Status: Up to date for Live 2.2.03

Spoiler SHIP Speed Boost Pitch Roll Yaw Hull Mass Adder 255 371 44.08 116.00 16.24 35 60 Adder + 352 512 49.40 130.00 18.20 35 70 Anaconda 209 278 29.00 69.60 11.60 400 1080 Asp X 290 394 44.08 116.00 11.60 280 420 Asp S 255 348 46.40 127.60 17.40 150 210 Cobra III 325 464 46.40 116.00 11.60 180 210 Cobra IV 228 342 34.20 102.61 11.40 210 228.5 / 210 Beluga Liner 225 315 28.10 67.45 19.11 1100 1256.5 DBX 276 361 37.15 95.53 13.80 298 316.5 / 210 DBS 325 441 48.72 116.00 17.40 170 210 Eagle 277 405 57.81 138.74 20.81 50 61 / 60 Eagle + 384 560 65.00 156.00 23.40 50 70 FAS 244 406 44.08 104.40 22.04 480 720 Fed Corvette 232 302 32.48 87.00 9.28 900 1080 FDS 209 348 34.80 92.80 16.24 580 720 FGS 197 325 29.00 92.80 20.88 580 720 FdL 302 406 44.08 104.40 13.92 250 420 Hauler 232 348 41.76 116.00 16.24 14 36 Hauler + 320 480 46.80 130.00 18.20 14 50 iClipper 348 441 46.40 92.80 20.88 400 720 iCourier 325 441 44.08 104.40 18.56 35 60 iCourier + 448 608 49.40 117.00 20.80 35 70 iCutter 232 371 20.88 52.20 9.28 1100 1680 iEagle 347 462 46.25 115.62 17.34 50 61 / 60 iEagle + 480 640 52.00 130.00 19.50 50 70 Keelback 232 348 31.32 116.00 17.40 180 210 Orca 348 441 29.00 63.80 20.88 290 720 Python 267 348 33.64 104.40 11.60 350 720 Sidewinder 255 371 48.72 127.60 18.56 25 36 Sidewinder + 352 512 54.60 143.00 20.80 25 50 T6 255 406 34.80 116.00 19.72 155 210 T7 206 343 25.16 68.61 25.16 420 450.5 / 420 T9 150 231 23.13 23.13 9.25 1000 1096.5 / 1080 Viper III 368 460 40.27 103.54 17.26 50 62.5 / 60 Viper III + 512 640 45.50 117.0 19.50 50 62.5 / 70 Viper IV 313 394 34.80 104.40 13.92 190 210 Vulture 244 394 48.72 127.60 19.72 230 420 SHIP Speed Boost Pitch Roll Yaw Hull Mass

Notes







Official FDev Damage Stats for Every Weapon



https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon



Truesilver’s Tests, No.2: Rail gun thermal-kinetic damage split



https://forums.frontier.co.uk/showthread.php/240168-Truesilver-s-Tests-No-2-Rail-gun-thermic-kinetic-damage-split



Truesilver’s Tests, No.3: The Pulse Disruptor



https://forums.frontier.co.uk/showthread.php/240937-Truesilver-s-Tests-No-3-The-Pulse-Disruptor



Truesilver’s Tests, No.4: Ramming Damage



https://forums.frontier.co.uk/showthread.php/243469-Truesilver-s-Tests-No-4-Ramming-damage-(Part-A)



And finally, for no reason at all but just for those who made it this far, a recycled memory of Beta 2.1 PvP violence, set to Metallica:



https://youtu.be/POKqYEYZmi8 P.S. Some other potentially useful threads wot I wrote (I’ll leave out the parts of the ‘Tests’ series that have been superseded). The first is by far the most significant:-Official FDev Damage Stats for Every WeaponTruesilver’s Tests, No.2: Rail gun thermal-kinetic damage splitTruesilver’s Tests, No.3: The Pulse DisruptorTruesilver’s Tests, No.4: Ramming DamageAnd finally, for no reason at all but just for those who made it this far, a recycled memory of Beta 2.1 PvP violence, set to Metallica:

The table below sets our every ship's (unmodded) official maximum cruising speed, boosting speed, pitch, roll and yaw stats. I have catalogued the data directly from in-game Outfitting using the best available unmodded thrusters and applicable minimum mass. The '+' signs denote Enhanced Thrusters, where available.As per Outfitting, Speed and Boost are given in metres per second. Pitch, Roll & Yaw are for degrees of motion per second (so 45.0 Pitch would mean that the ship would take 8.0 seconds to turn 360 degrees).Hull is each ship's starting hull mass and Mass is the total tonnage that the ship (once outfitted, fuelled and laden) must not exceed in order to achieve its best flight model. Not all ships can achieve this minimum mass easily and some cannot at all without modding (see Notes, below).This table was compiled in version 2.1.5 and edited in 2.2.03 due to the Viper III reduction in hull mass from 60 to 50 tons.The stats are taken directly from Outfitting and have not been 'flight verified.'In each case I outfitted the ship with max size, A rank thrusters and reduced its mass to beneath the minimum, which provides the optimal flight model. Where applicable, I did the same for Enhanced thrusters.This is a data catalogue, not a user guide! Some ships are impractical if not dangerous if outfitted to achieve the optimal flight model ... no liability is accepted for insured or uninsured losses incurred ...I have however included each ship's hull mass. That gives an indicator of how achievable the optimal flight model might be. For example, a Python and an Orca will both achieve max speed / turn stats at or below 720 tons total mass. But the Python's hull starts at 350 tons, whereas the Orca's starts at 580 tons.Some ships (e.g. the Cobra IV) cannot achieve their minimum mass without modding. Where this is so I record the mass actually achieved over the minimum, e.g. for the Cobra IV: 228.5 / 210.0, meaning I'm reporting the stats at 228.5 tons but the ideal would have been 210 tons.Naturally, none of the stats above take into account engineered mods - they are 'vanilla'.Be aware that a key component of manoeuvrability is acceleration (in every plane). Outfitting does not provide stats for acceleration / deceleration either forwards and backwards or using lateral thrusters. These properties differ considerably from ship to ship and are very much a part of each ship's character. Some players have conducted valuable research into the same. One example is the table provided by Cmdr Cliffson here: https://forums.frontier.co.uk/showthread.php/182465-Pitch-Roll-and-Acceleration-for-(nearly)-Every shipIf anyone wants to put the data above into a spreadsheet or similar and link, by all means carry on - post as a comment and I'll edit into the opener with grateful acknowledgment.Finally, all comments and corrections are of course welcome as ever.o7TRUESILVER- - -EDIT 1: Ship comparison tool from Cmdr Vectron just in!- - -EDIT 2: 20th January 2017: Amended table to reflect Viper III reduction in hull mass in 2.2.03 by 10 tons.- - -