I know someone with a fully combat-fit courier that boosts 800 or so
If I drop down to a two ton tank and use a light FSD, the new drives on my Courier let me do 815 with six tons of weapons and eight or nine tons of armor and shielding.
I know someone with a fully combat-fit courier that boosts 800 or so
And here she is. Currently got her boosting to 710,ish, which is fine for my purposes:
http://i.imgur.com/QbJL96D.jpg
whats the optimal mass of the thrusters?
EDIT: Also if you aren't accustomed to PE thruster ships yet, they are REALLY mass sensitive. Those two pulse lasers you left on will be taking double digit figures off your speed. Anything not modded for lightweight will need to be modded for it. Anything you can't mod for lightweight...should still be modded as lightweight.
Tbh mate I'd just roll the G5s you have, see what you get, and see if you can get anything strong from a G3 roll if ya don't strike gold.
Unless you want to take part in canyon racing with other modded ships I can see a decent roll doing what you need, and on the PE ships G5 isn't as unequivocally potent over a G3 roll. In fact due to the severe penalty to optimal mass, my iCourier is heavy enough that only the best G5 DD rolls give me more speed over G3, and G3 is usually far more readily available.
It's all in the reflexes![]()
As a fellow veteran of FE2 and FFE I find the notion of top speeds laughable. ...
To be fair, the Alpha and Beta stages of the original game followed Newtonian rules, and didn't have a cap on the top speeds of any of the ships. But people quickly learned how to use FA/off to abuse it
Do you not find warp-drive to be unrealisitic, or do you make a playability concession the way people do with sub-light ?.
To be fair, the Alpha and Beta stages of the original game followed Newtonian rules, and didn't have a cap on the top speeds of any of the ships. But people quickly learned how to use FA/off to abuse it, and were approaching speeds close to 0.5c in normal space (IE not super cruise). Personally I preferred it that way. It forced us to learn how to actually maneuver in space. But the people who abused it pretty much killed any chance of it going live.
But let's be honest, if Elite were trying to simulate real space physics, we couldn't have spacecraft that behave like fighter jets. The maneuvering thrusters just to allow quick hairpin turns would in reality need to be larger than the main rear thruster just to cancel out any momentum in a reasonable amount of time.
If and when we actually start populating space, the quick nimble fightercraft that are rampant in every possible Sci-Fi franchise would not be a thing.
The aerodynamic shapes also waste a lot of space you could use in an environment where aerodynamics don't come into play. A transport vessel that was built in space would take advantage of size. I recall in one of the space sims I built a cube that worked well, and the thrusters were the same size on all sides. It doesn't need to "land", but it needs to dock with a hatch just like modern craft do. Landing in space doesn't make a lot of sense.To be fair, the Alpha and Beta stages of the original game followed Newtonian rules, and didn't have a cap on the top speeds of any of the ships. But people quickly learned how to use FA/off to abuse it, and were approaching speeds close to 0.5c in normal space (IE not super cruise). Personally I preferred it that way. It forced us to learn how to actually maneuver in space. But the people who abused it pretty much killed any chance of it going live.
But let's be honest, if Elite were trying to simulate real space physics, we couldn't have spacecraft that behave like fighter jets. The maneuvering thrusters just to allow quick hairpin turns would in reality need to be larger than the main rear thruster just to cancel out any momentum in a reasonable amount of time.
If and when we actually start populating space, the quick nimble fightercraft that are rampant in every possible Sci-Fi franchise would not be a thing.
I am in split minds with this notion.
1 - surely the Einsteinian model would limit speeds well below the speed of light, trumping the Newtonian model?
2 - the time distortion at high speeds is impractical in a multiplayer game (fuel to the fire of the large number of people in this forum who'd prefer solo only)
3 - if the engines were unshackled, we'd be constantly crashing into planets and stars. So it makes sense that unhacked engines would continually reverse thrusts to limit speeds
Now - if there were an engineer to bypass the engine safety...
The aerodynamic shapes also waste a lot of space you could use in an environment where aerodynamics don't come into play. A transport vessel that was built in space would take advantage of size. I recall in one of the space sims I built a cube that worked well, and the thrusters were the same size on all sides. It doesn't need to "land", but it needs to dock with a hatch just like modern craft do. Landing in space doesn't make a lot of sense.