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EVE New Citizens Q&A

 
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Ship's mass have effect on accleration and turning?

Author
Khergit Deserters
Crom's Angels
#1 - 2012-05-18 14:35:49 UTC  |  Edited by: Khergit Deserters
Hypothetical: Stabber A and Stabber B have identical fits. Stabber A's cargo hold is empty. Stabber B's is completely full of Tritanium.

Questions:
1) Any difference in the rate the two ships accelerate?

2) Any difference in the rate the two ships decelerate, coming out of warp?

3) Will Stabber B's extra mass affect its turning radius? Say, both cruisers are set to orbit at 2000km, full speed, with AB on. Will there be any difference in the two ships' ability to hold a steady circle?
Morwen Lagann
Tyrathlion Interstellar
#2 - 2012-05-18 14:56:37 UTC
I don't think the mass of things in your cargo hold has much of an effect, but one way to find out would be to time how long it takes to accelerate from zero to top speed with nothing in your cargo, and then filling it up with something with a high density and repeating the test.

I do know that mass from fitted modules affects your agility, however.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

J'Poll
School of Applied Knowledge
Caldari State
#3 - 2012-05-18 15:20:51 UTC
Khergit Deserters wrote:
Hypothetical: Stabber A and Stabber B have identical fits. Stabber A's cargo hold is empty. Stabber B's is completely full of Tritanium.

Questions:
1) Any difference in the rate the two ships accelerate?

2) Any difference in the rate the two ships decelerate, coming out of warp?

3) Will Stabber B's extra mass affect its turning radius? Say, both cruisers are set to orbit at 2000km, full speed, with AB on. Will there be any difference in the two ships' ability to hold a steady circle?


Cargo doesn't have mass.

For all others:

http://wiki.eveonline.com/en/wiki/Acceleration

Already explained and mapped.

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Khergit Deserters
Crom's Angels
#4 - 2012-05-18 20:50:23 UTC
Ah, thanks. So for accelleration, the physics model takes into account the mass of the ship and its mods. (But not cargo).
How about for turning radius? Like, this example from the OP, slightly revised:

Stabber A with its mods has more mass than Stabber B with its mods. Say, both cruisers are set to orbit at 2000km, with full afterburner. Will there be any difference in the two ships' ability to hold a steady circle? Or will the physics model make more massive Stabber A more likelty to break out of the orbit path, then have to decelerate and turn around?

J'Poll
School of Applied Knowledge
Caldari State
#5 - 2012-05-18 21:44:06 UTC  |  Edited by: J'Poll
Khergit Deserters wrote:
Ah, thanks. So for accelleration, the physics model takes into account the mass of the ship and its mods. (But not cargo).
How about for turning radius? Like, this example from the OP, slightly revised:

Stabber A with its mods has more mass than Stabber B with its mods. Say, both cruisers are set to orbit at 2000km, with full afterburner. Will there be any difference in the two ships' ability to hold a steady circle? Or will the physics model make more massive Stabber A more likelty to break out of the orbit path, then have to decelerate and turn around?



First orbit at 2000km is impossible as standard grids are 250 km big.

And even if they could, a freaking station could steadily at 2000km,

for close orbit there is the agility factor (also just shown in your fitting window) the better your agility the faster you ship can turn, the closer you can have a stable orbit.

Best tip, go out and do it yourself and find it out. Not that that hard to do

Buy thrasher, go orbit an asteroid or something. Now put some plates on that thrasher and do the same. you just have all your questions answered.

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Hoshi
Incredible.
Brave Collective
#6 - 2012-05-20 18:24:21 UTC
Only some mods will effect the mass of the ship and whose have it clearly stated in the description. In general it's armor plates, some armor rigs and activated Afterburners/Microwarpdrives. If you open the fitting window the mass shown under navigation is the effective mass including all modules. Do it in space and activate you afterburner and you will see it increase.

When it comes to turning you can think of it as trying to accelerate into the new direction, it's a bit more complicated but you don't gain much knowing the exact math. So even if the link above describes acceleration most of everything is says can be applied directly to turning,

So the effective agility of the ship both when it comes to accelerating and turning is Mass * Agility with lower = better.

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