Hello Cmdrs,
I've played E : D quite some time and I do get around without hassle in supercruise.
But I have to admit that I do not understand the finer details of the supercruise mechanics. I checked the Wiki, but it is missing details.
Maybe the community can provide some answers to help me - and other Cmdrs - with this.
So, here are my questions with some guesses, based on my own observations.
A) Gravity well
The influence of the gravity well on supercruise is most obvious: It limits speed and acceleration. I regard that reasonable scifi physics. But:
1. Does the gravity well influence the ship's rate of rotation? Would that depend on the orientation of the rotation regarding the center of the gravity well? If so, in what way? I assume: No.
2. Do ships' gravity wells/FSD wakes influence one another? E.g. is getting to close to a Cutters wake in a Sidewinder a bad idea? There is mass lock in normal space, but I assume: No, not in supercruise.
B) Supercruise Maneuverability
For this section, please always assume an identical, constant gravity well to get that influence out of the way. Further, I'll exclude the thrusters rating as an influence on supercruise, since it doesn't seem to make any sense. But that might be a wrong assumption right from the start! On we go:
3. Does supercruise speed/acceleration vary with ship type/mass/FSD size & rating? If so, in approximately what way? I assume: No. (But that makes me ask: Why not, it would seem quite natural to have a better rated FSD to not only increase the jump range, but also supercruise capabilities)
4. Does supercruise rate of rotation depend on the speed (vertical orange bar) being in the blue zone - or the acceleration/thrust setting (horizontal line overlapping it)? I assume thrust, but I am very unsure here.
5. Does supercruise rate of rotation vary with ship type? How, where's the stats? I assume: yes, see FGS oddity/bug, but have no clue regarding the data. Is it the same as the normal space rate of rotation?
6. Does supercruise rate of rotation depend on ship mass/FSD size & rating? I think no, but that feels wrong to me, see 3.
C) Interdictions
I have little experience with interdictions, so these questions might have very obvious answers.
7. Do the ship types/masses/FSD ratings influence the interdiction? Sidey interdicting a laden T9: next to impossible to succeed - Cutter interdicting a Sidey: hard to get away? I have no clue.
8. Has the FSD Interdictor size/rating any other influence than the permitted range of the interception? A rated Interdictor vs. E rated FSD makes it easier, the other way 'round harder? Again, no clue.
9. Has the range at which the interdiction is started an influence on the outcome? I.e. if you initiate the interdiction at 1/3 of your Interdictors range, it gets easier to succeed? Once, again, no clue.
Well then, all answers appreciated - as are additional questions that I didn't think about. [smile]
I've played E : D quite some time and I do get around without hassle in supercruise.
But I have to admit that I do not understand the finer details of the supercruise mechanics. I checked the Wiki, but it is missing details.
Maybe the community can provide some answers to help me - and other Cmdrs - with this.
So, here are my questions with some guesses, based on my own observations.
A) Gravity well
The influence of the gravity well on supercruise is most obvious: It limits speed and acceleration. I regard that reasonable scifi physics. But:
1. Does the gravity well influence the ship's rate of rotation? Would that depend on the orientation of the rotation regarding the center of the gravity well? If so, in what way? I assume: No.
2. Do ships' gravity wells/FSD wakes influence one another? E.g. is getting to close to a Cutters wake in a Sidewinder a bad idea? There is mass lock in normal space, but I assume: No, not in supercruise.
B) Supercruise Maneuverability
For this section, please always assume an identical, constant gravity well to get that influence out of the way. Further, I'll exclude the thrusters rating as an influence on supercruise, since it doesn't seem to make any sense. But that might be a wrong assumption right from the start! On we go:
3. Does supercruise speed/acceleration vary with ship type/mass/FSD size & rating? If so, in approximately what way? I assume: No. (But that makes me ask: Why not, it would seem quite natural to have a better rated FSD to not only increase the jump range, but also supercruise capabilities)
4. Does supercruise rate of rotation depend on the speed (vertical orange bar) being in the blue zone - or the acceleration/thrust setting (horizontal line overlapping it)? I assume thrust, but I am very unsure here.
5. Does supercruise rate of rotation vary with ship type? How, where's the stats? I assume: yes, see FGS oddity/bug, but have no clue regarding the data. Is it the same as the normal space rate of rotation?
6. Does supercruise rate of rotation depend on ship mass/FSD size & rating? I think no, but that feels wrong to me, see 3.
C) Interdictions
I have little experience with interdictions, so these questions might have very obvious answers.
7. Do the ship types/masses/FSD ratings influence the interdiction? Sidey interdicting a laden T9: next to impossible to succeed - Cutter interdicting a Sidey: hard to get away? I have no clue.
8. Has the FSD Interdictor size/rating any other influence than the permitted range of the interception? A rated Interdictor vs. E rated FSD makes it easier, the other way 'round harder? Again, no clue.
9. Has the range at which the interdiction is started an influence on the outcome? I.e. if you initiate the interdiction at 1/3 of your Interdictors range, it gets easier to succeed? Once, again, no clue.
Well then, all answers appreciated - as are additional questions that I didn't think about. [smile]