Newcomer / Intro Ships agility

What does the agility mean? More maneuverable? If so which was do the number go? The higher the better?
Also I am doing planetary scans, When I see the drones can I shoot them down before I get to the compound? I just lost my ship to the drones and missiles.
I would like to know if this would cause me other problems. Also how do I get rid of the wanted posting?
Thanks
 
pitch rate is the most important component of a ships agility, followed by its ability to accelerate and decelerate and or its roll rate, and finally its yaw rate.

you can see the two pip rotation rates in the outfitting menu when you select the thrusters.

higher is better for the following.
pitch will be between 30 deg/sec to 60 deg/sec.
roll will be between 80 deg/sec to 120 deg/sec
yaw will be between 8 deg/sec to 20 deg/sec

I don't believe you can see the acelleration/deceleration numbers.
 
If you are referring to the agility rating as in Coriolis then the higher the better, the scale goes from 48 for a T9 to 188 for an Eagle.
 
I'm talking about INARA. So the Federal Assault Ship has an agility: 147. The python has an agility: 129. So the FAS is more agile than the Python? If so then would getting the largest A rated thruseter improve the Python to being closed to the FAS?
 
They both can take 6A thrusters. I just speced out the python and FAS using the exact same modules and got teh sensors and life support within 2 t of each other.

Python @ 4 pips to eng, 267 m/s
Pitch: 34 deg/sec
Roll: 104 deg/sec
Yaw: 12 deg/sec

FAS @ 4 pips to eng, 243 m/s
Pitch: 44 deg/sec
Roll: 104 deg/sec
Yaw: 22 deg/sec

of course, the python can carry much more weight as i had to down size modules to compare to the FAS, but at equivalent modules, the FAS is slower, but can pitch and yaw significantly faster than the python. Then if you bulk up the python, it will only get worse from there.

However, the FAS has pathetic shields, only slightly better hull strength, and carries less firepower.
 
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I suspect the agility stat in the shipyard refers to lateral and vertical thrusters, rather than pitch rates, though.

For example the Imperial Clipper pitches like a fighter, but the vertical and lateral acceleration is quite bad and she drifts like crazy, and surely enough, her rating in the shipyard is quite abysmal.
She can out-turn ships with much better agility rating, but can't dodge plasma balls for schmuck.
 
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If you fill up a ship with lots of heavy modules the speed and pitch/roll/yaw figures get worse.

If you play around in outfitting you can see this happening.
 
The rotation and translation stats for most ships are charted here.

Engineering changes these stats, sometimes to a ridiculous degree, but it's a fairly accurate baseline for manoeuverability.
 
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Also I am doing planetary scans, When I see the drones can I shoot them down before I get to the compound? I just lost my ship to the drones and missiles.
I would like to know if this would cause me other problems. Also how do I get rid of the wanted posting?
Thanks

Going back to the other two questions:

1) Sure you can. Even better, don't make them angry. Someone else not too long ago posted a way in this forum about how to take down a power generator without triggering the hostile response: eam it (with your SRV)

2) Check your transactions tab (left HUD). You'll see a list of the crimes you did and where. If you have an active bounty on your head, there's currently three ways to get rid of it:
a) get shot down (killed), after being scanned, by a NPC from the faction that had issued the bounty
b) get shot fown (killed) by another player after a KWS scan, i.e. your bounty can be claimed by whoever killed you
c) wait for the bounty to finally convert into a legacy fine and pay it off at any interstellar factor's office (every port in low security systems, contacts section)
 
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