Shooting NPC drives out.

One thing that does bug me is the NPC ships' ability to continue shooting me after they hit 0% power plant. Where are they getting the power from? Why haven't they exploded yet? Pretty sure I die immediately.
 
I'd see no reason for any Ship going tumbleweed to actually come to a fullstop.

Debris from exploding ships keeps drifting at speed, and so does the occasional Viper which Engines you shot out while it did its last Afterburn ignition... Good luck catching that >260m/s tumbleweed ;)

...which IMHO is good, as grinding to a halt would be a) unrealistic and b) likely would make you even more of a sitting duck while requiring time to Reboot/Repair.
Tumbling away from the action in a ship that's getting cold & rebooted is pretty much the best thing that can happen to you. Same for the NPCs.

(I did never really see one Reboot/Repair though.. despite following tumbling ships over several Minutes)

In fairness against players and npc whether you drift or not is moot you'll be destroyed if they want to kill you.

As far as reality goes suspending that a little might help in this case where cargo is just scattered over a wide area making scooping a real pain and nullifying the benefits of fitting a limpet collector.

Dunno maybe I'm just being picky and this isn't really an issue for pirates except me.
 
i've had this happen in crime sweeps (in the beta tests) and combat zones in 1.2... where I have shot out a ships drives, only to see it take off at a high rate of knots that I cannot keep up with even with 4 pips and full throttle + boost in a cobra, viper or asp...

I use energy weapons (pulse and beam lasers mostly) so I cannot see why it would take off due to the the kinetic effect of impact, I could only assume they had hit boost but even then, this has happened when I have been in what was the fastest ship in the game at the time and had this happen when I have hit ships that even if they were maxed out a grade trhusters would not have as high a boosted speed as my ship at the time...

I do not think they should stop dead always... I think there should be some sort of drag coefficient on all ships without engines so they do not shoot off and instead keep going in whatever direction, at a reducing speed
 
I only try to shoot the drives out on Anacondas. They always tumble away from me at high speed. Perhaps the terminal velocity is calculated differently than on Cobras?
 
i've had this happen in crime sweeps (in the beta tests) and combat zones in 1.2... where I have shot out a ships drives, only to see it take off at a high rate of knots that I cannot keep up with even with 4 pips and full throttle + boost in a cobra, viper or asp...

I use energy weapons (pulse and beam lasers mostly) so I cannot see why it would take off due to the the kinetic effect of impact, I could only assume they had hit boost but even then, this has happened when I have been in what was the fastest ship in the game at the time and had this happen when I have hit ships that even if they were maxed out a grade trhusters would not have as high a boosted speed as my ship at the time...

I do not think they should stop dead always... I think there should be some sort of drag coefficient on all ships without engines so they do not shoot off and instead keep going in whatever direction, at a reducing speed

It has been my experience that NPCs do drift at whatever velocity they had the moment their engines lost their last 1%. If a Viper happens to be in the middle of a boost, they seem to drift at boost speed (maybe that should bleed down to non-boost speed, for consistency with other mechanisms where boost+faoff etc. will not allow you to remain at boost speed indefinitely). But often enough I've had a Viper drift away at what seems like, for example, 200m/s, so a ship like another Viper can catch still up without even using boost.

What many are probably experiencing, is, however, that in a typical combat situation with maybe just 1 or 2 pips to ENG, the target sometimes drifts faster than the pursuer can fly without putting more into ENG, or using boost. It is not surprising that Vipers seem particularly prone to this effect, because a) their engines seem particularly fragile and/or exposed and b) they move at high speed almost all of the time.
 
I tryed to knock Cobra's drives and here is results: Hull at 0% (destroyed ship), drive at 68%.
It's a small size hardpoint.


And im using 2x C3 Gimbaled Beam laser.
 
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