New ship: Panther Clipper

So when the next update comes, in the Summer, the Panther should be with us.
I did say which year and was told that it would be this year, however nobody said which month because June, July and August are Summer months, but we know that could be extended to December if we have a heat wave.
 
I am still hoping that the PC2‘s appearance will match the internals, so it will have 4 big cargo compartements.

So something like this:

4x C8
2x C7
1x C6
1x C5
1x C4
1x C3
1x C2
1x C1

= 1406 tons.

With a shield in the C6 and ADC in the C1 = 1340 tons. I would be fine with this.

Or, the visible cargo compartements are C7s, then:

2x C8 (should be no less than Cutter or T9)
4x C7
1x C6
1x C5
1x C4
1x C3
1x C2
1x C1

= 1150 tons

With a shield in the C6 and ADC in the C1 = 1084 tons. A bit disappointing, but still 356 tons more than the Cutter or 326 more than the T9.
 
This thread is dying... Like my hopes and dreams of the PC having more than1000s with a shield. ☹️
Lol, you're funny 😆

I think your hopes and dreams are pretty cool for the Panther, I'd like that to. I am in the hurry up and wait mode, i'm usually not like that, but i find there are times when I'm doing a task or chore and find my mind wandering around- Will I be able to fill it with guns, turrets, and and crazy combat modules?- The giant turtle that can't get out of its own way is tearing it up... 🤔😄
 
Lol, you're funny 😆

I think your hopes and dreams are pretty cool for the Panther, I'd like that to. I am in the hurry up and wait mode, i'm usually not like that, but i find there are times when I'm doing a task or chore and find my mind wandering around- Will I be able to fill it with guns, turrets, and and crazy combat modules?- The giant turtle that can't get out of its own way is tearing it up... 🤔😄
My initial fear was that it would be a giant turtle that steers like greased pig on plastic has been alleviated some by acceptance and mastery of the T-9 and my growing fondness for the Cutter as my skill in flying her has reached a comfort zone. Except for last night...

PSA - Drunk flying a shield less Cutter is hazardous to ones bank account. Don't ask me how I know... 👀
 
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My initial fear was that it would be a giant turtle that steers like greased pig on plastic has been alleviated some by acceptance and mastery of the T-9 and my growing fondness for the Cutter as my skill in flying her has reached a comfort zone. Except for last night...

PSA - Drunk flying a shield less Cutter is hazardous to ones bank account. Don't ask me how I know... 👀
Mm hm, yup, hahaha 😄

Did you ever try out the drive distributors for the cutter? It's not a solution, but does seem to help acceleration, turn, and recovery. Because the Cutter does slide like it's on icy slush. I have stated in the past that the T-9 will make you a better pilot, it will discipline your skills.

Back on topic- Did I mention I'm really excited? I've tried to stay away from the speculation threads, just because of that. Today it's been- I wonder what kind of paint jobs and kit they'll have for the Panther.
 
Did you ever try out the drive distributors for the cutter? It's not a solution, but does seem to help acceleration, turn, and recovery. Because the Cutter does slide like it's on icy slush.
No it does not help, using drive distributors on cutter.
This effect is only better than drag drives only on handfull, small sized ships, with really low mass. In any other cases, drag drives will outpreform drive distributors.

Acceleration by itself (its sepearted from top speed and boost) isnt affected by any of mods, its hard-coded into each ship, while turn rates is affected by "Optimal multiplier" and mass, while first is way more important than a latter, especially for cutter, as higher top speed is, the faster turn rate it will be. Ever much as 1 degree, can make diffrence.

As for "recovery" from drifting nature of cutter, not only G5 maxed dirty+drag is required, but certain set of skill, how to handle this ship, wich include using FAOFF and FAON techniques, and good understooding the ways how ship handles... this also includes who to properly "slown down" by using certain tricks.

Its fair to say, that without extensive combat experience, using cutter noneless, average cmdrs arent using this ship, to fullest potential, how it should be handled.
 
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Mm hm, yup, hahaha 😄

Did you ever try out the drive distributors for the cutter? It's not a solution, but does seem to help acceleration, turn, and recovery. Because the Cutter does slide like it's on icy slush. I have stated in the past that the T-9 will make you a better pilot, it will discipline your skills.

Back on topic- Did I mention I'm really excited? I've tried to stay away from the speculation threads, just because of that. Today it's been- I wonder what kind of paint jobs and kit they'll have for the Panther.
I did, it seems to help along with dropping the thrusters down to size D. I initially went with clean drive but have since switched to dirty. The biggest thing is getting the speed down to around 100 when approaching the landing area ( < 1km) and dropping off to around 50 as you get into the pad area itself.
 
Nadal mam nadzieję, że wygląd PC2 będzie pasował do wnętrza, więc będzie miał 4 duże przedziały ładunkowe.

