Shipwright Archive

Thread: New shipwright engine 5/10/2005

Rypht
Wed May 11, 2005 9:53 am
#40






IIscandar wrote:




By the way, I didn't look on the lvl 9, but on the lvl 5, that 60.4 YPR is only a 61% result, so with the right resources we should be able to hit 70's.






the resources are rather immaterial if we don't have the points to spend to get all the values that high... what good is an exceptional single axis of turning?



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chyenfel
Thu May 12, 2005 5:59 am
#41


I want to add to Schadwoods statement.


As he said, theseparate YPR experimentation gives more possibilities. A pilot who hardly ever yaws but turns mainly through rolling and pitching could order an according engine. I know that the best pilots turn over all three axes (whats the plural of axis?) at the same time but we make stuff for less gifted pilots too so if someone wants to yaw all the time, let him doat full speed.



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StraboV2
Thu May 12, 2005 6:36 am
#42


*Hijacks her cousins Computer..and name*


My station name is Shalara for those who don't know me ^_^ my account sign in won't work grrr so I'm using someone elses...this is one of the Mark V engines I crafted just yestereday


Energy: 2k ish


Mass: 35k ish


PYR 63.4 (experimented)


Speed 117.8 (experimented)


I also made one of those elite engines and it couldn't compare to this at all...in any category even with 1000 OQ asteroid resources Mostly the problem lies in the fact that the only stat it has is OQ..which isn't much use alone...so the Elite engines aren't so Elite afterall....my looted engine that used to be in my ship had...


Energy 1378


Mass 15690


Pitch 78.9


Yaw 76.3


Roll 76.3


Speed 108.4


It was a RE'd engine a put together and is now in my Krayt love the fact we can craft good engines now..and fast ones too! but the asteroid thing needs to be fixed bad...




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Br-10n
Wed Jun 01, 2005 6:09 pm
#43

OK, I made two MK IV overdrivers that maxed out at 95% speed. Then two MK IV engines, the first one I maxed out speed, at 90% something:
Speed 101.1 Pitch 60.1 Yaw 60.1 Roll 58.8 Energy 2283.2 Mass 13418.3

The second one I put 5 points each into YPR:
Speed 86.5 Pitch 64.3 Yaw 63.9 Roll 64.1 Energy 2288.9 Mass 13418.3



Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
Br-10n
Wed Jun 01, 2005 9:45 pm
#44



chyenfel wrote:
I want to add to Schadwoods statement.
As he said, the separate YPR experimentation gives more possibilities. A pilot who hardly ever yaws but turns mainly through rolling and pitching could order an according engine. I know that the best pilots turn over all three axes (whats the plural of axis?) at the same time but we make stuff for less gifted pilots too so if someone wants to yaw all the time, let him do at full speed.





I keep seeing this hypothetical person who wants more manuver on one axis than any of the others. Has anybody ever actually sold one of these mythical engines? Wouldn't you rather just have more manuver on ALL axes?



Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
Slysix
Thu Jun 02, 2005 4:34 pm
#45






Br-10n wrote:

I keep seeing this hypothetical person who wants more manuver on one axis than any of the others. Has anybody ever actually sold one of these mythical engines? Wouldn't you rather just have more manuver on ALL axes?




Look at the YPR stats on an X-Wing chassis. You can get greater returns when experimenting with the pitch then yaw. Personally I think Tie chassis should have their yaw reduced due to the blind spots that the solar panels create. In the books they say that only happens to the Ties in atmosphere though.


In fact they really should move around the YPR's for various fighter chassis so as not to create a cookie cutter fighter. Better yet why not put YPR experimentation into chassis? Since material doesn't really affect chassis stats (ie mass difference of 5% from the worst to the best) maybe we can get material statsthat willseparately modify YPR values on a chassis.



ratchicken
Fri Jun 03, 2005 10:37 am
#46

I built an engine with absolutly no upgrades at itmaxed out at 99.8



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TuskenJedi
Fri Jun 03, 2005 11:13 am
#47



Br-10n wrote:


chyenfel wrote:
I want to add to Schadwoods statement.
As he said, the separate YPR experimentation gives more possibilities. A pilot who hardly ever yaws but turns mainly through rolling and pitching could order an according engine. I know that the best pilots turn over all three axes (whats the plural of axis?) at the same time but we make stuff for less gifted pilots too so if someone wants to yaw all the time, let him do at full speed.





I keep seeing this hypothetical person who wants more manuver on one axis than any of the others. Has anybody ever actually sold one of these mythical engines? Wouldn't you rather just have more manuver on ALL axes?




Last night I ran an experiment of sorts. I crafted 3 Mark III and 3 Mark IV engines with 3 different experimental schemes:

"AoA" series: 5 points into each axis - Yaw, Pitch, & Roll.
"Raptor" series: 5 points into Pitch, Roll, & Speed.
"Racer" series: max out Speed, dumped rest into Pitch & Roll.

Overnight I sold out on both Racers, one Raptor, and none of the AoA engines. I have yet to log in today to check my vendors. Granted, that isn't much test data to go on but, maybe it's saying something. I'll have to scrape up some more resources for further testing. Does anyone know a good place to drop a harvester in Tarquinas for some high OQ Iron & Steel?
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