Is Corsair speed limited?

I guess there are many kinds of engines and how are they applied, as for example a truck can have a bigger engine than a Ferrari, but it does not mean that it will run faster

The problem with that analogy is that we have the reverse situation here.
We've got trucks with small engines that go faster than a Ferrari with a big engine.

Find an example of that happening in the real-world.
I'll wait.
 
The problem with that analogy is that we have the reverse situation here.
We've got trucks with small engines that go faster than a Ferrari with a big engine.

Find an example of that happening in the real-world.
I'll wait.
wheel size.
Doesn't matter how much torque your 16 cylinder engine has. If it ain't got a drive shaft or gearbox that can move that power it ain't going anywhere...
to counter what I just said... its space.. grip, resistance, drag, and torque don't apply in space...

I did suddenly think of a competition that was done eons ago... where steaboat companies were arguing about continuing to use paddle wheels or use the new fancy propeller...
and they had a tug of war, where two boats with the same engine, one driving paddles and one with a propeller... the paddle had a notible advantage on the start... then the one with the propeller pulled the advantage by miles...
I probably don't have the story completely accurately true but still.
the whole discussion on how elite simulates its "very realistic space sim physics that totally isn't out of date" physics makes me think of that steamboat story.
 
"Let's build a ship to explore the galaxy! Let's use this crappy Corsair and let's use a 6D thuster on it crippling its boost speed (which is pretty much its only advantage) by 50 m/s, in order to gain something like 4 Lys of jump range while way better ships like the Mandalay exist, not to mention fleet carriers."

Yeah, totally makes sense. :)
I was speaking in general, not specifically about Corsair. But exploration Corsair is not as outrageous as it may seem😉 74 ly jumprange is easily achievable, which makes it comparable to Phantom:

Of course Mandalay does 85+, but that only becomes useful at the extreme edges of the Galaxy or on the Colonia highway.
 
I was speaking in general, not specifically about Corsair. But exploration Corsair is not as outrageous as it may seem😉 74 ly jumprange is easily achievable, which makes it comparable to Phantom:

Of course Mandalay does 85+, but that only becomes useful at the extreme edges of the Galaxy or on the Colonia highway.
add cargo and repair limpet
 
I was speaking in general, not specifically about Corsair. But exploration Corsair is not as outrageous as it may seem😉 74 ly jumprange is easily achievable, which makes it comparable to Phantom:

Of course Mandalay does 85+, but that only becomes useful at the extreme edges of the Galaxy or on the Colonia highway.
Still cannot see the point of that Corsair build. Mandalay is way better in every way. Jumps further, handles better and it's even faster than the Corsair with 6D thrusters... 🤷‍♂️
(not to mention that you don't even need to spend ARX to buy one anymore) :)
 
Yes, we have studied in schools and universities
Does that have anything to understooding a game mechanics, particulary one related how speed works in a ship? :cool:

and if we accept the convention that the maximum speed of a body is limited (in space), then changing the mass of the body by 2-3 times does not affect this speed - it is very difficult to accept :)
Yes, but this is a game, not quite realisitc one when it comes to things moving in space, but it likes to pretend in many "realistic" areas.

In end its just a game, and like any other game, there is mechanics - wich works exacly as they are intented.

For thrusters, its easy - anything bellow minimal mass on current thrusters, does not increases speed any further.

Corsair is preety unique on that regard. Given its base mass of 265T, and even while fully A rated, its still needs couple more hundreds of tons, for its biggest thrusters, to even be affected in any way. Usually ships dont have that much leeway for mass, but thats how it is with Corsair, and its oversized thrusters class.

Thats why comparing an game mechanic, to things related IRL, be it other cars, loaded trucks vs unloaded, realistic physics even other ships within same game, its just... pointless?


As for reasons why is capped at 600 m/s... I'd say... balance reasons. Not that it bothers me, imo its fine as it is.


