Information on cannon shot speed.

I'm thinking about swapping the 1x huge, 2x large multi cannons on my Cutter to cannons for a little extra one-shot punch. I have 4x rapid fire pulse turrets and want to keep the distributor load as low as possible so plasma (however much ship melting fun that would be) is not an option.

I know you can increase the speed of the cannon shell by engineering them for long range but ideally I'd like the three shells to hit at the same time.

Using a perfect roll on a class 5 long range mod on the huge cannon as a guide, does anyone know what class would be required on the large cannons to produce the closest matching speed.

I appreciate that a perfect roll is a rare thing and that it may not be possible to exactly equal the shell speeds (and that the huge and large hard points are in different locations on the cutter) but I'm just trying to get the three cannons to hit at roughly the same time.

Failing that, if someone could tell me the velocities of the huge and large cannons I can use Inara blueprints percentages to run the numbers and come to my own (most probably incorrect) conclusion.
 
I have a G4 LR huge - shot speed 1280
and a G2 LR large - shot speed 1250

so I'd say a 5 and a 3 would probably match reasonably well. Obviously there is quite a variability... both of the above were top 10% in the blue - not god rolls, but seemed to match close enough for me, and had reasonable secondaries. Didn't have the mats for G5 at the time, so went with G4 first, then matched the G2.
 
Okay, here’s what I got. TL;DR first, then my calculations and explanations behind it


Any G5 long range roll should work on your Large gimbaled cannon if you got a perfect 100% roll for your Huge gimbaled cannon.






Assumptions:
• Velocity is always constant (i.e. a = 0)
• The targeting computer for gimbals targets the centre of mass
• Gimbals are perfectly accurate, and convergence is 100% (So wrong. But makes the maths easier).


Firstly, a G5 perfect roll (no secondary effects) on a huge gimballed cannon (fixed on a Cutter, haha good one) will get you a shot speed of 1500ms-1. This is a 100% increase over stock (750ms-1)


A Large cannon has a stock shot speed of 800ms-1, a deficit of 700ms-1. To get to 1500 from 800, that is a factor of (15/8) or an increase of 87.5%. Therefore, a mid-range G5 Long Range roll is required (80-100%).


This is all well and good, but why stop here? Let’s figure out the tolerance (±)


First things first, let’s assume we’ll be hitting our targets at an average of 2km. It will take your shots (2000m/1500ms-1) ~1.33 seconds for your shots to impact at this range (a rather long shot)


Conservative estimate: Hitting a Python boosting at 400ms-1. Why? You’ve got turreted lasers for anything smaller. Bigger targets are easier to hit. Clocking in at 87.9m in length, that gives the targeting computer ~44m to work with (it aims at the centre of the target). If that Python is boosting by at 400ms-1, and you fire both shots at the target, you’ve only got a window of (44m/400ms-1) 0.11 seconds in which your second shot must hit by, or it’ll miss. For a range of 2km as calculated above, that means your cannons must be within (0.11s/1.33s) 8.3% in velocity of each other to hit (i.e. 1500±124.5ms-1). Accounting for gimbal wobble, and other imperfect conditions, aim for ±5% instead (i.e. 1500±75ms-1), which means you must roll 96.9%-78.1% to achieve this. So, in other words, almost any G5 long range roll should work (rolls 80-100%).
 
Thank you, all.

Very good information.

Again I appreciate weapon placement, roll variety and a bunch of other things will effect shot speed.

Not looking for perfection, just hate seeing those huge cannon shells drift pass my target, when I've landed good hits with the larges.
 
Being a battlestar galactica fanboy, i love cannons, multicannons and even point defence.

High explosive is hilariously fun for pve. I run g5 sturdy mount on all my cannons and it really rips modules apart
 
Repped

I run a pair turreted med cannons on my python.... stir in rapid fire mod with high yield shell and it makes the modules pop!
Takes out an anacondas FSD in 4 shots...... clippers PP is even easier once the shields go...

Bill

Only downside..... you have to get in close to get the shot on target and they eat their ammo faster than an overcharged multi-cannon
 
I'm thinking about swapping the 1x huge, 2x large multi cannons on my Cutter to cannons for a little extra one-shot punch. I have 4x rapid fire pulse turrets and want to keep the distributor load as low as possible so plasma (however much ship melting fun that would be) is not an option.

I know you can increase the speed of the cannon shell by engineering them for long range but ideally I'd like the three shells to hit at the same time.

Using a perfect roll on a class 5 long range mod on the huge cannon as a guide, does anyone know what class would be required on the large cannons to produce the closest matching speed.

I appreciate that a perfect roll is a rare thing and that it may not be possible to exactly equal the shell speeds (and that the huge and large hard points are in different locations on the cutter) but I'm just trying to get the three cannons to hit at roughly the same time.

Failing that, if someone could tell me the velocities of the huge and large cannons I can use Inara blueprints percentages to run the numbers and come to my own (most probably incorrect) conclusion.

Cannon shot speed goes up as cannon size decreases. I think huge is 900, small 1200. You can check on coriolis.

If you go through all the trouble of modding your cannons for shot speed I'd really recommend trying to get them all to around 1600. This way you can easily mix in multi's as you want and they'll all have the same shot speed. With small cannon's you'll only need a g1 roll for that.

EDIT: Oh, cutter. Using gimbals then?
 
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