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).
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
- - -
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
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).
SHIP | Speed | Boost | Pitch | Roll | Yaw | Hull | Mass |
Adder | 255 | 371 | 44.08 | 116.00 | 16.24 | 35 | 60 |
Adder + | 352 | 512 | 49.40 | 130.00 | 18.20 | 35 | 70 |
Anaconda | 209 | 278 | 29.00 | 69.60 | 11.60 | 400 | 1080 |
Asp X | 290 | 394 | 44.08 | 116.00 | 11.60 | 280 | 420 |
Asp S | 255 | 348 | 46.40 | 127.60 | 17.40 | 150 | 210 |
Cobra III | 325 | 464 | 46.40 | 116.00 | 11.60 | 180 | 210 |
Cobra IV | 228 | 342 | 34.20 | 102.61 | 11.40 | 210 | 228.5 / 210 |
Beluga Liner | 225 | 315 | 28.10 | 67.45 | 19.11 | 1100 | 1256.5 |
DBX | 276 | 361 | 37.15 | 95.53 | 13.80 | 298 | 316.5 / 210 |
DBS | 325 | 441 | 48.72 | 116.00 | 17.40 | 170 | 210 |
Eagle | 277 | 405 | 57.81 | 138.74 | 20.81 | 50 | 61 / 60 |
Eagle + | 384 | 560 | 65.00 | 156.00 | 23.40 | 50 | 70 |
FAS | 244 | 406 | 44.08 | 104.40 | 22.04 | 480 | 720 |
Fed Corvette | 232 | 302 | 32.48 | 87.00 | 9.28 | 900 | 1080 |
FDS | 209 | 348 | 34.80 | 92.80 | 16.24 | 580 | 720 |
FGS | 197 | 325 | 29.00 | 92.80 | 20.88 | 580 | 720 |
FdL | 302 | 406 | 44.08 | 104.40 | 13.92 | 250 | 420 |
Hauler | 232 | 348 | 41.76 | 116.00 | 16.24 | 14 | 36 |
Hauler + | 320 | 480 | 46.80 | 130.00 | 18.20 | 14 | 50 |
iClipper | 348 | 441 | 46.40 | 92.80 | 20.88 | 400 | 720 |
iCourier | 325 | 441 | 44.08 | 104.40 | 18.56 | 35 | 60 |
iCourier + | 448 | 608 | 49.40 | 117.00 | 20.80 | 35 | 70 |
iCutter | 232 | 371 | 20.88 | 52.20 | 9.28 | 1100 | 1680 |
iEagle | 347 | 462 | 46.25 | 115.62 | 17.34 | 50 | 61 / 60 |
iEagle + | 480 | 640 | 52.00 | 130.00 | 19.50 | 50 | 70 |
Keelback | 232 | 348 | 31.32 | 116.00 | 17.40 | 180 | 210 |
Orca | 348 | 441 | 29.00 | 63.80 | 20.88 | 290 | 720 |
Python | 267 | 348 | 33.64 | 104.40 | 11.60 | 350 | 720 |
Sidewinder | 255 | 371 | 48.72 | 127.60 | 18.56 | 25 | 36 |
Sidewinder + | 352 | 512 | 54.60 | 143.00 | 20.80 | 25 | 50 |
T6 | 255 | 406 | 34.80 | 116.00 | 19.72 | 155 | 210 |
T7 | 206 | 343 | 25.16 | 68.61 | 25.16 | 420 | 450.5 / 420 |
T9 | 150 | 231 | 23.13 | 23.13 | 9.25 | 1000 | 1096.5 / 1080 |
Viper III | 368 | 460 | 40.27 | 103.54 | 17.26 | 50 | 62.5 / 60 |
Viper III + | 512 | 640 | 45.50 | 117.0 | 19.50 | 50 | 62.5 / 70 |
Viper IV | 313 | 394 | 34.80 | 104.40 | 13.92 | 190 | 210 |
Vulture | 244 | 394 | 48.72 | 127.60 | 19.72 | 230 | 420 |
SHIP | Speed | Boost | Pitch | Roll | Yaw | Hull | Mass |
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
- - -
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
Last edited: