Supercruise handling of ships

When it comes to Gutamaya, I'm swift to update. Thankfully, when it came to supercruise handling, this time Frontier remembered that balance should be a thing. Instead of being as OP as the Mandalay or the Cobra Mk V, the Gutamaya Corsair is just slightly below the average of its class. If you're coming from a Krait Phantom, it's practically the same.
To be honest, I was rather hoping that Frontier would copy the Clipper's supercruise handling, or the Courier's, but oh well. It's still a great ship for exploration and other roles too.
 
One small remark regarding the turning rate: Please add the combined pitch+yaw turning rate - since this gives the "fastest" turn-around times. E.g. for the Mandalay I've measured the following times (supercruise, 50 % Throttle, far away from any planet, measure times from timestamps in screenrecording, I've measured the second loop, when the speed had already fully settled to a constant value):

pitch = 9.08 s, yaw = 14.46 s, i.e. the same values as given in the spreadsheet
pitch+yaw combined = 7.73 s

you can just "easily" calculate the pitch + yaw combined duration in the spreadsheet as:
combined = 1 / sqrt(1 / (pitch * pitch) + 1 / (yaw * yaw))
i.e. 1 / sqrt(1 / (9.08 * 9.08) + 1 / (14.46 * 14.46)) = 7.69
which is more or less the same value as directly measured from in-game data

The difference between pitch or yaw only vs. pitch and yaw combined gets more pronounced the more similar the pitch and yaw values are. The highest gain is, when both are equal, giving a decrease in time of 30 % (1 / sqrt(2)), which IMHO is quite significant. Examples would be the Type-7 and Type-8 Transporters...
 
Thanks for the suggestion! Back when I made this, I actually thought about giving a combined speed too, since you can pitch and yaw and roll into that too. The reason I decided against this then is because pitch and yaw isn't all you can do at once, but how exactly you roll into it is a personal thing too.
Later on, EDAstro used these speeds to give a combined speed score, with roll having a one-third weight.

I'll probably add those two when I'll update the sheet for the new Panther Clipper, we'll see how things go.
 
This sheet is amazing! Now I know why I hate turning the Krait Phantom in supercruise.
At zero throttle (when you just want to point the nose in another direction, when exploring/mapping a system) it must be even much, much worse!
 
Panther Clipper Mk II time! We have its supercruise handling between the Type-9 and the Cutter, though closer to the Cutter. Curiously enough, while the Panther's yaw is noticeably better, its roll is significantly worse. Still lagging behind the Beluga though, so I guess those wings help in supercruise too, heh.

Of course, none of this will really matter, as it has such a massive advantage in cargo carried that everyone hauling is going to fly it. But hey, at least it's not better than the Cutter in every single aspect.

Also, I've added a weighted speed calculation to the Speed subsheet. The weights are listed separately in the first row, so you can play around with them and set them how you'd like. For example, @Schweigi : if you'd like to ignore roll, you can just set its weight to zero and you'll get the speed you'd like.
 
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It's roll is worse than the Cutter, or the Type-9? I don't own a cutter, but I do own a Panther Clipper Mk II with a-rated thrusters/fsd and it feels like it rolls faster than my Type-9 does.

Thinking about it, it might have to do with the pilot position of the Type-9 being right on the axis of roll, versus the Panther being off-axis...
 
Take a look at the data, its roll is well worse than the Cutter's. Third worst currently: only the Type-9 and 10 are slower on roll than the Panther.
Also, remember: neither thrusters, nor FSD, nor any other equipment has any effect on how the ship handles in supercruise.
 
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