Pitch Roll and Acceleration for (nearly) Everyship. (UPDATED for 1.5Beta)
{Disclaimer: These figures are intended for comparison and reference only. There is no substitute for hours in the cockpit finding out what your ship can and can't do. Clever use of FA-off and thrusters can achieve greater agility}
Thanks to the BETA I've been able to finally get round to testing the remainder of the ships, and also retesting some of the previous ones.
Taking on board comments in my previous thread I have included Acceleration statistics for Lateral thrusters now to give a picture of overall agility for each ship.
As before all testing is performed at thruster Optimal mass and and with 4 pips to engines. (Note peak performance is achieved at 50% of optimum mass with A rated thrusters see links for more information)
Results:
Boost* figures are the highest boost achieved in practice due to speed bleeding out. Other figures are where a hard limit was clearly hit on boosting.
Pitch and Roll figures are seconds to complete 360 deg, results are averaged over several repeats. 0,50,100 refers to throttle % applied.
Acceleration figures for each direction give the 0-100 time and the peak acceleration measured as the time taken to go from 50-150 (or 100-200 on the faster ships) this is to highlight the spooling time effect of drives on different ships.
For the effects of Thruster rating and Optimal mass tuning see my previous thread:
https://forums.frontier.co.uk/showthread.php?t=164931
Or this thread here for a formula and graphical approach :
https://forums.frontier.co.uk/showthread.php?t=182057
(also source for most of the 0Pip figures, NB this ratio is 100% speed only, boost is unaffected and rotation is affected differently on each ship)
Also to see the max you can get unmodded and get an idea for the weights see TrueSilver's thread:
https://forums.frontier.co.uk/showt...aw-for-Every-Ship-in-Game-Official-FDev-Stats
Enjoy!
{Disclaimer: These figures are intended for comparison and reference only. There is no substitute for hours in the cockpit finding out what your ship can and can't do. Clever use of FA-off and thrusters can achieve greater agility}
Thanks to the BETA I've been able to finally get round to testing the remainder of the ships, and also retesting some of the previous ones.
Taking on board comments in my previous thread I have included Acceleration statistics for Lateral thrusters now to give a picture of overall agility for each ship.
As before all testing is performed at thruster Optimal mass and and with 4 pips to engines. (Note peak performance is achieved at 50% of optimum mass with A rated thrusters see links for more information)
Results:
Top Speed | Boost | Pitch 0 (S) | Pitch 50 (S) | Pitch 100 (S) | Roll 0 (S) | Roll 50 (S) | Roll 100 (S) | Fwd 0-100 (S) | Accel Fwd (MS-2) | Lat 0-100 (S) | Accel Lat (MS-2) | Back 0-100 (S) | Accel Back (MS-2) | 0PiP speed Ratio | Yaw 50 | |
iCutter | 200 | 320 | 25.1 | 20.12 | 30.4 | 10.1 | 8.06 | 9 | 4.89 | 30.56 | 16.94 | 6.05 | 10.41 | 10.1 | 0.800 | |
F.Corvette | 200 | 260 | 16.1 | 12.8 | 18.67 | 6.09 | 4.93 | 5.45 | 6.07 | 20.28 | 10.58 | 10.1 | 10.6 | 10.12 | 0.500 | |
CONDA | 180 | 240 | 18.03 | 14.49 | 18.75 | 7.59 | 6.04 | 6.85 | 10.6 | 19.83 | 10.6 | 9.9 | 10.55 | 10.54 | 0.445 | |
PYTHON | 230 | 300 | 31.1 | 12.4 | 39.4 | 5.17 | 4.08 | 6.71 | 4.06 | 28.72 | 6.68 | 15.7 | 6 | 17.92 | 0.610 | |
FDL | 260 | 350 | 23.7 | 9.7 | 21.4 | 5.81 | 4.63 | 7.54 | 3.55 | 30.05 | 5.27 | 20.92 | 4.2 | 24.42 | 0.845 | 29.7 |
