The Cobra III is not fast at this. About the only thing it has going for it, maneuverability wise, is good peak boost speed and a high pitch rate. It's acceleration is all-round mediocre and it's non-boost speed is low. It's ENG pip slope is also poor. The only small ships all-round less agile than the Cobra III are the Cobra IV and the Asp X.
Thruster use. They are boosting when you get close and boost increases rotation rate and acceleration in all vectors except direct reverse. Your Cobra is too slow to keep up without boosting itself, and has one of the lowest boost acceleration multipliers there is (comparable to large ships like the Anaconda). If you don't boost the moment they do, they'll open a gap and be able to turn into you, and if you don't arrest your boost before it finishes (with the scoop for example), you'll overshoot, which will allow them to keep turning into you.
Higher rank NPCs are also all going to have Engineered thrusters and very good pip use.
Maybe a T-10, but an Anaconda or Corvette aren't so lacking in maneuverability.
Nothing about the maneuver requires FA Off. They just thrust along the vector they want to move in, independent of their facing.
We can do this too:
Source: https://www.youtube.com/watch?v=MJ06xaZX-Sk
That's only showing one axis each of translation and rotation, but both humans and NPCs are fully capable of combining them with the controls exposed to them and (with some practice, in the case of a human) should be able to point in any direction and track a target as it moves, while it self moving in any arbitrary direction. During such movement, even with FA On, velocity can approach a significant fraction of full forward speed via trichording (80-90% of forward while only moving ~20 degrees off direct reverse is perfectly doable)...at the cost of having to keep pips in ENG, which NPCs absolutely will do when trying to face a target.
The Viper has some of the strongest vertical/lateral thrusters in the game, but the Sidewinder isn't bad and should be able to pull off most of the same stuff, but it needs to keep pips in ENG (horrible slope), which limits it's firepower.
The Kraits are derived from the Python and share it's mediocre vertical/lateral thrust, steep blue zone curve (it loses rotation rate outside the blue zone faster than many other ships), and middle of the pack ENG pip slope (the difference between 0 and 4 pips in ENG). They mostly rely on their their ability to boost frequently for their maneuverability.
Of course, it's far from the best at this sort of thing, but it's still a pretty manoeuvrable ship in the scheme of things, especially when Engineered. I agree that Anaconda's and Corvettes - both of which I fly - are actually (potentially) very manoeuvrable considering their size, so can pose a threat in that regard. However, keeping really close - as I do - can to a degree counter that.
I'm of course aware how boosting works, I utilise boost-turns a lot, most useful. What I
cannot do though, without using FA Off, is replicate what I see the AI do. That's is boost away (legit), boost-turn faster (legit) maintain their speed going backwards (suspect), even potentially exceed their forward max speed while travelling backwards (what? lol)
. Aka, going backwards as fast, or faster, than they can boost forwards. When they do this combination, staying on their tail is much harder. I should have had the speed to easily fly to their rear - quick boost / flip / boost - yet their backwards speed seems excessive. This one thing is why I (ages ago) assumed I was simply seeing the AI utilise FA Off (perfectly valid manoeuvre) to
drift along their original vector while turning to face me - I often do it myself when flying a larger ship - I was just surpised how
fast they'd often seem to be going backwards. Side note: FA Off
has changed over time, we appear to slow down more rapidly than we once did.
I do understand - and utilise myself - that it's perfectly possible for me to fly along a given vector (deviating somewhat) while pitching around with FA Still on, using thruster pulses to aid maintaining said vector. No argument there, I use this myself. It's just how well, how long and how
fast the AI can sometime be seen doing it. They really are behaving more like they're using FA Off, which
would largely explain things. My own Anaconda's for example, with G5 DD & Drag Drive, can flip over and maintain speed (for a short while)
when using FA Off, but cannot do so with FA On, they slow down too quickly as the drives are of course as strong as they can be. Even using directional thrusters to assist in maintaining that vector alone cannot sustain the same speed FA Off allows. It's this discrepancy that gets me and we (wing group) notice it the most when we're going out in our smaller ships were positioning is more critical.
Note: for the record, as alluded to earlier, we've experienced quite extreme examples of this, which is the basis of our suspicion something isn't
quite right, with ships such as Anacondas seen travelling
backwards at speeds in excess of 400 m/s. We've had situations where we've had to
boost in our smaller, faster and more nimble ships just to catch up with a reversing larger ship. Without knowing
exactly what Engineering may or may not be on a given high-level NPC ship, it's difficult to know if some of the manoeuvres could be legitimately be performed. However, when in extreme examples we can see larger ships travelling
backwards faster than the best Engineered player-flown version of that ship can go
forwards, and doing it for an extended period. Well, something isn't quite right.
Thought: have you ever taken out the engines on a ship that's quite a lot slower than you, only to then struggle to catch up with it as it drifts away? Somehow, despite not being bumped, it gained extra velocity when it's engines went pop. It's sort of like that, more so than true FA Off the player uses, as the speed doesn't bleed off in the same way.
It's no big deal to me now, I accepted it long ago and just take is as the AI is doing something
similar to using FA Off to be a match for the player. However, when the OP mentioned specifically that they were struggling to stay on the tail of some ships, and couldn't quite figure out why, I thought I'd share our experiences as part of the feedback given by other players. It
is an interesting occurrence after all.
In essence, the
manoeuvre these ships are performing is on the face of it valid with FA On, Engineered Drives and good manoeuvring thrusters control. They
should largely be able to maintain that vector while turning to face me, and I'm glad they do to keep combat interesting. However, when said ships can be observed to be exceeding known reversing speed limits for that ship, it becomes a little suspicious. We've had many a discussion on this in our group and, as mentioned, initially assumed they were using FA Off due to these observations.
Note: As my wing mates and me would see this from time-to-time when flying Solo, we assumed it could not be anything to do with wonky network performance. Plus, when playing together, network wonkyness generally manifested as the classic rubber-banding, not smooth movement. I mention this as my main wing mate did for a while have pretty poor Ping, causing a variety of issues when we teamed up.
Anyway, it's all good. I've mentioned our observations in the past - I even think I have a video of a ship travelling backwards and excessive speed for an extended period, though I've likely deleted it by now - and it's often greeted with a degree of scepticism. I get it, on the face of it the AI's manoeuvres are valid for a high-level NPC in an Engineered ship. However, when you take into account the
speed they can be seen to maintain - excess of their practical max regular velocity - something isn't quite right.