Does reducing Mass of your ship actually make a real difference ??

Has anyone tested the actual affect of reducing the mass of your ship ?? I have a python and am about to kit out for combat and can get rid of cargo racks, put different kit in etc to save weight and increase shield strength..,,,,,,,

Obviously reducing mass should help how fast the ship manouevers, and top speed etc but has anyone actually tested this to see if this has been factored into ED ??

Reason I ask is that after I am done with combat I will need to re kit the ship and will mean travelling to multiple stations to buy back all the stuff ... Dont want to bother if all the effort isnt worth it ..

Thanks
Rikendrix
 
I have been tracking details regarding different ship builds and increasing Mass (eg B parts, Hull reinforcements etc) will reduce your Top Speed and Max Boost Speed.
 
It may not have any affect on top speed if you are getting Thrusters that is way over your needs. Medium ships only require around 650t mass (FAS). The highest class only have reduced damage at same weight as lower.
 
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It can make a huge difference to your jump range.
If you use the best A class shield generator you can fit, you will get so far. Change it for a D rated version and see an improvement in your jump range. Each change you make to lighten your ship improves jump range.
 
I don't think shields will change how strong they are based on how much weight you load onto the Python. Also, the Python is a bit tanky and slow to maneuver anyway. The rewards in extra speed and maneuverability will be minimal. That ship is better off with lots of armour (imo).
 
But if the mass of the ship goes over the optimal shield then that will be weaker no

From what I've read around forums, the ships mass without any internals or weapons is the only number that matters for shields. Mass being added by modules does not contribute to shield strength. As stated, this is what I've gathered from browsing around the forums.
 
Has anyone tested the actual affect of reducing the mass of your ship ?? I have a python and am about to kit out for combat and can get rid of cargo racks, put different kit in etc to save weight and increase shield strength..,,,,,,,

Obviously reducing mass should help how fast the ship manouevers, and top speed etc but has anyone actually tested this to see if this has been factored into ED ??

Reason I ask is that after I am done with combat I will need to re kit the ship and will mean travelling to multiple stations to buy back all the stuff ... Dont want to bother if all the effort isnt worth it ..

Thanks
Rikendrix

With the same thrusters, an increase in mass will always reduce your manoeuvrability and speeds.

I have tried various python builds and tanking it with hrp for example does have a drastic effect on its agility.

Simple physics, if you ignore the (necessary) magic space physics of speed limits on ships ;-)

You can always test it yourself for free as any modules bought and then sold incur no loss.
 
With regards to shields only your ships hull mass matters not your fully laden/unladen mass.

For acceleration, Top speed, Turning speed & Jump range of your ship depends on your current mass.

To get the best acceleration, top speed and turning speed you want your current mass to be half of the optimal mass of your thrusters output. If you're over half you'll start taking penalties in your mobility.

For jump range, generally the lighter the better. Your thrusters have no affect here. To get the best Jump range Equip the Best FSD you can buy for your ship and make everything else as light as possible.

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The largest noticeable difference is always with Your FSD jump range, a fully combat laden Python for example will only manage around 13ly jump. While the maximum jump range you can get out of that ship fully stripped down is between 25-28ly (Can't remember exact figures) I had a python set up for doing long range (400ly) smuggling missions. With 200t cargo I was still getting 20-22ly jump.
 
But if the mass of the ship goes over the optimal shield then that will be weaker no
A ship's 'hull mass' cannot be changed. It's the mass of the ship itself, not taking into account any modules. A Python will always be the shape and size of a Python no matter how many Hull Reinforcement Packages you into it. According to Coriolis.io, a Python's hull mass is 350. That is the only number a shield's optimal and maximum mass will take into account. And a ship's hull mass cannot be changed.
 
Reducing weight will make you slightly more maneuverable, but not enough to make a difference in combat, especially in the Python. Get the A Rated Thrusters, and it really won't matter what your weight is.
 
thruster rating and ship mass influence turn rate and speed: https://forums.frontier.co.uk/showthread.php?t=164931

tl;dr: increasing speed and turn-rate till 50% optimal mass, with more efeect between 75% and 50% optimal thruster mass then between 75% and 100% optimal thruster mass.

and the python is a different ship with 50% optimal thruster mass than with 100% optimal thruster mass in my opinion.

there are ships, where decreasing mass hasn't much effect (for exampel DBE, where you even with best thrusters can't hit 50% thruter mass).
 
Maneuverability doesn't seem to affect me too greatly in this game, in terms of assistance off mode and as it should be. It's not a dogfighting game in the Ace Combat sense. I call assisted mode "atmospheric simulation," designed for mostly landing and traffic situations. In combat, you want to learn to use assistance off as much as possible. In assistance off mode, I can flip a b*tch on a dime...though, I will point out that a greater mass/ larger ship seems to create a lot of momentum that is hard to burst out of, should you need to pursue again...but nothing a little boost can't take care of. I use an Imperial Courier, tanked out and geared for, well, couriering. I have A4(?) shields, or whatever the best is for that ship, as well as point defense utility, and 2x A0 shield cell boosters, and heatsink. My shields, with the booster is as tough as that of a Python's. I don't seem to have any issue facing the enemy, vs my Imperial Eagle, my bounty hunting ship. Though, I at times want to take my Courier instead, anymore. But the Eagle just has that neat "X-Wing Space Fighter feel from the cockpit.


There is one thing I like Assistance On mode for, that I can't mimic in Assistance off and that's for the ability to tail someone and stay on their rear, when using an Eagle, and making it so they can never face you or get you within turret angles. Of course, this only works as long as they aren't going in reverse, or in A-off mode. I'll often times trail Cobra's, Vultures you name it...and stick to their rear everywhere they go, but once they boost away and lose me to put distance back into play, and I for some reason can't compensate, or am caught off card/ don't have any boost in my capacitors, it's back into assistance off until I can sneak up on them again.

The only thing I don't like about A-on mode, is that it takes too much thrust and constant running throttle to keep going forward. This doesn't make any sense. Even if your ship is constantly thrusting lateral and vertically to keep stabilized, it's not going to be breaking forward momentum so much as to need constant engine. Sure the engine might need to pule a little more to compensate for any sort of scrub off in forward momentum that Might occur, but no need for constant throttle. For instance, if I am just going straight and not touching my stick, there is really no need for stabilization and so, should continue going forward without constant throttle being on. I think A-on capability should be a separate, optional module to encourage more realistic play. For instance, the Sidewinder you first get should have it on, as people get used to the controls, but craft that you buy, do not. I also don't understand why super cruise is stabilized. You should be able to tumble at that speed and with more detrimental consequence, like colliding with a red giant LoL
 
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