ORCA | 300 | 380 | 28.87 | 14.5 | 35.2 | 8.35 | 6.6 | 8.21 | 3.8 | 29.1 | 5.12 | 19.55 | 4.46 | 25.03 | 0.665 | |
CLIPPER | 300 | 380 | 22.54 | 9.5 | 19.62 | 5.68 | 4.49 | 7.45 | 4.81 | 25.13 | 10.33 | 9.9 | 5.6 | 20.17 | 0.600 | |
FGS | 170 | 280 | 18 | 14.4 | 23.55 | 5.65 | 4.52 | 5.11 | 5.3 | 25 | 10.71 | 10.45 | 6.53 | 18.45 | 0.590 | |
FAS | 210 | 350 | 11.85 | 9.52 | 14.788 | 4.99 | 4.04 | 4.48 | 4.64 | 40.05 | 7.54 | 15.63 | 6.1 | 20.41 | 0.710 | |
FDS | 180 | 300 | 15 | 12 | 16.3 | 5.7 | 4.39 | 4.94 | 5 | 30.28 | 10.59 | 10 | 6.09 | 20 | 0.555 | |
ASP | 250 | 340 | 23.73 | 9.73 | 23.97 | 4.41 | 3.4 | 5.83 | 4.78 | 22.98 | 7.12 | 15.06 | 7.03 | 15.43 | 0.480 | |
Vulture | 210 | 338* | 17.28 | 8.66 | 16.45 | 4.25 | 3.36 | 4.2 | 3.4 | 42.03 | 5.54 | 20.8 | 4.08 | 30.81 | 0.905 | |
Asp Scout | 220 | 300 | 15.02 | 9.22 | 14.8 | 4.3 | 3.38 | 5.5 | 3.73 | 34.48 | 5.48 | 22.3 | 5.49 | 20.72 | 0.500 | |
Keelback | 200 | 297* | 33.32 | 13.4 | 43.27 | 4.6 | 3.54 | 4.08 | 5.63 | 20 | 7.02 | 15.92 | 7.1 | 15.25 | 0.450 | |
Courier | 280 | 380 | 23.7 | 9.6 | 22.7 | 5.1 | 4.11 | 6.76 | 3.01 | 59.19 | 4.66 | 24.95 | 4.1 | 31.41 | 0.785 | |
DBE | 260 | 335* | 25.91 | 10.46 | 32.4 | 5 | 4.08 | 6.71 | 3.56 | 33.12 | 5.4 | 20.8 | 4.57 | 25.51 | 0.615 | |
Cobra M4 | 200 | 300 | 30.06 | 12.12 | 38.03 | 5.06 | 4.03 | 6.68 | 4.34 | 26.88 | 7.03 | 15.48 | 5.57 | 20.5 | 0.5 | 36 |
DBS | 280 | 376* | 21.5 | 8.73 | 20.67 | 4.68 | 3.66 | 6.05 | 3.38 | 39.12 | 4.59 | 26.7 | 4.03 | 33.27 | 0.605 | |
Viper Mk4 | 270 | 340 | 30 | 12.1 | 29.3 | 5.23 | 4.12 | 6.75 | 3.08 | 53.4 | 4.6 | 23.1 | 3.95 | 31.3 | 0.650 | |
Cobra | 280 | 400 | 22.57 | 9.17 | 27.04 | 4.59 | 3.71 | 6.05 | 3.59 | 33.86 | 5.45 | 20.96 | 4.56 | 26.26 | 0.500 | |
VIPER | 320 | 400 | 25.77 | 10.42 | 24.8 | 5.14 | 4.31 | 6.74 | 3.06 | 53.06 | 4.57 | 25.53 | 4.1 | 32.07 | 0.625 | |
iEagle | 300 | 398* | 20 | 9.14 | 25 | 4.59 | 3.68 | 4.26 | 3.59 | 37.38 | 4.43 | 28.83 | 4.29 | 28.63 | 0.700 | |
EAGLE | 240 | 348* | 16.07 | 7.42 | 19.72 | 3.9 | 3.21 | 3.602 | 3.23 | 43.89 | 3.9 | 33.03 | 3.95 | 30.33 | 0.750 | |
T9 | 130 | 200 | 22.57 | 18 | 27.7 | 20.19 | 18.24 | 22.65 | 6.14 | 18.56 | 10.6 | 10.1 | 10.55 | 10.52 | 0.31 | |
T7 | 180 | 300 | 32.7 | 16.5 | 26.85 | 7.59 | 5.98 | 6.9 | 5.69 | 21.5 | 6.82 | 16.4 | 7.26 | 15.29 | 0.33 | |
T6 | 220 | 348* | 30.26 | 12.21 | 39.2 | 4.76 | 3.75 | 4.08 | 5.52 | 20 | 6.99 | 15.625 | 7.05 | 15.5 | 0.41 |
Boost* figures are the highest boost achieved in practice due to speed bleeding out. Other figures are where a hard limit was clearly hit on boosting.
Pitch and Roll figures are seconds to complete 360 deg, results are averaged over several repeats. 0,50,100 refers to throttle % applied.
Acceleration figures for each direction give the 0-100 time and the peak acceleration measured as the time taken to go from 50-150 (or 100-200 on the faster ships) this is to highlight the spooling time effect of drives on different ships.
For the effects of Thruster rating and Optimal mass tuning see my previous thread:
https://forums.frontier.co.uk/showthread.php?t=164931
Or this thread here for a formula and graphical approach :
https://forums.frontier.co.uk/showthread.php?t=182057
(also source for most of the 0Pip figures, NB this ratio is 100% speed only, boost is unaffected and rotation is affected differently on each ship)
Also to see the max you can get unmodded and get an idea for the weights see TrueSilver's thread:
https://forums.frontier.co.uk/showt...aw-for-Every-Ship-in-Game-Official-FDev-Stats
Enjoy!
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