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Author Topic: Maneuverability?  (Read 5008 times)

Havoc

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Maneuverability?
« on: September 25, 2020, 09:01:25 AM »

Hi, can someone explain me maneuverability?

there is a skill Evasive Action 1 +50%
and a module Aux Thrusters +50%
shipsystem Maneuvering Jets +?%

but where can I see the base stat? Is it something with max speed?


how to compare Hammerhead/SO-Hammerhead to Conquest/Dominator?
edit:
question2 is strafe speed connected to max speed?
« Last Edit: September 25, 2020, 09:03:13 AM by Havoc »
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SCC

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Re: Maneuverability?
« Reply #1 on: September 25, 2020, 09:07:44 AM »

Top speed is speed in any direction. What is different is the lateral and backwards acceleration. It has values of 100%/75%/50%/25% (for frigates, destroyers, cruisers and capital ships respectively) of that ship's acceleration. Acceleration itself is arbitrary and isn't displayed in the game. Manoeuvrability means the turn speed (which is another different stat) and acceleration. Anything that changes manoeuvrability, changes both turn speed and acceleration.

Havoc

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Re: Maneuverability?
« Reply #2 on: September 25, 2020, 09:11:24 AM »

so I have to stopwatch the turningrate of a ship? (...all ships)
e.g. hammerhead 10sec for 360° (don't know the number)
with +100% -> 5 sec

are no stats in some xml or json files?
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SCC

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Re: Maneuverability?
« Reply #3 on: September 25, 2020, 09:13:51 AM »

Check out the Starsector\starsector-core\data\hulls\ship_data.csv file.

Igncom1

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Re: Maneuverability?
« Reply #4 on: September 25, 2020, 09:20:11 AM »

So manoeuvring is better for ships that need to turn, rather then ships that need to slide out of the way?

Manoeuvring thrusters on sunders humm.......
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Mondaymonkey

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Re: Maneuverability?
« Reply #5 on: September 25, 2020, 09:25:08 AM »

Quote
but where can I see the base stat? Is it something with max speed?

Best way to see that - shipdata.csv.

Quote
there is a skill Evasive Action 1 +50%

Code: Some code pieces from EvasiveAction.java
	public static final float MANEUVERABILITY_BONUS = 50;

public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getAcceleration().modifyPercent(id, MANEUVERABILITY_BONUS);
stats.getDeceleration().modifyPercent(id, MANEUVERABILITY_BONUS);
stats.getTurnAcceleration().modifyPercent(id, MANEUVERABILITY_BONUS * 2f);
stats.getMaxTurnRate().modifyPercent(id, MANEUVERABILITY_BONUS);
}

Which means, ship will take bonus to acceleration(forward), deceleration(backward), max turn rate and doubled bonus to turn acceleration (values from shipdata.csv).

Quote
and a module Aux Thrusters +50%

Code: Some code from AuxiliaryThrusters.java
	public static final float MANEUVER_BONUS = 50f;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f);
stats.getDeceleration().modifyPercent(id, MANEUVER_BONUS);
stats.getTurnAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f);
stats.getMaxTurnRate().modifyPercent(id, MANEUVER_BONUS);
}

Which mean doubled bonus (+100%, i.e. *2 ) to acceleration and turn acceleration and +50% to deceleration and max turn value.

Quote
shipsystem Maneuvering Jets +?%

Code: From ManeuveringJetsStats.java
			stats.getMaxSpeed().modifyFlat(id, 50f);
stats.getAcceleration().modifyPercent(id, 200f * effectLevel);
stats.getDeceleration().modifyPercent(id, 200f * effectLevel);
stats.getTurnAcceleration().modifyFlat(id, 30f * effectLevel);
stats.getTurnAcceleration().modifyPercent(id, 200f * effectLevel);
stats.getMaxTurnRate().modifyFlat(id, 15f);
stats.getMaxTurnRate().modifyPercent(id, 100f);

Which means flat +50 speed bonus +200%(i.e. *3) bonus to acceleration, deceleration and turn acceleration. Turn acceleration get flat 30 bonus additional. Max turn rate get flat 15 bonus and additional +100% (i.e *2).

Could be wrong. Java ain't my native language.
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Havoc

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Re: Maneuverability?
« Reply #6 on: September 25, 2020, 09:28:36 AM »

thank you ;)

turn rate:
Hammerhead 30
Dominator 12
Conquest 6
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Mondaymonkey

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Re: Maneuverability?
« Reply #7 on: September 25, 2020, 09:30:10 AM »

are no stats in some xml or json files?

Nope! It's .csv, baby! Enjoy! ;D
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Mondaymonkey

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Re: Maneuverability?
« Reply #8 on: September 25, 2020, 09:32:44 AM »

Turn rate acceleration is also important value, should be in mind:

Hammerhead 60
Dominator 12
Conquest 4
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LordBlade

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Re: Maneuverability?
« Reply #9 on: May 01, 2022, 09:22:27 PM »

Does maneuverability have any effect outside of combat?
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SonnaBanana

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Re: Maneuverability?
« Reply #10 on: May 01, 2022, 09:24:00 PM »

Does maneuverability have any effect outside of combat?
No, and neither does combat speed. Outside of combat only Burn matters.
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LordBlade

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Re: Maneuverability?
« Reply #11 on: May 01, 2022, 09:27:15 PM »

No, and neither does combat speed. Outside of combat only Burn matters.
So the only mod I really care about for map travel is Augmented Drive Field then? I mean, other than scanner stuff and all.
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Network Pesci

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Re: Maneuverability?
« Reply #12 on: May 02, 2022, 06:29:04 AM »

Militarized Subsystems also increases speed by 1 for civilian craft.  If you're running a fleet of cruisers with top speed 8, and you use Colossuses (speed 7) for cargo, you're better off using Militarized Subsystems on them rather than Augmented Drive Field because the extra point of speed would be wasted.
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Megas

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Re: Maneuverability?
« Reply #13 on: May 02, 2022, 06:45:52 AM »

Militarized Subsystems also increases speed by 1 for civilian craft.  If you're running a fleet of cruisers with top speed 8, and you use Colossuses (speed 7) for cargo, you're better off using Militarized Subsystems on them rather than Augmented Drive Field because the extra point of speed would be wasted.
Adding Militarized Subsystems will make civilians count as combat for DP pools from skills.  Unless the fleet is still small enough, this will harm bonuses from some skills.  No idea if it also affects +xp% bonus.
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LordBlade

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Re: Maneuverability?
« Reply #14 on: May 02, 2022, 07:54:19 PM »

Yeah, Militarized Subsystems and Augmented Drive on all the transports. Along with extra cargo/fuel (depending on if it's a tanker or not). And survey/scanner mods.
No guns or anything. Because if my transports are getting into combat, I've already lost. :p
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