I haven't seen one as of yet, though I have been using INARA and figuring general outcomes from low to mid grade upgrades:
Armor, Shield Boosters and HRPs(Replace 'hull' with 'shields' in the case of the shield boosters)
Blast resistance: Decreases hull damage VS Explosives (missiles, torpedos, mines), increases damage VS Thermal AND Kinetic (Lasers, multis, cannons, etc)
Thermal resistance: Decreases hull damage VS Thermal, increases damage VS Kinetic and Explosive
Kinetic resistance: Decreases hull damage VS Kinetic, increases damage VS Thermal and Explosive
Heavy Duty: Increases hull integrity (lets you take more damage before you explode) and resistances, but adds more mass
Lightweight Armor: Decreases mass and increases resistances, but decreases hull integrity
WeaponsLightweight Mounts: Decreases weapon mass in exchange for decreased integrity and weapon damage
Sturdy Mounts: Increased weapon Integrity in exchange for increased mass
Long Range/Focused Weapon: Increases range in exchange for less damage, higher power and distributor draw
Short Range Weapon: Decreases weapon range, increases damage and distributor draw
Efficient Weapon: Reduces Thermal Load and Power/Distributor Draw, Increases damage, but decreases Damage Per Second
High Capacity Magazine: Bigger clip size, increased mass
Rapid Fire: Shoot faster, increases DPS, but decreases damage and induces jitter (accuracy loss)
Power DistributorArmored: Increased integrity for increased mass
Charge Enhanced: Capacity reduced for all distribution pools, though charge speed is increased
High Capacity: Capacity increased for all distribution pools, though charge speed is reduced
Weapon/System/Engine Focused: Capacity AND charge rate increased for respective pool, decreased capacity and charge rate in other pools (i.e. Engine Focused will increase capacity and charge rate for ENG, but SYS and WEP's capacity/charge rate will decrease)
Power PlantArmored: Increased integrity, increased mass, Heat Efficiency is a coin flip (equal chances of going up or down)
Overcharged: Increased Power Capacity at the cost of running hotter and less integrity
Low emissions: Better heat efficiency (runs colder), lower integrity and power capacity
SCBsRapid Charge: Warms up faster (the time between when you fire an SCB and when it starts to replenish shields), but takes longer to deliver shield replenishment
Specialized: Less heat in exchange for higher power draw
Shield GeneratorEnhanced, Low Power: Reduces power consumption, lowers mass, but weakens shields (Note: this recipe plays with your Optimal Mass and Optimal Strength for your shield generator. Your results may vary when it comes to overall shield strength)
Reinforced: Increases shield strength and resistances, but slower regeneration times
ThrustersDirty Drive: Go faster, but at the cost of higher power consumption and higher thermal loads
Clean Drive: Go faster (not as much as dirty though), runs cooler, but uses more power
Strengthening: Better integrity, runs cooler, but heavier
FSDFaster Boot: Charges FSD faster, but runs hotter, takes more power, and is weaker
Increased range: FSD jump range increased, but is heavier, takes more power and is weaker
Shielded: Better integrity, runs cooler, but is heavier and reduces jump range
Hope it all helps
