Originally, force shell and other impulse attacks stacked completely linearly and had no caps on ultimate effectiveness. Back in the Engineers beta through the first half of 2.1 some of my favorite loadouts utilized several force shell cannon to great effect, but this was short lived. With the 2.1.03 update these notable changes were implemented:
Hearing reports that some people were still finding that they stacked acceptably, I wanted to get some actual measurements.
A preliminary test:
Source: https://www.youtube.com/watch?v=CuRJBJhc2DI
In this test I used a pair of fixed huge short-range blaster G5 (maxed out rolls) force-shell cannon against a ~515 ton Mamba and measuring the velocity induced. I was attempting to eliminate torsional losses as much as possible by firing at a perpendicular angle into the ship's center of mass (which I did a pretty good job of, except at one point where I had my cannons on the wrong triggers).
Both cannon hitting simultaneously resulted in the Mamba being pushed away at ~301m/s, while striking with only a single cannon resulted in ~184m/s. This implies that the additional force shell effect had it's magnitude reduced to about 2/3rds of baseline.
Staggered/sequential hits each imparted their full effect, up to the point where the flight model's auto-breaking kicked in.
TLDR - Force shell does indeed stack, but there are diminishing returns.
In future tests I hope to discover if the pattern of diminishing returns holds true past two cannon, as well as test the limits of the torque (the precise muliple of ship mass, in degrees per second, if possible) that can be delivered by them. No real ETA on these, however.
If this is all redundant and I've missed other recent tests that have been conducted, please let me know.
Oh yeah, thanks goes to CMDR Rybo for taking the time to get shot.
- Changes to impulse attacks (force shell and impulse mine), aiming to prevent stacking from being extremely unpleasant (and sickness inducing in VR) while not making single guns ineffective.
- Torque generated by impulse attacks is clamped to a multiple of the ships mass, so large weapons cannot induce unrecoverable spins in small ships.
Hearing reports that some people were still finding that they stacked acceptably, I wanted to get some actual measurements.
A preliminary test:
In this test I used a pair of fixed huge short-range blaster G5 (maxed out rolls) force-shell cannon against a ~515 ton Mamba and measuring the velocity induced. I was attempting to eliminate torsional losses as much as possible by firing at a perpendicular angle into the ship's center of mass (which I did a pretty good job of, except at one point where I had my cannons on the wrong triggers).
Both cannon hitting simultaneously resulted in the Mamba being pushed away at ~301m/s, while striking with only a single cannon resulted in ~184m/s. This implies that the additional force shell effect had it's magnitude reduced to about 2/3rds of baseline.
Staggered/sequential hits each imparted their full effect, up to the point where the flight model's auto-breaking kicked in.
TLDR - Force shell does indeed stack, but there are diminishing returns.
In future tests I hope to discover if the pattern of diminishing returns holds true past two cannon, as well as test the limits of the torque (the precise muliple of ship mass, in degrees per second, if possible) that can be delivered by them. No real ETA on these, however.
If this is all redundant and I've missed other recent tests that have been conducted, please let me know.
Oh yeah, thanks goes to CMDR Rybo for taking the time to get shot.
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