So after playing around with the FDL for a while, I started looking into finally upgrading my thrusters (since I kept hearing that a thruster upgrade on the FDL is a must). I'll be using a lot more power if I use the A thrusters though, power the FDL doesn't have, and will have to sacrifice some modules if I go for it. So I decided to do some testing, and compared the performance between the two. Results in the spoiler.
So, I'm wondering, are the A thrusters really worth it? The difference in performance compared to the huge leap in power required (and the loss of 0.43 ly jump range) doesn't really seem like it to me...
Fer-De-Lance
D thrusters (385.9 tons, Flight Assist On)
Turn speed (0 pips, optimal): ~120 m/s
Turn speed (4 pips, optimal): ~145 m/s
Turning time (optimal, 0 pips): 13.6s
Turning time (optimal, 4 pips): 11.3s
Turning time (0 m/s, 0 pips): 32.5s
Turning time (0 m/s, 4 pips): 26.4s
Turning time (top speed, 0 pips): 43.4s
Turning time (top speed, 4 pips): 19.3s, drifts
Top speed (0 pips): 229 m/s
Top speed (4 pips): 271 m/s
Boost (0 pips, 1 boost): 365 m/s
Boost (4 pips, 1 boost): 365 m/s
Boost (4 pips, 2 boosts): 365 m/s
0 -> 229 (0 pips): 9.5s
229 -> 0 (0 pips): 10s
0 -> 271 (4 pips): 11.8s
271 -> 0 (4 pips): 11.8s
A thrusters (397.9 tons, Flight Assist On)
Turn speed (optimal, 0 pips): ~130 m/s
Turn speed (optimal, 4 pips): ~152 m/s, drifts
Turning time (optimal, 0 pips): 12.3s
Turning time (optimal, 4 pips): 10.7s
Turning time (0 m/s, 0 pips): 30.2s
Turning time (0 m/s, 4 pips): 34.4s
Turning time (top speed, 0 pips): 39.8s
Turning time (top speed, 4 pips): 18.0s, drifts
Top speed (0 pips): 254 m/s
Top speed (4 pips): 300 m/s
Boost (0 pips, 1 boost): 404 m/s
Boost (4 pips, 1 boost): 405 m/s
Boost (4 pips, 2 boosts): 405 m/s
0 -> 254 (0 pips): 9.4s
254 -> 0 (0 pips): 10.1s
0 -> 300 (4 pips): 11.0s
300 -> 0 (4 pips): 11.7s
optimal = exact center of the blue zone
drifts = ship loses "traction"/control while turning and starts sliding/spinning out, severely slowing down the turning (because the thrust bar goes outside of optimal)
D thrusters (385.9 tons, Flight Assist On)
Turn speed (0 pips, optimal): ~120 m/s
Turn speed (4 pips, optimal): ~145 m/s
Turning time (optimal, 0 pips): 13.6s
Turning time (optimal, 4 pips): 11.3s
Turning time (0 m/s, 0 pips): 32.5s
Turning time (0 m/s, 4 pips): 26.4s
Turning time (top speed, 0 pips): 43.4s
Turning time (top speed, 4 pips): 19.3s, drifts
Top speed (0 pips): 229 m/s
Top speed (4 pips): 271 m/s
Boost (0 pips, 1 boost): 365 m/s
Boost (4 pips, 1 boost): 365 m/s
Boost (4 pips, 2 boosts): 365 m/s
0 -> 229 (0 pips): 9.5s
229 -> 0 (0 pips): 10s
0 -> 271 (4 pips): 11.8s
271 -> 0 (4 pips): 11.8s
A thrusters (397.9 tons, Flight Assist On)
Turn speed (optimal, 0 pips): ~130 m/s
Turn speed (optimal, 4 pips): ~152 m/s, drifts
Turning time (optimal, 0 pips): 12.3s
Turning time (optimal, 4 pips): 10.7s
Turning time (0 m/s, 0 pips): 30.2s
Turning time (0 m/s, 4 pips): 34.4s
Turning time (top speed, 0 pips): 39.8s
Turning time (top speed, 4 pips): 18.0s, drifts
Top speed (0 pips): 254 m/s
Top speed (4 pips): 300 m/s
Boost (0 pips, 1 boost): 404 m/s
Boost (4 pips, 1 boost): 405 m/s
Boost (4 pips, 2 boosts): 405 m/s
0 -> 254 (0 pips): 9.4s
254 -> 0 (0 pips): 10.1s
0 -> 300 (4 pips): 11.0s
300 -> 0 (4 pips): 11.7s
optimal = exact center of the blue zone
drifts = ship loses "traction"/control while turning and starts sliding/spinning out, severely slowing down the turning (because the thrust bar goes outside of optimal)