Shipwright Archive
Thread: Optimal Combat Speeds
VemaGara wrote:
When you toss an engine onto a ship, how much of its speed do you actually get to use in a dogfight?
I've been doing some calculations to determine optimal combat speeds. The OCS is the speed where you get the best YPR from your airframe. The numbers are ... interesting. These numbers tell me that the community is missing a critical piece of information. It also tells me that those derned devs were far more clever than we thought.
Does anyone have good values for the optimal throttle percentages for each spaceframe? I think this is AS IMPORTANT as the speed multiplier, but it's less obvious. I'd really love to have some better numbers to plug in.
My current equation is:
Optimal Combat Speed (OCS) = (10 x Engine Speed x Chasis Speed Multiplier x Optimal Throttle Percentage)
For example, a Y-wing with a Tier9, 101 speed, 35k mass engine has an optimal combat speed of 485. Meanwhile, a TIE/ld with a Tier3, 57 speed, 2.5k mass engine has an optimal combat speed of 484. This is to say, speed is not a good measure of speed.
Hmmm.....you got a very interesting point there. I do agree with you on the speed isn't a good measure for dogfighting. The YPR is very important when fighting for me, but others like to have some speed to get away. it depends on the play style there.
I will have to take some time to study your formula, but would be nice to see the numbers you used, especially the Optimal Throttle Percentage. Still trying to find the exact optimal point on my ships. but your OCS looks pretty close to mine preferable speed.
In general:
Light = 85% throttle
Medium = 70% throttle
Heavy = 50% throttle
The lights and heavies are easy to guess. I'm having trouble with the mediums.
,,,Speed,43,57,77,81,101
,,Optimal,Mass,886,2295,5736,14329,35800
,Speed Mod,Speed,,,,,,
Z-95,0.95,0.85,,347,460,622,654,816
YWing,0.85,0.50,,183,242,327,344,429
Y Longprobe,0.85,0.50,,183,242,327,344,429
XWing (closed),0.95,0.70,,286,379,512,539,672
XWing (open),0.90,0.75,,290,385,520,547,682
AWing,1.00,0.85,,366,485,655,689,859
B-Wing (open),0.80,0.60,,206,274,370,389,485
B-Wing (closed),0.85,0.50,,183,242,327,344,429
Nova,0.80,0.50,,172,228,308,324,404
TIE,0.98,0.85,,358,475,641,675,841
TIE/in,0.97,0.85,,355,470,635,668,833
TIE Int,1.00,0.85,,366,485,655,689,859
TIE Adv,1.00,0.85,,366,485,655,689,859
TIE Agg,0.95,0.85,,347,460,622,654,816
TIE Opp,0.90,0.50,,194,257,347,365,455
TIE Bomb,0.85,0.50,,183,242,327,344,429
VT49 Decimator,0.80,0.50,,172,228,308,324,404
Dunelizard,0.94,0.85,,344,455,615,647,807
Kihraxz,1.00,0.85,,366,485,655,689,859
Kimogila,0.92,0.70,,277,367,496,522,650
Ixiyan,0.95,0.85,,347,460,622,654,816
Rihxyrk,0.89,0.70,,268,355,480,505,629
YT-1300,0.80,0.50,,172,228,308,324,404
MT22 Krayt,0.92,0.50,,198,262,354,373,465
But I'll go on anyway....:
Rogue1970 wrote:
You are very correct.
The only issue in a dogfight is typically YPR tho, and with the minimal differences we can actually make on those stats, its hard to justify even trying.
Cratfed engines are capable of stellar and 'un-needed' speed, and their only true justification is to make getting from Point A to Point B faster right now.
Until the Devs either combine YPR into one experimentation line AND/OR increase the effect of a point 10fold, there is no point in building the high Y or P or R engine (we can't do all 3 or even 2, heck even 1 to compete with loot).
The other day I took my Firespray up and used a crafted egine with low 50s for YPR, and about 89.5 speed - it handles like a pile of bricks and was near worthless, with a top tier crafted egine in it.
I then tossed my high mass cert 8 98.9speed engine with 75 avg YPRs and could take on anything in the galaxy like a dream at half throttle! I could whip around like an NPC TIE in that thing.
Our crafted engines sucks, no matter how good we make them and SPEED is not the determining factor of a good engine - it just looks pretty.....
First, I think you're missing the point of the thread. Independent of YPR, there does exist the notion of "optimal combat speed". It is fairly obvious, to even the casual observer, that "turns" (independent of what axes you take those turns on) will result in long loops if you keep your speed at 100% throttle, while throttling back too far will result in tight loops that take forever to execute.
Second, the devs will never wrap YPR into a single experimentation track. This was suggested during beta and it was decided it would detract from variation. It is my opinion that SWs need more experimentation points for engines and shields. There is precedent for this, as the devs gaveSWs 5 more experimentation points for weapons. The common misconception concerning YPR speed is that it is necessary to have symmetry along all axes. In real life this is rarely the case. Even in the Star Wars novels (such as the X-wing series) you can find references that elude to ships havingpoor maneuverability in one way or another. Typically, ship design focuses on good roll/pitch speed, sacrificing yaw speed (as yaw is typically used to fine adjustment).
I've been doing some calculations to determine optimal combat speeds. The OCS is the speed where you get the best YPR from your airframe. The numbers are ... interesting. These numbers tell me that the community is missing a critical piece of information. It also tells me that those derned devs were far more clever than we thought.
Does anyone have good values for the optimal throttle percentages for each spaceframe? I think this is AS IMPORTANT as the speed multiplier, but it's less obvious. I'd really love to have some better numbers to plug in.
My current equation is:
Optimal Combat Speed (OCS) = (10 x Engine Speed x Chasis Speed Multiplier x Optimal Throttle Percentage)
For example, a Y-wing with a Tier9, 101 speed, 35k mass engine has an optimal combat speed of 485. Meanwhile, a TIE/ld with a Tier3, 57 speed, 2.5k mass engine has an optimal combat speed of 484. This is to say, speed is not a good measure of speed.
What's the right speed engine? That's an important question. Common wisdom dictates faster, but there's a point where speed is detrimental. All the good pilots know it. One piece of data that I am missing is: what's the speed of an NPC for a given tier? That, in and of itself, would go a very long way to illustrate which engines to use.
VemaGara wrote:
Too true.
What's the right speed engine? That's an important question. Common wisdom dictates faster, but there's a point where speed is detrimental. All the good pilots know it. One piece of data that I am missing is: what's the speed of an NPC for a given tier? That, in and of itself, would go a very long way to illustrate which engines to use.
to get that info, you need to havea really fast engine,find similar alligned npc, then follow and/or match speed. you should get the info you need then. There is a possibility they only fly max speed in combat, then you would need a buddy in a opposite allignment to engage to get the npc to work. but i don't think that is true, but i won't bet on it either.