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Thread: Max Speed, Boost, Pitch, Roll & Yaw for Every Ship in Game [Official FDev Stats]

  1. #1

    Max Speed, Boost, Pitch, Roll & Yaw for Every Ship in Game [Official FDev Stats]

    Status: Up to date for Live 2.2.03

    The table below sets our every ship's (unmodded) official maximum cruising speed, boosting speed, pitch, roll and yaw stats. I have catalogued the data directly from in-game Outfitting using the best available unmodded thrusters and applicable minimum mass. The '+' signs denote Enhanced Thrusters, where available.

    As per Outfitting, Speed and Boost are given in metres per second. Pitch, Roll & Yaw are for degrees of motion per second (so 45.0 Pitch would mean that the ship would take 8.0 seconds to turn 360 degrees).

    Hull is each ship's starting hull mass and Mass is the total tonnage that the ship (once outfitted, fuelled and laden) must not exceed in order to achieve its best flight model. Not all ships can achieve this minimum mass easily and some cannot at all without modding (see Notes, below).



    SHIP Speed Boost Pitch Roll Yaw Hull Mass
    Adder 255 371 44.08 116.00 16.24 35 60
    Adder + 352 512 49.40 130.00 18.20 35 70
    Anaconda 209 278 29.00 69.60 11.60 400 1080
    Asp X 290 394 44.08 116.00 11.60 280 420
    Asp S 255 348 46.40 127.60 17.40 150 210
    Cobra III 325 464 46.40 116.00 11.60 180 210
    Cobra IV 228 342 34.20 102.61 11.40 210 228.5 / 210
    Beluga Liner 225 315 28.10 67.45 19.11 1100 1256.5
    DBX 276 361 37.15 95.53 13.80 298 316.5 / 210
    DBS 325 441 48.72 116.00 17.40 170 210
    Eagle 277 405 57.81 138.74 20.81 50 61 / 60
    Eagle + 384 560 65.00 156.00 23.40 50 70
    FAS 244 406 44.08 104.40 22.04 480 720
    Fed Corvette 232 302 32.48 87.00 9.28 900 1080
    FDS 209 348 34.80 92.80 16.24 580 720
    FGS 197 325 29.00 92.80 20.88 580 720
    FdL 302 406 44.08 104.40 13.92 250 420
    Hauler 232 348 41.76 116.00 16.24 14 36
    Hauler + 320 480 46.80 130.00 18.20 14 50
    iClipper 348 441 46.40 92.80 20.88 400 720
    iCourier 325 441 44.08 104.40 18.56 35 60
    iCourier + 448 608 49.40 117.00 20.80 35 70
    iCutter 232 371 20.88 52.20 9.28 1100 1680
    iEagle 347 462 46.25 115.62 17.34 50 61 / 60
    iEagle + 480 640 52.00 130.00 19.50 50 70
    Keelback 232 348 31.32 116.00 17.40 180 210
    Orca 348 441 29.00 63.80 20.88 290 720
    Python 267 348 33.64 104.40 11.60 350 720
    Sidewinder 255 371 48.72 127.60 18.56 25 36
    Sidewinder + 352 512 54.60 143.00 20.80 25 50
    T6 255 406 34.80 116.00 19.72 155 210
    T7 206 343 25.16 68.61 25.16 420 450.5 / 420
    T9 150 231 23.13 23.13 9.25 1000 1096.5 / 1080
    Viper III 368 460 40.27 103.54 17.26 50 62.5 / 60
    Viper III + 512 640 45.50 117.0 19.50 50 62.5 / 70
    Viper IV 313 394 34.80 104.40 13.92 190 210
    Vulture 244 394 48.72 127.60 19.72 230 420
    SHIP Speed Boost Pitch Roll Yaw Hull Mass





    Notes

    This table was compiled in version 2.1.5 and edited in 2.2.03 due to the Viper III reduction in hull mass from 60 to 50 tons.

    The stats are taken directly from Outfitting and have not been 'flight verified.'

    In each case I outfitted the ship with max size, A rank thrusters and reduced its mass to beneath the minimum, which provides the optimal flight model. Where applicable, I did the same for Enhanced thrusters.

    This is a data catalogue, not a user guide! Some ships are impractical if not dangerous if outfitted to achieve the optimal flight model ... no liability is accepted for insured or uninsured losses incurred ...

    I have however included each ship's hull mass. That gives an indicator of how achievable the optimal flight model might be. For example, a Python and an Orca will both achieve max speed / turn stats at or below 720 tons total mass. But the Python's hull starts at 350 tons, whereas the Orca's starts at 580 tons.

    Some ships (e.g. the Cobra IV) cannot achieve their minimum mass without modding. Where this is so I record the mass actually achieved over the minimum, e.g. for the Cobra IV: 228.5 / 210.0, meaning I'm reporting the stats at 228.5 tons but the ideal would have been 210 tons.

