Does top speed signify maneuverability and acceleration?

Don't be too quick to dismiss the idea.

I've got D-rated thrusters on a heap of ships, from Cutters and Annies to AspXs and DBXs, and most of 'em are still pretty lively.

My Cutters are cargo ships and fitting 8D thrusters knocks roughly 20m/s (cruise) and 40m/s (boost) off the speed... in a ship that doesn't really need to be good at running away.
Using them saved me Cr250m (in thrusters, PP & PDist) and made a worthwhile improvement to my jump-range.

I have 2 AspXs running 5D thrusters and they both do around 480(c)/520(b) m/sec and they both feel really agile to fly.
As an aside, anybody who thinks the AspX is a slug without engineering the thrusters really needs to DD5 one, which really sharpens up the way they fly.
Again, that's about 20m/s down on my mining AspXs, which are fitted with 5A thrusters.

Not gonna try and say D-rated thrusters are as good as A-rated, cos obviously they aren't, but in ships where speed/agility is a secondary requirement (rather than a primary one) it's well worth having a play with Coriolis before committing to a build in-game.
When you swap out A-rated thrusters for D-rated you can often fit a smaller PP/PDist and that'll help claw back some performance and improve your jump-range.

Course, my exploration Annie, with 5D thrusters, is undeniably a slug but I went to Beagle Point in a T10 so I'm okay with exploring in a slug. :unsure:
All true, the difference between A and D is not a huge one. Perhaps I'm clinging to "I want it all" a bit too much.
 
The only parameters of relevance to the movement performance for any given ship are the multiplier and mass slope ratings for the thruster module and how the later compares to the total mass of the vessel.

If you are at or below minimum mass rating for the thruster module, then only the maximum multiplier value is relevant...all top speed and acceleration performance parameters for every translational movement vector and all rotational axes are directly tied to this. If a given thruster or mod makes the ship faster in forward speed, it improves everything proportionally.

All standard thruster modules have the same optimal multiplier, but different slopes, with A providing the highest maximum multiplier and E the worst.

You can take a worse rated thruster, but not without compromising maximum multiplier and thus potential performance. Conversely, some very light ships can run under sized A rated thrusters and still achieve the peak performance the ship is capable of.

For example, you cannot get an Anaconda to it's peak ~405m/s boost without A rated thrusters, but you can get there on a stripped down build with A6 thrusters.
 
The only parameters of relevance to the movement performance for any given ship are the multiplier and mass slope ratings for the thruster module and how the later compares to the total mass of the vessel.

If you are at or below minimum mass rating for the thruster module, then only the maximum multiplier value is relevant...all top speed and acceleration performance parameters for every translational movement vector and all rotational axes are directly tied to this. If a given thruster or mod makes the ship faster in forward speed, it improves everything proportionally.

All standard thruster modules have the same optimal multiplier, but different slopes, with A providing the highest maximum multiplier and E the worst.

You can take a worse rated thruster, but not without compromising maximum multiplier and thus potential performance. Conversely, some very light ships can run under sized A rated thrusters and still achieve the peak performance the ship is capable of.

For example, you cannot get an Anaconda to it's peak ~405m/s boost without A rated thrusters, but you can get there on a stripped down build with A6 thrusters.
The exception to this is the enhanced performance thrusters- they have uneven multipliers. The speed multiplier is very high, but the acceleration and rotation multipliers are proportionally lower. Unless something's changed in the last year, that's the only situation where the speed, acceleration, and rotation multipliers for a thruster are decoupled.
 
The exception to this is the enhanced performance thrusters- they have uneven multipliers. The speed multiplier is very high, but the acceleration and rotation multipliers are proportionally lower. Unless something's changed in the last year, that's the only situation where the speed, acceleration, and rotation multipliers for a thruster are decoupled.

Yeah, I do recall them having a different slope for this, but it's been a while since I've done any real testing. Might be worth another look.
 
Do we still have no actual acceleration statistics for the thrusters/boost/main engines of this game for each ship/engine class/engineer ?

Question was asked about maneuverability which is rate of turn + thruster power(acceleration).

I have not seen any actual figures/formula/model for thruster power.

Surprised there have been no experiments/hard numbers from the community.

And I for one would like to see this data.

Has anyone done this/got this data?

SPECIFICALLY: Acceleration in ms-2 for each ship, how it is modified by thruster type + engineering upgrade. Lateral thrusters + Main Thruster.

We all have a "feel" for certain ships that they have a lot of "inertia" or really lack of lateral thruster power, and those that handle pretty well. But as far as I have seen, no hard data.

I suspect there will be some simple formula that ties all of these things together. And it would be great to see this in coriolis/edshipyard. We currently have half the maneuvering stats(rate of turn) but not acceleration.

CMDR Gavin786
 
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