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Thread: KSE Firespray VS Belbullab-22

jimbrown
Sun Sep 04, 2005 2:29 pm
#53






Spir4 wrote:








jimbrown wrote:


i already did



.85 spdx means with a 100 speed engine, u would go 1000 speed, but the .85 mod means you multiply 1000 by .85, resulting in a top speed of 850.


with acc/dec/pitch/yaw u just want higher... try comparing themto the numbers of a ship you have a good feel for.




hehe yeah i know you already said that, but what i wanted to know is how the author of the FAQ calculated those numbers. I mean, since you can't find them nowhere in the game, there must be some kind of formula behind it to get those values, and it's that what i want to know







well fine then






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Attacca
Sun Sep 04, 2005 4:29 pm
#54

They used to show when you looked at a chassis, all the numbers are from back then, I believe.





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Rhu
Thu Sep 22, 2005 6:22 pm
#55

The acceleration ratings you see on the chassisare just a conversion from degrees/sescond^2 to radians/second^2.



180 degrees = pi radians.


600 degrees per second per second = 600 * pi/180 radians per second per second= approx 10.5 radians per second per second.
Elric_Storm
Fri Sep 23, 2005 12:04 am
#56

This is true the pitch, roll, yaw characteristics of the engine are used to calulate the acceleration of the ship in thos e manuvers.On the chassis there is a handling factor used in this characteristic, it is the ships handling factor.It's kinda like the g-rating they use to determine how a car handles ie a early porsche 911 hand a g-rating or g-pad of .89. I don't know how the math works in detail but the engine in my bel has these stats.


pitch 62.2


roll 63.4


yaw 55.9


max speed 85.9


the handling rating of the firespray is 0.65 the rating for the bel-22 is .79 (the highest) the closest is the tie interceptor with .78.my ships acceleration (that you can find in the ship screen when in space top left corner)


pitch accel: 10.5


yaw accel: 10.5


roll accel:5.2


Like I said I don't know how the math works out I just know Not a single tie has been able to out turn me (unless I screw up LOL)



Ilmarinen Everhammer


Master Shipwright for the Royal Black Watch (defenders of tatooine)


Wanderhome


Spir4
Wed Sep 28, 2005 5:39 am
#57






Elric_Storm wrote:
Hmm well doesn't really tell you anything where are the stats involved?the engines and the ships?It has to be there some where since if I put different engines on it the acceleration stats change.





the acceleration stats NEVER change, they are fixed stats that depend on the type of ship.

The SPEED of how fast you yaw, pitch and roll does change, and depends on your engine.
cesrom
Wed Sep 28, 2005 5:55 am
#58

Ok so what im getting is the ships chassie, modfies the output of your engine. So lets get some stats on the chassies

I think this would be a really cool thread, list the values of the chassies so you can then plug in your engine and be able to see what you expected out come would be.

(P.S. omgwtfbbq imperial bomber flys like a steel door) and on that train of though that makes me think of the firespay flying around .. cause it kinda actualy LOOKS like a door....

Message Edited by cesrom on 09-28-2005 05:57 AM




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Spir4
Wed Sep 28, 2005 6:09 am
#59






cesrom wrote:
Ok so what im getting is the ships chassie, modfies the output of your engine. So lets get some stats on the chassies

I think this would be a really cool thread, list the values of the chassies so you can then plug in your engine and be able to see what you expected out come would be.

(P.S. omgwtfbbq imperial bomber flys like a steel door) and on that train of though that makes me think of the firespay flying around .. cause it kinda actualy LOOKS like a door....

Message Edited by cesrom on 09-28-2005 05:57 AM




nah it doesn't really work that way. Let me try to explain it to you:

a ship has 2 stats that determine the pitch, 2 stats that determine the yaw, and 2 for the roll.

1 of them is the acceleration. That stat is a fixed stat, depending on the type of ship. No matter the resources the shipwright uses to craft that chassis, those acceleration stats will always be the same on a particular type of ship.

The second stat of the two is the max pitch, yaw and roll stat. That stat totally depends on the engine, and when using the same engine in two different types of ships, that max value will be in both ships the same.


Now how do you have to interpret these stats:

The acceleration stat determines how fast you go from the minimum pitch/yaw/roll speed tot the maximum speed. For example (and these numbers are fictive, i just use them to let you understand it): You have a ship that has a pitch acceleration of 1.2, and the engine in that ship has a pitch speed of 60. Now to go from 0 to 60 pitch (so from not moving up to the max moving-up speed), it would take you 3 seconds. If the ship you are flying has a pitch acceleration of 10.5, and you use the same engine, it would take you 1 second to go from 0 to 60.

For exact numbers on the pitch/yaw/roll acceleration, see the Pilot FAQ 3.0. Those numbers doesn't correspondent with the numbers you find ingame, but they give you a general idea.


I hope this helped a little, and if anyone would find any mistakes in my theory, please let me know...

