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

Status: Up to date for Live 2.2.03

The table below sets our every ship's (unmodded) official maximum cruising speed, boosting speed, pitch, roll and yaw stats. I have catalogued the data directly from in-game Outfitting using the best available unmodded thrusters and applicable minimum mass. The '+' signs denote Enhanced Thrusters, where available.

As per Outfitting, Speed and Boost are given in metres per second. Pitch, Roll & Yaw are for degrees of motion per second (so 45.0 Pitch would mean that the ship would take 8.0 seconds to turn 360 degrees).

Hull is each ship's starting hull mass and Mass is the total tonnage that the ship (once outfitted, fuelled and laden) must not exceed in order to achieve its best flight model. Not all ships can achieve this minimum mass easily and some cannot at all without modding (see Notes, below).

SHIPSpeedBoostPitchRollYawHullMass
Adder25537144.08116.0016.243560
Adder +35251249.40130.0018.203570
Anaconda20927829.0069.6011.604001080
Asp X29039444.08116.0011.60280420
Asp S25534846.40127.6017.40150210
Cobra III32546446.40116.0011.60180210
Cobra IV22834234.20102.6111.40210228.5 / 210
Beluga Liner22531528.1067.4519.1111001256.5
DBX27636137.1595.5313.80298316.5 / 210
DBS32544148.72116.0017.40170210
Eagle27740557.81138.7420.815061 / 60
Eagle +38456065.00156.0023.405070
FAS24440644.08104.4022.04480720
Fed Corvette23230232.4887.009.289001080
FDS20934834.8092.8016.24580720
FGS19732529.0092.8020.88580720
FdL30240644.08104.4013.92250420
Hauler23234841.76116.0016.241436
Hauler +32048046.80130.0018.201450
iClipper34844146.4092.8020.88400720
iCourier32544144.08104.4018.563560
iCourier +44860849.40117.0020.803570
iCutter23237120.8852.209.2811001680
iEagle34746246.25115.6217.345061 / 60
iEagle +48064052.00130.0019.505070
Keelback23234831.32116.0017.40180210
Orca34844129.0063.8020.88290720
Python26734833.64104.4011.60350720
Sidewinder25537148.72127.6018.562536
Sidewinder +35251254.60143.0020.802550
T625540634.80116.0019.72155210
T720634325.1668.6125.16420450.5 / 420
T915023123.1323.139.2510001096.5 / 1080
Viper III36846040.27103.5417.265062.5 / 60
Viper III +51264045.50117.019.505062.5 / 70
Viper IV31339434.80104.4013.92190210
Vulture24439448.72127.6019.72230420
SHIPSpeedBoostPitchRollYawHullMass


Notes

This table was compiled in version 2.1.5 and edited in 2.2.03 due to the Viper III reduction in hull mass from 60 to 50 tons.

The stats are taken directly from Outfitting and have not been 'flight verified.'

In each case I outfitted the ship with max size, A rank thrusters and reduced its mass to beneath the minimum, which provides the optimal flight model. Where applicable, I did the same for Enhanced thrusters.

This is a data catalogue, not a user guide! Some ships are impractical if not dangerous if outfitted to achieve the optimal flight model ... no liability is accepted for insured or uninsured losses incurred ...

I have however included each ship's hull mass. That gives an indicator of how achievable the optimal flight model might be. For example, a Python and an Orca will both achieve max speed / turn stats at or below 720 tons total mass. But the Python's hull starts at 350 tons, whereas the Orca's starts at 580 tons.

Some ships (e.g. the Cobra IV) cannot achieve their minimum mass without modding. Where this is so I record the mass actually achieved over the minimum, e.g. for the Cobra IV: 228.5 / 210.0, meaning I'm reporting the stats at 228.5 tons but the ideal would have been 210 tons.

Naturally, none of the stats above take into account engineered mods - they are 'vanilla'.

Be aware that a key component of manoeuvrability is acceleration (in every plane). Outfitting does not provide stats for acceleration / deceleration either forwards and backwards or using lateral thrusters. These properties differ considerably from ship to ship and are very much a part of each ship's character. Some players have conducted valuable research into the same. One example is the table provided by Cmdr Cliffson here: https://forums.frontier.co.uk/showthread.php/182465-Pitch-Roll-and-Acceleration-for-(nearly)-Every ship

If anyone wants to put the data above into a spreadsheet or similar and link, by all means carry on - post as a comment and I'll edit into the opener with grateful acknowledgment.