Coś takiego:

4x C8
2x C7
1x C6
1x C5
1x C4
1x C3
1x C2
1x C1

= 1406 ton.

Z tarczą w C6 i ADC w C1 = 1340 ton. To by mi odpowiadało.

Albo widoczne przedziały ładunkowe to C7, wtedy:

2x C8 (nie powinno być mniejsze niż Cutter lub T9)
4x C7
1x C6
1x C5
1x C4
1x C3
1x C2
1x C1

= 1150 ton

Z tarczą w C6 i ADC w C1 = 1084 ton. Trochę rozczarowujące, ale nadal o 356 ton więcej niż Cutter lub o 326 więcej niż T9.
1T, 2T, 5T Tobi Tak1t, 2 t, 5t k it doesn't matter anyway, I'll fall asleep holding the key responsible for sending goods from FC to PC2...
 
No it does not help, using drive distributors on cutter.
This effect is only better than drag drives only on handfull, small sized ships, with really low mass. In any other cases, drag drives will outpreform drive distributors.

Acceleration by itself (its sepearted from top speed and boost) isnt affected by any of mods, its hard-coded into each ship, while turn rates is affected by "Optimal multiplier" and mass, while first is way more important than a latter, especially for cutter, as higher top speed is, the faster turn rate it will be. Ever much as 1 degree, can make diffrence.

As for "recovery" from drifting nature of cutter, not only G5 maxed dirty+drag is required, but certain set of skill, how to handle this ship, wich include using FAOFF and FAON techniques, and good understooding the ways how ship handles... this also includes who to properly "slown down" by using certain tricks.

Its fair to say, that without extensive combat experience, using cutter noneless, average cmdrs arent using this ship, to fullest potential, how it should be handled.
Gees, I have to disagree with all of that. I tested out both drag and distributors for weeks on the T-9, Anaconda, Corvette, and Cutter. I found quite the opposite in fact. On the T-9 (if memory serves) i actually gained top speed from the distributors, slightly like 6 m/sec, it also almost completely eliminated slide for the T-9. The Corvette was the biggest difference in turn rate and recovery. With drags the stars in a turn are stars, with distributors the blur slightly. It was similar results for the other large ships. So the test started with 3 weeks of distributors, 3 weeks of drag, and then 3 weeks distributors again.

I know you've posted some hard info, I find it really hard to disagree with because i did not write all of the statistics down. But I did study the weight of the ships, loaded and unloaded, paid close attention to the optimized mass weight, and found that the large ships handled slightly better, with minimal speed difference. I think the Corvette lost 10m/sec. The cutter lost 3m/sec. Acceleration to top speed was better on all the large ships, without boosting.

On small ships that weigh less, the few i have used lately, are always under the optimal mass for the A rated thrusters, like the cobra. I didn't test these ships, drag drives never lowered the optimized mass beyond the thruster rating, so drag was the clear choice.

Another factor that makes the most difference in turning and preventing sliding is throttle control when turning. Bringing it into the mid blue and smoothly/incrementally increasing when in a tight turn when you notice the slide starting to happen can minimize speed loss, although sometimes you want that, just depends on the combat situation. I do use FA off/on. Usually to run, incurrage the NPC's to chase while you dispatch them one at at time, or to change direction as quickly as possible.

Another crucial piece to this experiment is all of these drives are at dirty 3, I haven't traveled 5k lyrs from my starting system yet. And I know from 3 to 5 is a huge difference. That is probably a big part of the observations I've made in my experiment. So possibly it's not a disagreement, I'm working with thrusters who's optimized mass hasn't been lowered to the G.5 stats.
 
I think Fdev is going to give us 14 slots internally on the new panther clipper since its a next gen ship, and eight of thoose will be locked to only being able to fit cargo modules (the eight big cargo modules on the back of the visual flight model), the same principle as the military slots that is also locked. The PC would otherwise be too powerful with eight size 8 slots that could fit anything.
 
Gees, I have to disagree with all of that. I tested out both drag and distributors for weeks on the T-9, Anaconda, Corvette, and Cutter. I found quite the opposite in fact. On the T-9 (if memory serves) i actually gained top speed from the distributors, slightly like 6 m/sec, it also almost completely eliminated slide for the T-9. The Corvette was the biggest difference in turn rate and recovery. With drags the stars in a turn are stars, with distributors the blur slightly. It was similar results for the other large ships. So the test started with 3 weeks of distributors, 3 weeks of drag, and then 3 weeks distributors again.

I know you've posted some hard info, I find it really hard to disagree with because i did not write all of the statistics down. But I did study the weight of the ships, loaded and unloaded, paid close attention to the optimized mass weight, and found that the large ships handled slightly better, with minimal speed difference. I think the Corvette lost 10m/sec. The cutter lost 3m/sec. Acceleration to top speed was better on all the large ships, without boosting.

