Shipwright Archive
Thread: Yaw Pitch and Roll DOES matter.
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LadyLeala
Tue Dec 21, 2004 2:36 pm
#1
Actually, the two values were TOP SPEED and ACCELERATION. It is the TOP SPEED of the YPR that is tabulated by the engine. The ACCELERATION RATE is handled by the chassis, and CANNOT be experimented.
It's like looking at a car's spedometer and seeing the top speed listed as 120 MPH. Yet two different vehicles (a small sedan versus a minivan) will have different acceleration rates. For the car, it will get up to 120 MPH much faster than the minivan.
So that 0-60 time is determined by the chassis, and the top speed is determined by the engine itself.
I think that's basically what you were saying in your post... just wanted to clarify a little further.
Also, they never actually REMOVED this feature from engines after JTL was live. It was just erroneously LISTED on the Engine, when in actuality it has ALWAYS been a chassis dependent item since the day of JTL Launch.
Now if they would just let us experiment on the ACCELERATION RATE during Chassis crafting... 
Ducimus
Tue Dec 21, 2004 3:18 pm
#2
>>The misconception is not that it doesn't matter, we know it matters and we know we can experiment on it.
>>
Tell that to the SW's on this forum who clearly state that "YPR is meaningless". These SW's are what inspired my orginal post.
>>Actually, the two values were TOP SPEED and ACCELERATION.
>>
Same thing as turn radius and turn rate, just different wording.
>>
Tell that to the SW's on this forum who clearly state that "YPR is meaningless". These SW's are what inspired my orginal post.
>>Actually, the two values were TOP SPEED and ACCELERATION.
>>
Same thing as turn radius and turn rate, just different wording.
TomoRainer
Tue Dec 21, 2004 4:53 pm
#3
I know YPR matters. Now it would be nice if we could do something about it.
Ducimus
Wed Dec 22, 2004 1:21 am
#4
There seems to be this very common misconception amongst the shipwright crowd here that Engine YPR doesn't mean anything. I think this misnomer is based on a prior patch saying that some YPR values were removed from the engine. This is only PARTIALLY true.
Originally when JTL launched, engines featured two YPR values. What these YPR values represented was:
Turn radius - which was the "tightness" of the turn circle.
Turn Rate - which is how fast your ship can get around the Turn Radius.
The developers only removed ONE of these characteristics from engines, NOT both.
Unless im mistaken i think what the developers removed from the engine and transfered to the chassis was the Turn Rate. Turn rate is an accerlation modifier that determins how fast a given ship can turn. This is on the chassis. What remains on the engine however is the turn radius, and in a fight, how tight of a circle you can make, is important, and does matter.
Originally when JTL launched, engines featured two YPR values. What these YPR values represented was:
Turn radius - which was the "tightness" of the turn circle.
Turn Rate - which is how fast your ship can get around the Turn Radius.
The developers only removed ONE of these characteristics from engines, NOT both.
Unless im mistaken i think what the developers removed from the engine and transfered to the chassis was the Turn Rate. Turn rate is an accerlation modifier that determins how fast a given ship can turn. This is on the chassis. What remains on the engine however is the turn radius, and in a fight, how tight of a circle you can make, is important, and does matter.
Loki_Ashaman
Wed Dec 22, 2004 1:50 am
#5
The misconception is not that it doesn't matter, we know it matters and we know we can experiment on it... the problem is, our experimentation does almostNOTHING. A master SW gets 15 engine experimentation points, and if all 15 are dropped into ONE line it might come close to a loot engine - notice I said one line, so take your pick: Yaw, Pitch, or Roll - you can have one almost good, or all 3 subpar.
Ducimus wrote:
There seems to be this very common misconception amongst the shipwright crowd here that Engine YPR doesn't mean anything. I think this misnomer is based on a prior patch saying that some YPR values were removed from the engine. This is only PARTIALLY true.
Originally when JTL launched, engines featured two YPR values. What these YPR values represented was:
Turn radius - which was the "tightness" of the turn circle.
Turn Rate - which is how fast your ship can get around the Turn Radius.
The developers only removed ONE of these characteristics from engines, NOT both.
Unless im mistaken i think what the developers removed from the engine and transfered to the chassis was the Turn Rate. Turn rate is an accerlation modifier that determins how fast a given ship can turn. This is on the chassis. What remains on the engine however is the turn radius, and in a fight, how tight of a circle you can make, is important, and does matter.
pervel
Wed Dec 22, 2004 3:50 am
#6
There is no common misconception. Look at the threads about crafted components vs. loot. The YPR on engines is the main thing that makes looted engines so much better than crafted ones. We know that YPR matters. We would love to make engines with both good speed and good YPR. But we can't.
Ducimus wrote:
There seems to be this very common misconception amongst the shipwright crowd here that Engine YPR doesn't mean anything. I think this misnomer is based on a prior patch saying that some YPR values were removed from the engine. This is only PARTIALLY true.