Finally, all comments and corrections are of course welcome as ever.

o7


TRUESILVER

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EDIT 1: Ship comparison tool from Cmdr Vectron just in!

https://docs.google.com/spreadsheets/d/1TJxS8ZNiPenYhguMB88_GjAujQGr6yVLQB19kSW03lc/edit#gid=0

- - -

EDIT 2: 20th January 2017: Amended table to reflect Viper III reduction in hull mass in 2.2.03 by 10 tons.

- - -

P.S. Some other potentially useful threads wot I wrote (I’ll leave out the parts of the ‘Tests’ series that have been superseded). The first is by far the most significant:-


Official FDev Damage Stats for Every Weapon

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

Truesilver’s Tests, No.2: Rail gun thermal-kinetic damage split

https://forums.frontier.co.uk/showt...ts-No-2-Rail-gun-thermic-kinetic-damage-split

Truesilver’s Tests, No.3: The Pulse Disruptor

https://forums.frontier.co.uk/showthread.php/240937-Truesilver-s-Tests-No-3-The-Pulse-Disruptor

Truesilver’s Tests, No.4: Ramming Damage

https://forums.frontier.co.uk/showthread.php/243469-Truesilver-s-Tests-No-4-Ramming-damage-(Part-A)

And finally, for no reason at all but just for those who made it this far, a recycled memory of Beta 2.1 PvP violence, set to Metallica:

https://youtu.be/POKqYEYZmi8
 
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The Replicated Man

T
Thanks for posting all this juicy info! +REP for you sir!
 
Cheers for the acknowledgement, i havr been meaning to do max stats to compliment my other work for a while but looks like you beat me too it.

Didn't realise pitch speeds were in game either will have to look out for them.

Am i alright to link yours into mine too?
 
I realize its outside the scope of this compilation, since its not numerical data you can see in-game....but I feel it needs to be mentioned that ships also have different reactions to ENG pips and throttle. Some ships get a bigger kick to speed and maneuverability over their 'baseline' values when you crank more pips into ENG, and some have a stronger difference in maneuverability between blue line throttle and 100%/0%.
 
Thanks for the compiled information!


I wonder though, is it correct with manoeuvrability taking mass into account that isn't the hull mass?

Because as it stands, the statistics of the orca for example says that the optimal is 720 but, mine weighs 2000t and had similar to those manoeuvrability stats (unmodded).
Modded it lowered the optimal mass due to g5 dirty drives. But none of the effects of a all to heavy ship was observed, the optimal mass was still higher than the hull mass however.
 
Cheers for the acknowledgement, i havr been meaning to do max stats to compliment my other work for a while but looks like you beat me too it.

Didn't realise pitch speeds were in game either will have to look out for them.

Am i alright to link yours into mine too?

Please do and thank you again for your work so far!

I realize its outside the scope of this compilation, since its not numerical data you can see in-game....but I feel it needs to be mentioned that ships also have different reactions to ENG pips and throttle. Some ships get a bigger kick to speed and maneuverability over their 'baseline' values when you crank more pips into ENG, and some have a stronger difference in maneuverability between blue line throttle and 100%/0%.

Yes, a related aspect to this is how ships react to boost being used before or during turning. Some of the best FdL pilots use boost within turns a lot more than would be helpful in a more typical ship.


It's up, ty!
 
I realize its outside the scope of this compilation, since its not numerical data you can see in-game....but I feel it needs to be mentioned that ships also have different reactions to ENG pips and throttle. Some ships get a bigger kick to speed and maneuverability over their 'baseline' values when you crank more pips into ENG, and some have a stronger difference in maneuverability between blue line throttle and 100%/0%.
Yep; edshipyard can model this effect given your actual loadout mass, thruster and ENG pips, and soon(TM) it will also support modeling engineer modifications (thought for thruster speed, that depends on us figuring out the correct thruster speed formula because the one we have so far can't account for modifications).
 
Combining your measurements with my data for the "base" cruise and boost speed for each ship, I've attempted to derive the "base" pitch/roll/yaw figures. In theory, these should reflect the handling of each ship whenever its loadout mass is exactly equal to its thruster optimal mass (except for enhanced thrusters, which we don't sufficiently understand yet):

SHIPPITCHROLLYAW
Adder3810014
Anaconda256010
Asp X3810010
Asp S4011015
Beluga256017
Cobra III4010010
Cobra IV309010
DBX359013
DBS4210015
Eagle5012018
FAS389019
Fed Corvette28758
FDS308014
FGS258018
FdL389012
Hauler3610014
iClipper408018
iCourier389016
iCutter18458
iEagle4010015
Keelback2710015
Orca255518
Python299010
Sidewinder4211016
T63010017
T7226022
T920208
Viper III359015
Viper IV309012
Vulture4211017


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!
 
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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
 
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