Max Speed, Boost, Pitch, Roll & Yaw for Every Ship in Game [Official FDev Stats]

Thanks indeed to all posters, o7

I've come back after a while and didn't know enhanced thrusters were a thing. Are small ships in style?

Yeah, the iCourier is hugely popular now but they've all had a great shot in the arm. Now the small ships are faster and more manoeuvrable than medium it's actually like their fighters.

These values should allow me to add pitch/roll/yaw modeling to edshipyard, which will make it easier to see the handling values given any actual loadout mass. Thanks for your research!

I'm delighted as ever to have been of any assistance to http://edshipyard.com

Big thank you for your research Truesilver. +1 mate. I havent played for ages but you got me dreaming about my old enforcer DBS in its dusty hangar waiting for some engineer upgrades. I'm geting some crazy ideas. Thanks for the food for thought. Hope to see you in 2.2 o7

Come on back MJC, the RNGineers grind is a heck of a thing but not quite so bad as it was at the start. Those Enforcers would love a bit of moddin'. You'll have to be mighty careful of seeker missiles if you still want to run your DBS shieldless but with four utilities and in-out SR, it can be done ...
 
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I have been up taking a project to engineer mod the Adder into a courier.

The enchanced (if I get autocorrected one more time to enchanted) drive on the Adder comes at a hefty price with weight and power usage.
With leightweight power reactor and power distributors i can confirm, it was impractical, and cost me my life before the FDL in question could finish saying his first "pew"
Did have a jump range of 40ly on a grade 5 FSD
So now I'm tanked up on military grade composite, class 3A shields, reactor, distributor - enchanted drives :) and a jump range of 30ly. The increased mass of the modules also slow down that top speed :(
Time to start working on those engine upgrades.
 
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I have been up taking a project to engineer mod the Adder into a courier.

Ah, my brother in spirit!

As I said last night on the reddit duplicate of this thread, I've been modding towards a PvP Adder but every now and then I have a lucid interval and stop.

The Adder is great for this because its hull mass is so low but, I must admit, the shield strength is soooooo low.

I suppose I might go back to silent running - risky nowadays but then ... Adders like to live dangerously.
 
Table now up to date for 2.2.03.

Note that the only edit is by reason of the Viper III and its now reduced hull mass from 60 to 50 tons.

The new figures are in the table in the Opening Post.

The old, 'fat', figures, for reference, were:

SHIP
SPEED
BOOST
PITCH
ROLL
YAW
HULL
MASS
Viper III
357
446
39.02
100.34
16.72
60
72.5 / 60.0
Viper III +
495
618
44.42
114.21
19.04
60
72.5 / 70.0
 
If the vette have more mass than conda, why vette turn faster?

Hi there,

Each ship has Developer coded modifiers to speed, thrusters and turn rates which have never been released to the players ... we can only see the outcomes.

So you can take a Python and a Clipper, both with size 6 drives, load them up to the same mass ... and the Clipper will go almost 50% faster.

And it goes beyond 'raw' speed.

There is no accessible reason why the FdL has better lateral thrusters than the FAS. Or better acceleration. Or a worse blue zone. Or worse drift. The examples I cite have not (yet) even been given player-accessible numbers, we've just tested them.

But concerning the figures in the table, they are 'hard' Developer-provided figures but the reasoning behind them is ultimately Developer decisions on game balance.
 
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Hi there,

Each ship has Developer coded modifiers to speed, thrusters and turn rates which have never been released to the players ... we can only see the outcomes.

So you can take a Python and a Clipper, both with size 6 drives, load them up to the same mass ... and the Clipper will go almost 50% faster.

And it goes beyond 'raw' speed.

There is no accessible reason why the FdL has better lateral thrusters than the FAS. Or better acceleration. Or a worse blue zone. Or worse drift. The examples I cite have not (yet) even been given player-accessible numbers, we've just tested them.

But concerning the figures in the table, they are 'hard' Developer-provided figures but the reasoning behind them is ultimately Developer decisions on game balance.

Hi TrueSilver, and thank you for your answer.
You know if the vette turn faster on SC too?
 
Hi TrueSilver, and thank you for your answer.
You know if the vette turn faster on SC too?

Every ship also has a hard-coded SC manoeuvrability which roughly matches its other properties (amusingly, for some months the Federal Gunship was bugged so that it had the best SC manoeuvrability of any ship in the game ... now fixed).

I'm afraid I can't personally recall how a Corvette compares to an Anaconda etc. As you'll appreciate, they are quite different to (e.g.) an Asp, though. If I ever go to Sag A I won't be doing it in my Annie...

Can anyone else help?
 
Hi TrueSilver, and thank you for your answer.
You know if the vette turn faster on SC too?

The Corvette has the fastest turn rate of the big ships in super-cruise. It feels quite similar to the Python IIRC. The Cutter and the T-9 are the slowest in SC and the Anaconda is somewhere in between.
 
Beta 2.3 and the Orca:

For those wondering, the new Orca reduced hull mass (introduced today, 15th March 2017, in Beta 2.3, Patch 3) does not affect the max 'vanilla' stats in the table in the OP, because it was and remains possible to make an umodded Orca with lower than the 720t minimum mass of the thrusters. I have checked this today myself.

HOWEVER ...

... I am reliably informed that the Orca is (above the Courier/Imp Eagle class) the game's new speed king, with g5 dirty drives boasting at least 590 m/s already reported (the previous holder of the crown, the Clipper, typically goes at about 550 m/s).

There be whales here!
 
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