The manuverabilty "Blue Zone"

The accepted logic is all ships maneuver better in the throttle area "blue zone."
The center of the blue zone is a brighter blue then the rest so....is my manuverabilty better in the center of the blue zone or is my ship just as handy anywhere in the blue zone?
The speed difference between the top and bottom of this blue zone can be substantial hence the question.
 
Although i've never actually seen or heard evidence im sure that the center is the most efficient for maneuverability.
But it would be interesting to see some evidence on this.
I i often get irritated seeing commanders in combat videos not centering their throttle when entering the blue zone haha
 
I've tested it with many ship types. My finding is that all ships have their maximum manoeuvrability in the centre of the blue zone. Manoeuvrability falls off towards the edges of the blue zone but not in equal percentages for all ship types. For example the FAS is still very manoeuvrable at the edge of the blue zone but the FdL looses a lot of manoeuvrability towards the edges of the blue zone.
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Yes, the center of the blue zone is better and everywhere in the blue zone is better than outside of the blue zone. It's a smooth curve.
 
The exact centre is where you get the best turn rates. Any deviation away from that will result in less than optimal turn rates.

Tried this very thing last night, in a Hazardous RES in my Federal Corvette and magically I *could* keep Pythons and Dropships and Asps in my line of fire if I kept to the centre of the blue zone! Had to go Flight Assist Off for Vipers and Cobras though. They're just too zippy!

Typically making 2M CR bounty before either my ammo or hull ran low...

Pythons gave the most trouble as they rammed. A lot. Anacondas were easier, as I could out-manoeuvre them.

Loving the new A.I.

Plan is to get the Engineer parts/materials for FSD fast-boot and dirty thrusters, then apply these mods to my trade and exploration ships. Run faster, leave quicker.
 
The exact centre is where you get the best turn rates. Any deviation away from that will result in less than optimal turn rates.

And this is particularly noticeable in the Python. People often complain about the Python's pitch rate, but actually in the centre of the blue zone its pitch rate is excellent (especially with modified thrusters :) ).
 
Tried this very thing last night, in a Hazardous RES in my Federal Corvette and magically I *could* keep Pythons and Dropships and Asps in my line of fire if I kept to the centre of the blue zone! Had to go Flight Assist Off for Vipers and Cobras though. They're just too zippy!

Typically making 2M CR bounty before either my ammo or hull ran low...

Pythons gave the most trouble as they rammed. A lot. Anacondas were easier, as I could out-manoeuvre them.

Loving the new A.I.

Plan is to get the Engineer parts/materials for FSD fast-boot and dirty thrusters, then apply these mods to my trade and exploration ships. Run faster, leave quicker.

Good for you! +1.

This is yet another reason I believe my new Basics of Elite: Dangerous threads are a good idea.
 
the base python is a flying brick now

But fully engineered its a beast, so it just pushes players to get horizons and do that bit of grind to get it up to scratch.
 
The exact centre is where you get the best turn rates. Any deviation away from that will result in less than optimal turn rates.

Given that we have nothing but dead reckoning to gauge where the exact centre is can we get some sort of indicator to show when we are at optimum please? Perhaps even a small indication as to if we are above or below it as well?
 
Given that we have nothing but dead reckoning to gauge where the exact centre is can we get some sort of indicator to show when we are at optimum please? Perhaps even a small indication as to if we are above or below it as well?
This is actually a very good idea, +1.

I suggest having the blue zone highlight when we hit the sweet spot.

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No, that just removes the ability for someone to be a better judge of it than someone else.

And this is why I'm not an accomplished game designer and Mike Evans is.
 
No, that just removes the ability for someone to be a better judge of it than someone else.

I love that your insincts are to protect the skilled aspects of this game :D

50% throttle hot button subtracts from the skill requirement a bit for KBM. But in my experience, the off axis momentum vector seems to impact turning radius as well. So even 50% is no guarantee, especially with FA off. :) So skill will always be a factor. Especially once people realize how to out turn opponents by forcing them to yaw/roll.

Which is just one of the many reasons I love this game.
 
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