Still cannot see the point of that Corsair build. Mandalay is way better in every way. Jumps further, handles better and it's even faster than the Corsair with 6D thrusters... 🤷‍♂️
(not to mention that you don't even need to spend ARX to buy one anymore) :)
Hmm, ship of choice, prehaps? Or simple preference.

Must be Courier cockpit... I heard that some cmdrs love it so much, that they cannot bear to sit in anything else... but on more serious note:

Point of Exploration Corsair is preety much as for any other ship. Cmdrs can explore in whatever they want to, in any ship they feel like to... and from what I can tell, Corsair does not look blank when it comes to exploration possibilities... in fact, its quite decent in such role.
 
I think it is called "preference". It is this magic concept that not everything in life (and games) follows strict rules of efficiency and performance maximisation.
That's a weird thing to say since the very reason of using 6D instead 6A thusters on the build in question was gaining an additional jump range of 4 Lys.
"Performance maximisation", in other words. :)
 
That's a weird thing to say since the very reason of using 6D instead 6A thusters on the build in question was gaining an additional jump range of 4 Lys.
"Performance maximisation", in other words. :)
yeah no, I think it works the other way round. People choose their ship of preference and then try to get the best out of it for whatever their benchmark is. It is a subtle difference.
 
Real science doesn't apply to this or any other computer game. While some demonstrable behaviors are programmed in to help with suspension of disbelief and enjoyability, not all are.

The makers of this game do whatever they believe will make the game enjoyable(?) for their customer base and increase sales/profits. (or so I was told....)

Just my opinion, YMMV, and all that. :LOL:
 
yeah no, I think it works the other way round. People choose their ship of preference and then try to get the best out of it for whatever their benchmark is. It is a subtle difference.
If that's the case, I can recommend some further improvements.
4D thrusters instead of 6D.
That can only boost like 470, but it can jump 2 more Lys further, how cool is that!

If that's not enough, you might also want to check out this awesome ship called AspS, I hear it's the best one for preference as it does not even really have anything else of value. :)
 
Does that have anything to understooding a game mechanics, particulary one related how speed works in a ship? :cool:


Yes, but this is a game, not quite realisitc one when it comes to things moving in space, but it likes to pretend in many "realistic" areas.

In end its just a game, and like any other game, there is mechanics - wich works exacly as they are intented.

For thrusters, its easy - anything bellow minimal mass on current thrusters, does not increases speed any further.

Corsair is preety unique on that regard. Given its base mass of 265T, and even while fully A rated, its still needs couple more hundreds of tons, for its biggest thrusters, to even be affected in any way. Usually ships dont have that much leeway for mass, but thats how it is with Corsair, and its oversized thrusters class.

Thats why comparing an game mechanic, to things related IRL, be it other cars, loaded trucks vs unloaded, realistic physics even other ships within same game, its just... pointless?


As for reasons why is capped at 600 m/s... I'd say... balance reasons. Not that it bothers me, imo its fine as it is.



Hmm, ship of choice, prehaps? Or simple preference.

Must be Courier cockpit... I heard that some cmdrs love it so much, that they cannot bear to sit in anything else... but on more serious note:

Point of Exploration Corsair is preety much as for any other ship. Cmdrs can explore in whatever they want to, in any ship they feel like to... and from what I can tell, Corsair does not look blank when it comes to exploration possibilities... in fact, its quite decent in such role.
Thank you very much !

I will link to your post because I keep getting poked in the forum about the comparison with RL.
To my words that a lot of things in the game are not logical and done for nothing.
 
Thank you very much !

I will link to your post because I keep getting poked in the forum about the comparison with RL.
To my words that a lot of things in the game are not logical and done for nothing.
Yes, looking for logic in elite dangerous... is not recommended, for sake of sanity... It does not exist, I am afraid. :cool:
 
If that's the case, I can recommend some further improvements.
4D thrusters instead of 6D.
That can only boost like 470, but it can jump 2 more Lys further, how cool is that!

If that's not enough, you might also want to check out this awesome ship called AspS, I hear it's the best one for preference as it does not even really have anything else of value. :)
You're mocking this, but preference is a thing. Maybe that is your PvPer viewing angle, but for non-PvPers, ship choice might matter beyond performance. Maybe more so for explorers who might spend months in the same ship.