    Naturally, none of the stats above take into account engineered mods - they are 'vanilla'.

    Be aware that a key component of manoeuvrability is acceleration (in every plane). Outfitting does not provide stats for acceleration / deceleration either forwards and backwards or using lateral thrusters. These properties differ considerably from ship to ship and are very much a part of each ship's character. Some players have conducted valuable research into the same. One example is the table provided by Cmdr Cliffson here: https://forums.frontier.co.uk/showth...(nearly)-Every ship

    If anyone wants to put the data above into a spreadsheet or similar and link, by all means carry on - post as a comment and I'll edit into the opener with grateful acknowledgment.

    Finally, all comments and corrections are of course welcome as ever.

    o7


    TRUESILVER

    - - -

    EDIT 1: Ship comparison tool from Cmdr Vectron just in!

    https://docs.google.com/spreadsheets...3lc/edit#gid=0

    - - -

    EDIT 2: 20th January 2017: Amended table to reflect Viper III reduction in hull mass in 2.2.03 by 10 tons.

    - - -

    P.S. Some other potentially useful threads wot I wrote (I’ll leave out the parts of the ‘Tests’ series that have been superseded). The first is by far the most significant:-


    Official FDev Damage Stats for Every Weapon

    https://forums.frontier.co.uk/showth...r-Every-Weapon

    Truesilver’s Tests, No.2: Rail gun thermal-kinetic damage split

    https://forums.frontier.co.uk/showth...c-damage-split

    Truesilver’s Tests, No.3: The Pulse Disruptor

    https://forums.frontier.co.uk/showth...ulse-Disruptor

    Truesilver’s Tests, No.4: Ramming Damage

    https://forums.frontier.co.uk/showth...e-%28Part-A%29

    And finally, for no reason at all but just for those who made it this far, a recycled memory of Beta 2.1 PvP violence, set to Metallica:

    https://youtu.be/POKqYEYZmi8

  2. #2
    Thanks for posting all this juicy info! +REP for you sir!

  3. #3
    Right on, thanks!

    Edit: Apparently I can't rep you again yet. Have some pleb rep +1.

  4. #4
    Originally Posted by TheRunningMan View Post (Source)
    Thanks for posting all this juicy info! +REP for you sir!
    Indeed! +REP!

  5. #5
    Marking for future reference.

  6. #6
    Thank you cmdr, nice work +1 Rep

  7. #7
    Awesome, thanks. And yes, the Cutter has a terrible pitch rate.

  8. #8

  9. #9
    Cheers for the acknowledgement, i havr been meaning to do max stats to compliment my other work for a while but looks like you beat me too it.

    Didn't realise pitch speeds were in game either will have to look out for them.

    Am i alright to link yours into mine too?

  10. #10
    I realize its outside the scope of this compilation, since its not numerical data you can see in-game....but I feel it needs to be mentioned that ships also have different reactions to ENG pips and throttle. Some ships get a bigger kick to speed and maneuverability over their 'baseline' values when you crank more pips into ENG, and some have a stronger difference in maneuverability between blue line throttle and 100%/0%.

  11. #11
    Thanks for the compiled information!


    I wonder though, is it correct with manoeuvrability taking mass into account that isn't the hull mass?

    Because as it stands, the statistics of the orca for example says that the optimal is 720 but, mine weighs 2000t and had similar to those manoeuvrability stats (unmodded).
    Modded it lowered the optimal mass due to g5 dirty drives. But none of the effects of a all to heavy ship was observed, the optimal mass was still higher than the hull mass however.

  12. #12
    I've come back after a while and didn't know enhanced thrusters were a thing. Are small ships in style?

  13. #13
    Originally Posted by Truesilver View Post (Source)
    If anyone wants to put the data above into a spreadsheet or similar and link, by all means carry on - post as a comment and I'll edit into the opener with grateful acknowledgment.
    I made a quick spreadsheet to compare two ships directly.

  14. #14
    Originally Posted by Cliffson View Post (Source)
    Cheers for the acknowledgement, i havr been meaning to do max stats to compliment my other work for a while but looks like you beat me too it.

    Didn't realise pitch speeds were in game either will have to look out for them.

    Am i alright to link yours into mine too?
    Please do and thank you again for your work so far!

    Originally Posted by droid327 View Post (Source)
    I realize its outside the scope of this compilation, since its not numerical data you can see in-game....but I feel it needs to be mentioned that ships also have different reactions to ENG pips and throttle. Some ships get a bigger kick to speed and maneuverability over their 'baseline' values when you crank more pips into ENG, and some have a stronger difference in maneuverability between blue line throttle and 100%/0%.
    Yes, a related aspect to this is how ships react to boost being used before or during turning. Some of the best FdL pilots use boost within turns a lot more than would be helpful in a more typical ship.

    It's up, ty!

  15. #15
    Oh man this is so good, have some rep!

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