How Fast Will It Go? A Guide To Ship Speeds With Tunings In AP

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EmperorJon
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How Fast Will It Go? A Guide To Ship Speeds With Tunings In AP

Post by EmperorJon »

Ok, well... I did some science a minute ago and found some interesting facts out!

(Science in another thread.)

Note huge spoilers and some guesses and hasty maths. Also, this is concerning engine tunings only. Rudder optimisations make work the same but... we'll see.



Ok, first we need to know how slow our ship is. Yes, how SLOW it is. How fast does it go at rock bottom with no tunings.
Now, divide that value by 10. This is now the amount each engine tuning will add to the speed.
Now we need to factor in scripts and similar. If your ship is just any old ship bought from a shipyard, then obviously we don't need this. However, if your ship is like the Hyperion Vanguard mission reward for the Poisoned Paranid plot, it may be given "default equipment" by the script. In this case, it is, and in the case of some mission, "GoD" and external script spawned ships, it may also be. For now however I cannot prove this.
This will add anywhere up to (it seems) 100% of the max number of tunings, at what appears to be about a 1/40 chance for 80% and about a 1/100 chance the maximum number. So it's a lot of reloads!
It's also important to note that the game will spawn 8 pandora crates containing 2 to 5 tunings or optimisations. I'm not sure on the variation of these, as the only crates I've seen in my current game have all been tuning and all had 5.


So let's put this to use! Let's say we have just reloaded our Poisoned Paranid game until the speed is 250.3m/s, the MAXIMUM it will be. This is because it has been given 100% of 15 tunings, plus 12 which are hardcoded in the ship's spawn, so it now has 27 tunings out of a usual possible 15.

The amount per tuning = 67.6 / 10, base speed / 10, so 6.76 per tuning. 67.6 + (6.76 x 27) = ... yep, you guessed it, 250.3m/s. (Well actually no, it equals 250.12, but shhhh. The game rounds, and only ever shows to 1dp. so things can get confusing.)


Using this knowledge we can calculate the maximum possible speeds of different ships got through different means.

For example, I can calculate that the BEASTLY Pirate Kestrel could have a theoretical max speed of... wait for it... 1361.2m/s.

The amount per tuning is 18.15, and it could be fully tuned to 635.2 + have a maximum of 8 x 5 pandora tunings! (I'm waiting for someone to upload a save with all 8 crates as x 5 tunings or optimisations... :P)

Sure enough, adding 40 tunings to a fully tuned Kestrel gives me this speed, so my maths is correct here. :)

Now we need to work out some of the other instances that we can get overtuned ships through the game using "default" then adding tunings afterwards as it does with those mission reward scripts. People have in the past reported various NPC taxi craft, second hand ships, and mission created ships as overtuned. We need to do more science!


Also, before you ask, yes you can get a Q that goes at 446.6m/s. >:D


EDIT:

Thanks to the info in this thread. :)
Last edited by EmperorJon on Mon, 2. Jan 12, 12:33, edited 3 times in total.
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klingens
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Post by klingens »

I regularly get a 236.x Hyperion from the Poisoned Paranid start, and I read here from people who got up to 250 IIRC. 230 is not the maximum, better recheck your assumptions and calculations.

Just ask if you want a savegame so you can convince yourself.
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Post by EmperorJon »

It would appear that there's around a 1/100 chance or so of "add default wares" adding the maximum number of engine tunings. Will fix.
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Re: How Fast Will It Go? A Guide To Ship Speeds

Post by NeverSnake »

ChristmasJon wrote:Sure enough, adding 40 tunings to a fully tuned Kestrel gives me this speed, so my maths is correct here. :)
Except for the fact that Pandora Tunings are in X3 Reunion and the Kestrel and Q were only added in TC.


Rudder tunings do work the same, although I don't remember if the factor is 10%

The data for the starts can be found (and changed) in the 3.05 Gamestart Missions.xml file (inside the cat/dats), SS_WARE_TECH213 is engine tunings and SS_WARE_TECH246 is rudder tunings.

So for the Poisoned Paranid the Hyperion gets 12 engine tunings and 8 rudder tunings added after the default equipment while the often neglected Advanced Perseus gets 8 engine tunings and 5 rudder tunings added.

The Enhanced Kea gets 18 engine tunings and 9 rudder tunings.
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EmperorJon
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Post by EmperorJon »

@NeverSnake Yes... I kind of... know all of that...?


Also I'm talking about the "pandora tunings" in AP.
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Post by paulms1980 »

still havnt found any of these in AP
any tips?
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EmperorJon
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Post by EmperorJon »

Well, they always appear in Pirate sectors...

Other than that, the only tips I can give are a little bit cheaty.
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Post by Sam97531 »

What if overtune my broken-yet-ugly-fighter? That spitfyre ;)
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Post by EmperorJon »

Well with say 20 engine tunings you could get it to 678m/s. Not really worth it if you ask me. ;)
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Sam97531
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Post by Sam97531 »

Not really no - I wonder if I should put it on a Fenrir... any idea what that would be? (I'm on vacashun! :P)

EDIT: Ok I actually just read the first post math-part. So around 9.5 per tuning for the Fenrir vs 11.3 for the spitfyre.

I may just do it with the spitfyre after all since the increased ratio is nearly identical.

Hmm.. or maybe on a vidar? :P
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ConCorDian
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Post by ConCorDian »

i'd say look at using these for a monster ship, something like a Tyr or a Boreas that is generally slow compaired to most ships. think about it an M2 going at over 100m/s.
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Post by Sam97531 »

True True. :) I mean moving at a speed 620 or so during dogfights in a spitfyre would make you crash a lot more..
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Post by EmperorJon »

Personally I think frigates are the middle ground where overtuning would... provide substantial benefits... :fg: :twisted:
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Post by Triaxx2 »

So what's the speed if you Pandora tune your Pirate Kestrel and then engage an Mk1 Turbo Booster?
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Post by Jumee »

Triaxx2 wrote:So what's the speed if you Pandora tune your Pirate Kestrel and then engage an Mk1 Turbo Booster?
you'll rip through time-space continuum and materialize somewhere in Kha'ak space when they were going through middle-ages
paulms1980
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Post by paulms1980 »

is there a link available to that script?
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Post by agleave »

Yeah, I coudn't get it - link was still broken on 8th Jan ???

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