On small ships that weigh less, the few i have used lately, are always under the optimal mass for the A rated thrusters, like the cobra. I didn't test these ships, drag drives never lowered the optimized mass beyond the thruster rating, so drag was the clear choice.
Cutter this one is with drag, speed tops out at 540. Its fastest it can go, further lowering mass have no effect on speed and it cannot be higher than this.
Another cutter same bulid, but with Drive distributors instead, 520 only.

There is quite diffrence. I dont think I was wrong. Faster one will have few degrees more better ratio, in all 3 turning rate stats. Also blue zone speed will be higher as well.

It does not really matter if ship is heavy bulid or loaded or if not at all, as for mass added (like PVP bulid is heavier than fully stacked cutter with max cargo, by 200t neverless) the faster cutter will simply remain faster, drag always wins vs distributors.


Another factor that makes the most difference in turning and preventing sliding is throttle control when turning. Bringing it into the mid blue and smoothly/incrementally increasing when in a tight turn when you notice the slide starting to happen can minimize speed loss, although sometimes you want that, just depends on the combat situation. I do use FA off/on. Usually to run, incurrage the NPC's to chase while you dispatch them one at at time, or to change direction as quickly as possible.
Blue zone is decent at cutter, it has certain moment where is no drag, and its lower end of blue zone. Thats correct.
But real trick is how to stop cutter from boosting. Or using permaboosting to change vectors.
When you got cutter that goes 480+ or more, if you try slow down by reverse throttle only, then it can take quite few Km's to stop. But there is shorter way, wich can cut that distance to only 1/3 of that. Cutters during boost, turns the fastest, and FAOFF allows to maintain that "boost" at whatever direction it was, during boost time... and good cutter pilot, only changes vectors during boosting with FAOFF.

If done correctly, at high speed u can position an cutter in such way, where it uses its main thrusters (yep, those 6 big engines) are used to slow down. This is where FAON shine.



Another crucial piece to this experiment is all of these drives are at dirty 3, I haven't traveled 5k lyrs from my starting system yet. And I know from 3 to 5 is a huge difference. That is probably a big part of the observations I've made in my experiment. So possibly it's not a disagreement, I'm working with thrusters who's optimized mass hasn't been lowered to the G.5 stats.
Yeah, I was being meant by maxed out G5 obviously. Also, cutter with dirty 3, it does not really matter what level of grade it is, in every instance, on each grade, from 1 to 5, drag always outpreform Drive distributors by about 20 m/s in speed.

Atleast for cutter itself, and quick test on coriolis shows as much, and it went exacly as I meant by ealier post. :)
 
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Thank you Elpapo, for all of this knowledge, I saved those cutter builds, actually typing this first, then I'm gonna save. I really appreciate the forum members for this off topic discussion being allowed. I have been planning to go out the 5k lyrs, that should be fun. I might not come back, lol. Just keep going.

Slightly back on topic- I'm listening to the last weeks Lave radio podcast and Arthur is trying real hard not to spoil any future plans for Elite. Which somehow is making me more excited for the Panther, I really don't want to speculate but... When i watched the reveal one of my first thought was- Maybe it's so large, a separate part of the ship is un-docked to land on large pads while the mother ship stays in orbit of the station. That thought sounds so cool to me.
 
Thank you Elpapo, for all of this knowledge, I saved those cutter builds, actually typing this first, then I'm gonna save. I really appreciate the forum members for this off topic discussion being allowed. I have been planning to go out the 5k lyrs, that should be fun. I might not come back, lol. Just keep going.

Slightly back on topic- I'm listening to the last weeks Lave radio podcast and Arthur is trying real hard not to spoil any future plans for Elite. Which somehow is making me more excited for the Panther, I really don't want to speculate but... When i watched the reveal one of my first thought was- Maybe it's so large, a separate part of the ship is un-docked to land on large pads while the mother ship stays in orbit of the station. That thought sounds so cool to me.

Modular Ships would be fun, but, not very practical from a programming perspective.
They'd have to implement so much just to make that happen, I'm not entirely sure they would ever bother.

That said, a 'Huge' Landing Pad would be nice.
They could introduce a Community Goal for Converting Space Stations (Upgrading) to facilitate the landing of these 'Huge' Ships.
I would really like to see that, especially with these Colonisation Demands.

While on the topic, I can't help but notice, a certain someone has been making a lot more progress with their Space Station Construction than expected.
A Tier 3 in only 3 Days, just nearing completion, likely by tomorrow or tonight.
It's a bit insane to see a Tier 3 be build so quickly.
Now, it might just be a case of one guy with a bunch of his friends from work, but still, it's really throwing a spanner into the works for what I had planned.
I'm trying to expand to somewhere, and he's likely going to get there first, had it happen once already, and frankly, it's painful to watch.
 
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