Finally a scientific approach to this stuff ... there is so much testing going on on YT about this game, but nobody seems to have a proper idea how to test. I saw so many false tests and approaches that made cero sence. I even saw a guy deciding "which miner is the best" by ranking the time they needed to arrive at the sation with full cargo, not even considering different cargo holds, that actually vary up tp +-50%. This is good work and an actual answer to the asked question. Keep your quality up like that 👍
Thank you for appreciating my work =) Thats actually the reason why I started to test myself, but I was not prepared how much work it can be to put all the things in a video. For the cargo, so far I understand the game that the load has no influence on the acceleration and max speed, because they gave no mass to the wares, and therefore only the Ship mass counts. But even if it has, it should have no effect on the order of the results. And i have to admit that I simplified the acceleration as an average 🙄
This is useful for the first hours of the game, after you have the huge self sustaining money making shipyard... one will fit ships all with split mk4 :) There are tons of ways to make money easy also. So in the end those are just numbers for micro-management. Only just a very few ships will be super-fine tuned for special purposes of the user: like personal M fighter/all-around ship, the L boarding freighter/s or XxXL As$guard on steroids (v3 moded an custom painted).
I dont agree and i dont see how you would come to this conclusion after seeing this charts. These numbers were needed to clearly tell, it doesnt make sense to put split mk4 into every ship once you can afford, because you will decide against an optimal way to spend your ressources. The scope doesnt matter at all, this knowledge is true for actual micro decisions but also for endgame macro. Instead of going for Split Mk4, you should choose lower engines because you could build more ships with your given resources and get a better overall outcome. This is also true for both ways: Buying ships or building them, since the resources needed scale the same way.
Hello. I respect your work put into this. The problem is with me, I dont put that much efort calculating all this stuff and just go hunt buc, xen :) and provide the ships for shipyards, plants.
@@immi9748 I don’t mean racial cruise engines, but those that are used for strafeing, spinning, turning. The player really can’t use combat engines due to strong rotation, but how does the AI control them?!
Hey, the VRO mod is definitely worth some attention. But I would rather make a series about this mod in the future than publish individual parts on youtube. I also like to do some Starsector at some point. List getting longer =)
🤔 Thats a fair point. For some reason I overlookd that the TER M engines have also the shorter Max Travel Speed time. This will have some influence on shorter distances. Would say I have to look into it and Update the video if it has an influence!
Ok, I let Boas with TER and TEL engines race against the ARG travel (all mk2). And the Terran engines lose after around 1 system length against the TEL and ARG travel engines. The ARG Travel needs around 2 systems to catch the TEL, but for some reason the TEL had an easier time to take gates and was therefore slighly faster over 5 jumps. I hope I could help you out?
Finally a scientific approach to this stuff ... there is so much testing going on on YT about this game, but nobody seems to have a proper idea how to test.
I saw so many false tests and approaches that made cero sence. I even saw a guy deciding "which miner is the best" by ranking the time they needed to arrive at the sation with full cargo, not even considering different cargo holds, that actually vary up tp +-50%.
This is good work and an actual answer to the asked question.
Keep your quality up like that 👍
Thank you for appreciating my work =)
Thats actually the reason why I started to test myself, but I was not prepared how much work it can be to put all the things in a video.
For the cargo, so far I understand the game that the load has no influence on the acceleration and max speed, because they gave no mass to the wares, and therefore only the Ship mass counts.
But even if it has, it should have no effect on the order of the results.
And i have to admit that I simplified the acceleration as an average 🙄
This is useful for the first hours of the game, after you have the huge self sustaining money making shipyard... one will fit ships all with split mk4 :) There are tons of ways to make money easy also. So in the end those are just numbers for micro-management. Only just a very few ships will be super-fine tuned for special purposes of the user: like personal M fighter/all-around ship, the L boarding freighter/s or XxXL As$guard on steroids (v3 moded an custom painted).
I dont agree and i dont see how you would come to this conclusion after seeing this charts. These numbers were needed to clearly tell, it doesnt make sense to put split mk4 into every ship once you can afford, because you will decide against an optimal way to spend your ressources. The scope doesnt matter at all, this knowledge is true for actual micro decisions but also for endgame macro.
Instead of going for Split Mk4, you should choose lower engines because you could build more ships with your given resources and get a better overall outcome. This is also true for both ways: Buying ships or building them, since the resources needed scale the same way.
Hello. I respect your work put into this. The problem is with me, I dont put that much efort calculating all this stuff and just go hunt buc, xen :) and provide the ships for shipyards, plants.
there is another interesting question about the difference between combat and general side engines for fighters
so far, i think speed/combat engines are better for fighters. But I can test this out at some point to be sure
@@immi9748 I don’t mean racial cruise engines, but those that are used for strafeing, spinning, turning. The player really can’t use combat engines due to strong rotation, but how does the AI control them?!
@@BumHunter Good point. I have no clue if the AI can utilise different thrusters/movements more or less.
Can you please do the same test with the VRO mod, please?
It changes the engines by quite a lot and the mod is widely used.
Hey, the VRO mod is definitely worth some attention. But I would rather make a series about this mod in the future than publish individual parts on youtube.
I also like to do some Starsector at some point. List getting longer =)
And what about terranian engine?
🤔 Thats a fair point. For some reason I overlookd that the TER M engines have also the shorter Max Travel Speed time. This will have some influence on shorter distances.
Would say I have to look into it and Update the video if it has an influence!
Ok, I let Boas with TER and TEL engines race against the ARG travel (all mk2).
And the Terran engines lose after around 1 system length against the TEL and ARG travel engines.
The ARG Travel needs around 2 systems to catch the TEL, but for some reason the TEL had an easier time to take gates and was therefore slighly faster over 5 jumps.
I hope I could help you out?