EDMAN3000
Wed Sep 28, 2005 5:14 pm
#60






NonCant wrote:
Well i hear tell the firespray can be pretty mean if you use all that space for upgrading with nice parts (speed wise, and such).






I feel like a nearly invincible pair of bounty hunters with a galaxy-wide legacy shouldn't have flown something that gets ganked instantly and can barely navigate its way around a Space Station. Now, I think that perhaps, a tiny little ship like a Jedi Star Fighter shouldn't be able to outrun a KSE Firespray. If a KSE is bigger, should it not have two engine slots??? I think that that is something that definitely needs to be added to this game. For example, a turret-equipped ship should be able to load in a second capacitor, especially if is the size of a supermarket. It should also be able to load in a second shield.



The Firespray should be a very good ship. The devs should just bite the bullet and soupe it up, stat-wise, or give it a seperate engine slot. This seperate engine could be used for both speed and for turning. The primary engine could burn away, giving the ship a reasonable amount of speed. The secondary engine could be applied to give the ship a better turning radius on all axis. It would boost the speed somewhat, too. You could also maybe be able to apply all of the engine power in the secondaries to thrust, giving a HUGE speed increase, but only for a short amount of time, like a booster. The hull could eventually become overheated, for example, causing the navicomputer to shut the engine down after, say, ten seconds until the hull cooled again. People could either shut the engine off entirely to let the hull cool quicker, or continue using it to boost turning performance and let the hull cool, slowly but surely. This would also pave the way for new coolant-type components.





-DIPSET-


J'em D'ele'kek
Professional Bounty Hunter
Rhu
Wed Sep 28, 2005 11:16 pm
#61

I'm not saying I like the idea of two engine slots or anything, because I don't,but if something like that were to be implemented, I'd cut the effectiveness of each individual engine slightly... Maybe make its new performance rating.6 * (Engine1 + Engine2)... Which would make the ship frightening, but not unbeatably so.


A firespray with two identical well RE'd level 8 engines with stats around 76/76/76 100 would end up performing at 91.2/91.2/91.2 120... Which is rather sick, but considering the fact that running EO4 would require a reactor with at least 1800 generation, this example pair of level 8s running RO3 would have a slight edge on a decent level 10 running RO4... Using comparable mass.


Puttinga ship like that togetherwould be a whole lot harder than fitting a standard fighter out, too. I still don't like the idea, but I dislike my version of it less.

EDMAN3000
Thu Sep 29, 2005 2:38 pm
#62

hehe, well I just feel sorry for the people who have KSE Firesprays and have to contend with having a ship that could very well support more than one engine, but being forced to push all that wiehgt around with one dinky little retro. Whatever.



-DIPSET-


J'em D'ele'kek
Professional Bounty Hunter
Elric_Storm
Fri Sep 30, 2005 1:40 pm
#63

Ahh thanks very much thats the explaination i was looking for!
Mse
Sat Oct 01, 2005 8:00 pm
#64

The Bellabub-22. Also it has 2k more hp than JSFto counteract it's slightly larger size. It is a fast little thing and can be very deadly. KSE is slow and not as powerful as even a regular X-wing. The KSE is more of a status simble. I recomend for those of you with a taste in heavier ships who are rebel get the Advanced X-wing. For those of you who are rebel and love the KSE, go ahead and get a B-wing, it's target profile is slightly smaller, it is about the same speedwise, and has an extra two weapon slots.



"Try? Do, or do not. There is no try."- Jedi Master Yoda, Star Wars Episode V: The Empire Strikes Back
Spir4
Sat Oct 01, 2005 10:49 pm
#65






Mse wrote:
The Bellabub-22. Also it has 2k more hp than JSFto counteract it's slightly larger size. It is a fast little thing and can be very deadly. KSE is slow and not as powerful as even a regular X-wing. The KSE is more of a status simble. I recomend for those of you with a taste in heavier ships who are rebel get the Advanced X-wing. For those of you who are rebel and love the KSE, go ahead and get a B-wing, it's target profile is slightly smaller, it is about the same speedwise, and has an extra two weapon slots.






the 2k more hp the Bell has doesn't matter at all. If you reached a point in space where the enemies starttouching the chassis, you're as good as dead anyway.


Ever flew a B-wing ? It is way more sluggish than a KSE. The B-wing has the same YPR stats as a POB ship, and a POB ship is even a little more accurate when trying to fly at a lower speed to be able to YPR faster. The KSE has the exact same stats as the M22 krayt, except for the weapon slots. The KSE also has a smaller hitbox. But if loaded right, the KSE can be as deadly as a Krayt.


Oh and btw, I really don't know why people say that it needs a little getting-used-to to be able to fly the KSE and shoot with it. It's very simpel to shoot with it, just point your green dot at your target's green dot. The KSE has centerfire (instead of the B-wing, where each gun shoots in another direction).


And just to make clear: I'm not a KSE lover, I don't even fly the thing. I prefer a B-wing before a KSE. But these are the facts...


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