Example: Me, I didn't care how good the FDL is at combat; I bought one, sat in one for five minutes, rage sold it and never looked back. Because if you think that window strut is annoying in 2D, try it in VR. I hated it so much I didn't care how good the ship is otherwise.

So having the "best" ship for a given purpose might only come second or third in line after other considerations.
 
But the to speed is like a limiter in a car. You try driving a BMW out of the factory above 155 mph.

It’s obvious in the ED universe that there’s some kind of governor controlling speed, that’s why it slows down after you boost.
Probably to stop commanders from strapping a bunch of fuel tanks to their ship of choice and accelerating into a nearby planet at 99.9999999999c
 
I see. So, if I understand it correctly. I am reaching maximum speed for this ship with class 6 thrusters and class 7 thrusters wouldn't make it any faster, and instead would allow to reach the same speed with much heavier build? Also, does it mean that the same class engine is rated for a different maximum speed in the different ships and that's why Clipper is faster at higher mass with smaller thruster?
To your first question: basically yes; your 6A DD thrusters have a "minimum mass" just under the ship mass (when fuelled up but without cargo), thus 471 m/s instead of the maxed-out 473 m/s achievable with 7A DD.
To your second question: again I reckon it's a yes. I know that each ship in EDSY is listed with a "top speed" parameter, and the maximum achievable speed seems to scale exactly in proportion to that. (Coriolis doesn't seem to display that "top speed" figure but I assume the calculations are the same, under the hood. NB: the "top speed" in EDSY isn't the actual max speed - the figure for the Corsair is 280 m/s.)
 
It’s obvious in the ED universe that there’s some kind of governor controlling speed, that’s why it slows down after you boost.

Exactly.

Physics might dictate all sorts of stuff about acceleration and speed but clearly there's more going on in the ED universe.

It's isn't really even inconsistent with the real-world.
It's just that, in the real world, we haven't yet reached a point where there's any reason to worry about limiting the speed/acceleration of spaceships.
Once we get to a point where spaceships need to manoeuvre sharply, you can bet we'll need to invent systems to regulate speed as well, to prevent spaceships from tearing themselves apart when they attempt to turn.
 
Once we get to a point where spaceships need to manoeuvre sharply, you can bet we'll need to invent systems to regulate speed as well, to prevent spaceships from tearing themselves apart when they attempt to turn.
I may be misunderstanding your point here. The way I see it, in the real world there's never any need to think about the speed of a spacecraft when checking if it'll tear itself apart in a turn - the only parameter that matters is the acceleration. Whatever acceleration will tear it apart will do so whether it's starting from zero speed or 99% of the speed of light relative to any given frame of reference.
 
I may be misunderstanding your point here. The way I see it, in the real world there's never any need to think about the speed of a spacecraft when checking if it'll tear itself apart in a turn - the only parameter that matters is the acceleration. Whatever acceleration will tear it apart will do so whether it's starting from zero speed or 99% of the speed of light relative to any given frame of reference.

I suppose the most obvious example would be space combat.

It's not just "speed" (or acceleration) that you need to think about so much as speed relative to your opponent and/or relative to the thing you're attacking/defending.
You can't really engage in space combat at 0.99c if you're supposed to be attacking/defending a station that's in geostationary orbit.

You're correct to say that "speed", alone, isn't really important, though.
What is always going to be important is the stress on components (and pilots/crew) as a result of direction changes.
Dealing with that is probably going to require spacecraft implement some kind of artificial limitations on acceleration/speed.

We had a similar thing after jet fighters were invented.
At first it was all about speed, on the basis that you could just rip past enemy planes, launch an attack and escape unchallenged.
Trouble is, fast jets aren't agile so they're vulnerable to missile strikes.
Then we had to create a balance between agility and speed, which remains to the present day.

Seems like a similar thing would be likely to occur with the advent of space combat.
 
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