Engineers Improving a ships manuverabilty thru Engineering?

With a stock ship (of any type) the accepted method of improving a ships maneuverability is with higher rated thrusters and 4 pips to the engine.

Presumably I will also gain manuverabilty with Engineered thrusters.
Speed gain is not really my concern (though nice of course) but if the above is true would I get better ship manuverabilty thru Clean or Dirty Engineered thrusters?

Any other engineered components adds to manuverabilty?
Thanks.
 
- manouverability through engineered thrusters is gained by better optimum multiplier - up to 19% for clean drive tuning, and up to 29% for dirty drive tuning before secondaries.

- that will not only increase speed, but also turn rates etc.

- with ships having "small" thrusters compared to their size (ships that can't reach 50% optimal thruster mass), you can lightweight many parts by engineering. a ship being at 50% optimal thruster mass will be 16% faster and more manouverable with standard a-class thrusters, than a ship at optimal thruster mass (stupid wording, i know).
 
Also increased speed may have negative effect for some ships, forcing them out of blue zone during typical combat, which causes maneuverability loss.
As a result this upgrades works better for ships which are relatively slow with stock thrusters...
At least for PVE.
 
- manouverability through engineered thrusters is gained by better optimum multiplier - up to 19% for clean drive tuning, and up to 29% for dirty drive tuning before secondaries.

- that will not only increase speed, but also turn rates etc.

- with ships having "small" thrusters compared to their size (ships that can't reach 50% optimal thruster mass), you can lightweight many parts by engineering. a ship being at 50% optimal thruster mass will be 16% faster and more manouverable with standard a-class thrusters, than a ship at optimal thruster mass (stupid wording, i know).

Thank you gentlemen!
I have the above bookmarked as there is no way I am going to remember!
Kind of a Engineering noob but I certainly see the value in giving it a try.
 
Also increased speed may have negative effect for some ships, forcing them out of blue zone during typical combat, which causes maneuverability loss.
As a result this upgrades works better for ships which are relatively slow with stock thrusters...
At least for PVE.

good point. typically the manouverability loss out of the blue zone is up to 50%-66%. on the other hand you can fly with zero pips to ENG while still having combat speed ... "relatively slow with stock thrusters" here refers to straight line speed, not boost speed.
 
good point. typically the manouverability loss out of the blue zone is up to 50%-66%. on the other hand you can fly with zero pips to ENG while still having combat speed ... "relatively slow with stock thrusters" here refers to straight line speed, not boost speed.
And because of this all of core dynamics ships, from eagle up to corvette, seem to be specifically designed for such upgrade :) If they were not maneuverable enough as is...

As for zero pips to eng, it reduces maneuverability too, and causes issues with boost... another option for extreme cases of "too fast" may be deploying landing gear :)

An excellent point as the ship in question here is that lovable space cow the T9.
So that information is a further bonus.
Just to be sure... this upgrades affect only normal-space speed/maneuverability, supercruise handling (which is one of the biggest T9 issues) cannot be changed...
Also with Type-X ships you should be carefull about heat, they are hot as is, those up to ~100% "bonus" heat from dirty drive tuning may cause issues... at least i've managed to build T6 which cannot jump without going over 100% heat...
 
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Just to be sure... this upgrades affect only normal-space speed/maneuverability, supercruise handling (which is one of the biggest T9 issues) cannot be changed...
Also with Type-X ships you should be carefull about heat, they are hot as is, those up to ~100% "bonus" heat from dirty drive tuning may cause issues... at least i've managed to build T6 which cannot jump without going over 100% heat...

put dirty drive tuning on d-class thrusters for trade ships ... they can take weight much better, and generate less heat. my trade cutter and my mining corvette have both d-class thrusters with dd G5 tuning... massive improvement (the cutter actually moves with faon a bit like faoff now, though ....).
 
Ah. Disappointing.
I had hoped that once "regular" manuverabilty was improved SC manuverabilty would be also.
Hmmm...I had wanted a little more manuverabilty in all catagories, just to make the ship a little more..."forgiving" so to speak in station approaches both in normal space and SC. But, as long as I am paying attention, I can live with it as is.

The speed increase was a bonus as, so far, getting away from interdictions has not been a problem - A-rated shields with boosters and I am using D-rated thrusters.

Heat is not an issue(?) as I traditionally don't fuel scoop in them as I use them as "in-bubble bulk traders."

Wanted to Engineer the "9"'s thrusters and FSD to improve the love affair.
 
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FSD upgrade is always a good idea.
As for thrusters - most likely a good idea too, especially for T9 which is slow. There is one more drawback though, acceleration rate seem to stay the same, so you decelerate longer after boost, for example. Very noticable with cutter which cannot stop in time after boosting towards station :) Should not be as bad with T9.
Heat is not an issue as long as you do not overheat each time you try to charge FSD :) If you are not going to overcharge powerplant (which can be used to downsize powerplant, saving some money and weight) you will be fine.
 
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