Ship speeds (max velocity SCM vs AB) 2.6.1

B3aT

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NaffNaffBobFace

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That's 156 miles per hour, really not that shabby a combat speed. And it's afterburner speed means that the starfarer is officially a supersonic craft!

Suck it concord!
Austin_Metro_Auto_1983.jpg


In space this 900cc monstrosity Mini Metro from the 1980s UK car industry would have the performance of a HyperCar without the resistance of an atmosphere, gravity or friction, and in difference to SC it would have no top speed - it would just keep accelerating until it hit the light barrier.

You can read more about the Mini Metro here: https://en.wikipedia.org/wiki/Austin_Metro

I will reserve judgement on the new speeds and flight model until I have had a go with them. 2.5 still broken for me so waiting with anticipation.
 
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Lienna

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The arbitrary speeds in sc is supposedly about safe maneuvering speed and preventing user blackouts. We don't yet know if we will be forced to fly slower in atmosphere or not. So the starfarer may well be supersonic.

Also without gravity and friction that car would have the approximate performance of a dried plum. The biggest thrust it would get would be from exhaust gasses, pretty sure without oxidiser the engine wouldn't even run to produce that...
 

Crymsan

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I am glad that its alpha and lots of things are being tried. I am especially glad they are showing possibilities for being a cargo ship pilot (currently big time sucks) no speed (as expected) no armour (as expected) no useful weopons........ So people talk about escorts and your well how many? Do you always need to take more escorts than possible pirates?

Currently the hauler pilot role looks very unattractive, I am guessing pirating will be mainly of NPCs just so there is enough targets. The only way I would play a hauler at the moment is with a self destruct button so heh pirates you loose to. I hear people talking of safe space and that's going to okay for trading but currently that's literally just inside a space station. This just demonstrates we have miles to go in the alpha to make these roles remotely viable.
 
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NaffNaffBobFace

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Also without gravity and friction that car would have the approximate performance of a dried plum. The biggest thrust it would get would be from exhaust gasses, pretty sure without oxidiser the engine wouldn't even run to produce that...
Well, if you're going to be technical about it ;)
 

MikeNificent

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I am glad that its alpha and lots of things are being tried. I am especially glad they are showing possibilities for being a cargo ship pilot (currently big time sucks) no speed (as expected) no armour (as expected) no useful weopons........ So people talk about escorts and your well how many? Do you always need to take more escorts than possible pirates?

Currently the hauler pilot role looks very unattractive, I am guessing pirating will be mainly of NPCs just so there is enough targets. The only way I would play a hauler at the moment is with a self destruct button so heh pirates you loose to. I hear people talking of safe space and that's going to okay for trading but currently that's literally just inside a space station. This just demonstrates we have miles to go in the alpha to make these roles remotely viable.
NPC escorts vs NPC pilots should be sufficient to give you some immersion while keeping your ship from blowing up long enough to get out of dodge. If that's the baseline and you end up bringing human escorts instead, you will own the competition. If you face human pirates (rarer, I would think) you will have a harder time without human escorts. Pretty clearly it's a risk vs reward type deal. No escort = high risk + high reward. Escorts cut into your profit, but increase the chances of success. Seems to me like there is quite a bit of potential for balanced and rewarding game play on both sides. That is, as long as they don't f#*k it up! I don't plan on hauling all the time, but I'm sure the industry division will need people to haul for larger ops, and I'm hoping it will be fun and rewarding, albeit a bit lacking in glory.
 

B3aT

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Because you appreciated my work and I love you guys I updated the data with v2.6M speeds, and added more ships (from the official forums)( same URL). I aggregated the variants with the same values, and colored the top 5
 
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BUTUZ

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Great spreadsheet!!! Thanks for doing it.

I thought CIG said in one of their videos that larger ships would actually keep accelerating even though they accelerate very slow and would go faster the larger they are? This doesn't seem to be the case?
 

Shadow Reaper

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Great stuff. Thanks for this. Terrible shame the didn't publish stats for the Prowler and Polaris. Any chance you can add missile speeds to the same page the info.
 

Crymsan

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Great spreadsheet!!! Thanks for doing it.

I thought CIG said in one of their videos that larger ships would actually keep accelerating even though they accelerate very slow and would go faster the larger they are? This doesn't seem to be the case?
That was the first iteration tested, big ships could run given time to do so. Now if a fighter catches you barring them dieing from being rammed or hitting an asteroid your dead.

Looking at the fleet pages relatively few people have bought hulls in test, the more popular cargo ships are the Cat and BMM. Well the Cat is neutered and the BMM never had that many weopons to use. It will be interesting if the best cargo ships end up being the Van Max or Taurus.

I also get the bring escorts although with the cats cargo capacity your not overly profitable anyways and how many do you bring. If it works out that you can afford max 2 escorts to be profitable all player pirates will be at least 3 ships attacking so you still lose if attacked. If you make 10% of the cost of the cat plus goods a journey you have to be caught less than one in ten trips to make any money. So either pirate attacks are going to be rare or the profits large. Given the CU pirate players are not in anyway rare. Given the current value of turrets escorts will be more useful than someone in a turret.

Anyways its alpha things are changing all the time.
 
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B3aT

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Thanks All

Great stuff. Thanks for this. Terrible shame the didn't publish stats for the Prowler and Polaris. Any chance you can add missile speeds to the same page the info.
CGI didn't published anything, players from PTU collected the data by hand (see the thread linked in the document).

I added a missile tab, but don't have the time to make it prettier (for each ship put the default loadout speed - see the bottom part, if you want to compare ship vs ship missle), if anyone wants to make it more user friendly and other charts ask for permissions.

PS: you have to CLICK the charts, then hover the columns in order to have a tooltip/ship name
 

B3aT

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I've updated the doc and the first post with the data from 2.6.1
The biggest changes I noticed in few minutes
* herald has very low SCM speed now
* Mustang received a boost
* we have data from the Capital ships (Vanduul and UEE)
 

NaffNaffBobFace

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* herald has very low SCM speed now
Heralds SCM speed if it's 185 is the same as it always was, it's just slow in comparison to the higher speeds of the other craft... previous highest 2.6 SCM speed of any ship was 210 which was pretty crummy.

C'mon, it's the Herald, you won't be going anywhere but the landing pad at SCM speeds ;)
 
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