Ship Stat Info: Difference between revisions
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Fixed Thrust definition, added Turbo Thrust and explanation about acceleration. |
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! align="center" | Thrust | ! align="center" | Thrust | ||
| align="left" | How | | align="left" | How much force the ship have to accelerate and decelerate without turbo. Higher is better. | ||
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! align="center" | Turbo Thrust | |||
| align="left" | How much force the ship have to accelerate and decelerate using turbo. Higher is better. | |||
|- | |- | ||
! align="center" | Max Speed | ! align="center" | Max Speed | ||
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| align="left" | How much energy per second the turbo drains. The lower the better. | | align="left" | How much energy per second the turbo drains. The lower the better. | ||
|} | |} | ||
In classical mechanics, for a body with constant mass, the acceleration of the body is proportional to the resultant (total) force acting on it (Newton's second law): | |||
\mathbf{F} = m\mathbf{a} \quad \to \quad \mathbf{a} = \mathbf{F}/m | |||
where F is the resultant force acting on the body, m is the mass of the body, and a is its acceleration. | |||
In VO, the mass of the ship must be added to the mass of the addons and its cargo. So an empty moth accelerates faster than a loaded moth, and a ship without any weapons will accelerate faster than the same ship when armed, but their final velocity will be the same. This applies to Thrust, Turbo Thrust and Spin Torque. | |||
[[Category:Ships]] | [[Category:Ships]] |
Revision as of 20:29, 23 August 2010
There are several different statistics that are important when attempting to describe the ships of Vendetta Online. Below is a table explaining the most important terms:
Ship Stats | Description |
---|---|
Type | The name of the ship and Mark Variant (MkI-II-III-IV-V) |
Faction | What faction sells the ship, always faction specific if used. |
Faction Level | What standing you need to have with that faction to buy the ship. |
Level | What levels you need to buy the ship. |
Variant | Manufacturers suggested use for the ship. |
Armor | How much armor a ship has. Higher is better. |
Cargo | How much cargo a ship can carry. |
Weapons | The number and size of weapon ports available on ship.S: Small Ports L: Large Ports |
Mass | The mass of a ship. Less mass equals better maneuverability. |
Length | Length of the ship from nose to engine. |
Thrust | How much force the ship have to accelerate and decelerate without turbo. Higher is better. |
Turbo Thrust | How much force the ship have to accelerate and decelerate using turbo. Higher is better. |
Max Speed | The maximum non-boost speed in any direction. |
Spin Torque | How quickly and crisply a ship can rotate. The higher the better. |
Turbo Speed | The maximum boost speed a ship can attain. |
Turbo Energy | How much energy per second the turbo drains. The lower the better. |
In classical mechanics, for a body with constant mass, the acceleration of the body is proportional to the resultant (total) force acting on it (Newton's second law):
\mathbf{F} = m\mathbf{a} \quad \to \quad \mathbf{a} = \mathbf{F}/m
where F is the resultant force acting on the body, m is the mass of the body, and a is its acceleration.
In VO, the mass of the ship must be added to the mass of the addons and its cargo. So an empty moth accelerates faster than a loaded moth, and a ship without any weapons will accelerate faster than the same ship when armed, but their final velocity will be the same. This applies to Thrust, Turbo Thrust and Spin Torque.