Are Ships Less Manoeuvrable With Cargo ?

My combat skills are not that bad in an empty Python, but I just got Interdicted carrying 256 tons of Gold by an Elite ASP and it was extremely hard to turn on to him during the fight. His main weapon was his ship, he flew straight at me full speed twice first time taking my shields down by half then damaging my hull by 30% the second time. I luckily managed to finish him off with four type 2 multi-cannons. Then on the way back with more cargo I get interdicted by a dangerous Cobra, same again struggled to out turn him then he flew straight at me this time he came off worse.
Is cargo built into the ships turning ability and can the Devs please do something about these suicidal NPC's
 
Your overall mass (including cargo) does affect the flight model yes. I've actually had to jettison cargo in the pas to escape particularly speedy foes...
 
ED Shipyard is a great tool for this. It shows you the ships speed based on modules, but also gives you data based on Unladen and Laden (as I type this I realize I can't remember if it shows the data for Speed or just Jump range laden/unladen)

Would be something good to add to it though.


It definitely makes you heavier which is going to give you more momentum when trying to stop and such.
 
Last edited:
ofas

My combat skills are not that bad in an empty Python, but I just got Interdicted carrying 256 tons of Gold by an Elite ASP and it was extremely hard to turn on to him during the fight. His main weapon was his ship, he flew straight at me full speed twice first time taking my shields down by half then damaging my hull by 30% the second time. I luckily managed to finish him off with four type 2 multi-cannons. Then on the way back with more cargo I get interdicted by a dangerous Cobra, same again struggled to out turn him then he flew straight at me this time he came off worse.
Is cargo built into the ships turning ability and can the Devs please do something about these suicidal NPC's

Yeah, a full load of cargo adds more stress on your thrusters but I've seen little hard math on how much. Could related to just mass or a mechanic on top of that. I see it a lot more pronounced on my Clipper as the drift becomes squirrely. If you are the type to turn on the npc's, I'd prolly upgrade thrusters. Unless I'm bored, I'd just bounce. The bare bones shields in trading setups sometimes get a little hairy during escape.
 
off topic, do you like the python overall? I'm almost there and even though I like the clipper, trading in it (and in general) for much longer will zombify me. I know it was awesome pre nerf, but I hopped on this game right around then. Was wondering how players felt about it now.
 
Made a small experiment in a Python a while ago, 170t of cargo make you turn 360° about 0.5 seconds slower with A rated modules. 's not much, but its there.

Also, I like my A rate Python a lot. Only thing that can get through your shield is an Anaconda, and you can run from that, or another Python, or multiple attackers. Also, landing on outposts, harharharhar!
 
Last edited:
hrole

i needs it! hate trading in this clipper but when i move more tonnage down the line (please, FD more income choices!) , I'll get it back.
 
off topic, do you like the python overall? I'm almost there and even though I like the clipper, trading in it (and in general) for much longer will zombify me. I know it was awesome pre nerf, but I hopped on this game right around then. Was wondering how players felt about it now.

i love my Python, id still fly it if they nerfed it more lol. i run mostly A grade modules, 15.2ly with 140ton cargo (21ly empty), it can run more cargo, but i like to do conflict zones so have a decent shield and weapons. also dropped the fuel tank down a size so i can do a decent 1 jump trade run.
 
i love my Python, id still fly it if they nerfed it more lol. i run mostly A grade modules, 15.2ly with 140ton cargo (21ly empty), it can run more cargo, but i like to do conflict zones so have a decent shield and weapons. also dropped the fuel tank down a size so i can do a decent 1 jump trade run.

Is there a difference between having a 16 ton fuel tank and filling your 32t fuel tank only half full?
 
You can't fill a larger tank half-way at a fuel station, and scooping is a waste of time on a 1 jump trade route.

I have the option to fill 10% when I am docked. Scooping on a 1 jump trade route in a Python, you just do it every 9th time or so, have to measure your cr/hour of course and see what's more profitable, but if the 1 minute scooping bums you out, you are probably gonna burn out in another way :D Play the way you want, that's the ED way, so I don't want to tell you how to play, it's just I never found any reason to install a smaller fuel tank. But then again I stopped grinding when I reached Python, and I hate to dish out 64.000 Cr for half a fuel tank.
 
So the answer is Yes. And the response to 'how much' is, it depends. :)

I pretty much assumed this though as a given, as it should be that way by design (I would hope). :p
 
Not seen anything hard other than:

Your thrusters have an optimal tonnage, certainly going over this number (cargo or otherwise) will have a big impact

I'm guessing there is also bonuses to maneuverability being underweight, people worry about 8 tonne in a viper, not seen anything evidence driven though
 
Not seen anything hard other than:

Your thrusters have an optimal tonnage, certainly going over this number (cargo or otherwise) will have a big impact

I'm guessing there is also bonuses to maneuverability being underweight, people worry about 8 tonne in a viper, not seen anything evidence driven though

That's surprisingly easy to do (already did that): Go empty cargo, make 3 coplete turns, measure time. Load up, make the same turns. You will notice the difference.
 
Back
Top Bottom