Coran_Sienar
Wed Dec 22, 2004 6:43 am
#7
The one nice thing about crafted engines is that you can always buy another set. Engine Overload 4 will do wonders for the maneuverability of your starship. There's no reason that you shouldn't take advantage of the extra 40% boost to your YPR stats, assuming you have the reactor power (overloaded, of course) to handle it.
YPR experimentation should be rolled into one line. Hopefully, by the time I master Shipwright, that'll be the case.
rexan
Wed Dec 22, 2004 10:40 am
#8
Coran_Sienar wrote:
The one nice thing about crafted engines is that you can always buy another set. Engine Overload 4 will do wonders for the maneuverability of your starship. There's no reason that you shouldn't take advantage of the extra 40% boost to your YPR stats, assuming you have the reactor power (overloaded, of course) to handle it.
YPR experimentation should be rolled into one line. Hopefully, by the time I master Shipwright, that'll be the case.
This is exactly what needs to happen. Right now we have to experiment on each line seperatly. Because of this, shipwrights cannot make engines with good YPR. Therefore we dont. We put the experimentation where it can actually do some good, into mass and top speed.
Ducimus
Wed Dec 22, 2004 12:41 pm
#9
pervel wrote:
There is no common misconception. Look at the threads about crafted components vs. loot. The YPR on engines is the main thing that makes looted engines so much better than crafted ones. We know that YPR matters. We would love to make engines with both good speed and good YPR. But we can't.
You don't have to beleive me, but im telling you there IS a common misconception with YPR. Ive seen SW's both on this board and master shipwrights in game, tell me, or otherwise state, that YPR on engines is a meaningless stat and does nothing. Two that i have two words... Bovine Scats.
Ducimus
Wed Dec 22, 2004 9:37 pm
#10
Ive done just that in game a couple times. Apparently theres SW's (and pilots) out there who have misunderstood the devs when they *cough* "changed" how YPR values work a patch or two ago.
Me, "Hey man, 103 speed is nice and all, but this YPR of 48 kinda sucks"
them, "Doesnt matter, YPR is on chassis not engine"
me, "uhhhh..... yea.. ok.. sure.."
Me, "Hey man, 103 speed is nice and all, but this YPR of 48 kinda sucks"
them, "Doesnt matter, YPR is on chassis not engine"
me, "uhhhh..... yea.. ok.. sure.."
Loki_Ashaman
Thu Dec 23, 2004 1:28 am
#11
I think you are completely misunderstanding them. Ask them point blank, when they say it is meaningless and does nothing, are they refering to the stat or a SW's ability to excell at that stat. Every post I have seen here refers to the latter. Everyone you askwill answer the latter... but if they don't, please tell them to drop SW for the good of the game.
Ducimus wrote:
pervel wrote:
There is no common misconception. Look at the threads about crafted components vs. loot. The YPR on engines is the main thing that makes looted engines so much better than crafted ones. We know that YPR matters. We would love to make engines with both good speed and good YPR. But we can't.
You don't have to beleive me, but im telling you there IS a common misconception with YPR. Ive seen SW's both on this board and master shipwrights in game, tell me, or otherwise state, that YPR on engines is a meaningless stat and does nothing. Two that i have two words... Bovine Scats.
Doo-Boo
Thu Dec 23, 2004 3:51 am
#12
Ducimus wrote:
Ive done just that in game a couple times. Apparently theres SW's (and pilots) out there who have misunderstood the devs when they *cough* "changed" how YPR values work a patch or two ago.
Me, "Hey man, 103 speed is nice and all, but this YPR of 48 kinda sucks"
them, "Doesnt matter, YPR is on chassis not engine"
me, "uhhhh..... yea.. ok.. sure.."
I'm glad you put "changed" in quotes in your post, since they didn't "change" YPR, they eliminated the non experimental lines.
Just a comment on the 103 speed and 48 YPR. If you can get an engine to 103 speed, the YPR lines should start in the low 50s, no experimentation.
I'd suggest if you are looking for a Mark V engine, ask for one custom made with an engine overdrive experimented for max speed. Then have your SW use that in your engine where all of the experimentation points can be put into YPR. They can use the 15 points in whatever line you like the most or split equally. Just ask instead of saying "uhhhh..... yea.. ok.."
PaladinX333
Thu Dec 23, 2004 8:15 am
#13
Just a comment on the 103 speed and 48 YPR. If you can get an engine to 103 speed, the YPR lines should start in the low 50s, no experimentation.
I'd suggest if you are looking for a Mark V engine, ask for one custom made with an engine overdrive experimented for max speed. Then have your SW use that in your engine where all of the experimentation points can be put into YPR. They can use the 15 points in whatever line you like the most or split equally. Just ask instead of saying "uhhhh..... yea.. ok.."
I am going to find a friendly shipwright on my server and pay them to make one. I just want to know how it will turn out at this point. If it is less than what I hope forI will still buy it from them. Maybe I can have them name the engine Paladin's Folley if the stats aren't too good.
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