
XIV Falcon Spoiler
{
"baseHullId":"falcon",
"skinHullId":"falcon_xiv",
"hullName":"Falcon (XIV)",
"coversColor":[255,255,255,255],
"descriptionId":"falcon",
"descriptionPrefix":"Built to the specifications of the 14th Domain Battlegroup which founded the Hegemony, this vessel is a prime example of the Domain Navy's 'decisive battle' doctrine, particularly exhibited by a series of radical structural modifications performed using pre-Collapse industrial technology.",
"tags":["XIV_bp", "hist2t"],
"tech":"XIV Battlegroup",
"fleetPoints":14,
"ordnancePoints":130,
"baseValueMult":1.75,
"spriteName":"graphics/ships/falcon/falcon_hegemony.png",
"removeEngineSlots":[], # indices, as engine slots have no id in the .ship file
"removeBuiltInMods":[], # hullmod ids
"removeBuiltInWeapons":[], # weapon slot ids
"builtInMods":["fourteenth"],
"builtInWeapons":{
},
}
) or alternatively spawn given hull or variant ingame with the mod called 'Console Commands' (
list ships sw
addship
somethingtheconsolelistedforyouopen refit screen, look around then mothball the ship to reduce its salvage value to a minimum then scuttle it
) <- this is how I check HVB ships since I don't use Vayra's, well, anything