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Ageanal Olerie
Aliastra Gallente Federation
56
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Posted - 2017.04.14 05:48:44 -
[1] - Quote
So things like Inertial Stabalizers will lower your Inertia Modifier, essentially making you more agile. The tooltip says that you accelerate faster as your inertia modifier gets lower.
I'm wondering if anyone can tell me for certain if this also allows you to decelerate faster?
Say I want to stop my ship quickly on a short undock, will adding Inertial Stabalizers (or otherwise reducing my Inertia Modifier) help me to stop faster?
Thanks.
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ShahFluffers
Ice Fire Warriors Shadow Cartel
11630
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Posted - 2017.04.14 05:54:18 -
[2] - Quote
It does. However fast you accelerate, you will deccelerate at the same speed.
BUT... bear in mind that Inertial Stabilizers will make you easier to target and hit. They will also not affect your maximum speed. And when you are coming out of a station you are generally flying much faster than your maximum speed... meaning that it will take longer than normal to come to a complete stop.
How did you Veterans start?
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Ageanal Olerie
Aliastra Gallente Federation
56
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Posted - 2017.04.14 06:33:52 -
[3] - Quote
I see. Thanks.
My understanding is if you only hit 'Stop' when coming out of a station, you have 30 seconds of invulnerability.
So if I want to peek my head out to see what's happening, I can do that. Assuming I can keep from exiting the docking perimeter on a short undock.
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Zarek Kree
Lunatic Legion Holdings
158
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Posted - 2017.04.14 14:07:59 -
[4] - Quote
If you're talking about a regular station, then you shouldn't need mods to stop within the docking perimeter (unless it's one of the handful of kickout stations in which you're already beyond the docking perimeter the moment you exit). I'm fairly certain that's true for citadels as well. I've never explicitly tested it with a fast ship but I don't recall ever having an issue. |
mkint
1715
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Posted - 2017.04.14 14:11:37 -
[5] - Quote
You do NOT decelerate at the same rate as you accelerate. They are two separate processes, and acceleration happens at a much faster rate. The fastest way to stop moving is to throw your engines into reverse... approach the opposite direction of your movement, so that you have both deceleration and acceleration working for you. Knowing this tidbit can also help you align faster through manual piloting.
I don't recall ever doing a test to see if inertia modifier affects deceleration, but I imagine it does. It would be an easy test. Jump in an industrial fit with a bunch of plates leaving 1 slot empty for an istab. Test time from ctrl space to 0m/s with and without the istab. (If you do a test, let us know here, it would be good to have that info parked in the brain.)
imo, the best way to "peek your head out" is to use undock bookmarks. That invulnerability starts counting when your ship spawns in space, not when you load the scene... so you never know how much time you actually have, and then if things are unsafe all you can really do is dock back up, or at best go to an undock bookmark. Might as well just bounce off a bookmark to begin with, especially since it can also help you have a quicker align to your destination.
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Zarek Kree
Lunatic Legion Holdings
158
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Posted - 2017.04.14 16:27:16 -
[6] - Quote
mkint wrote:You do NOT decelerate at the same rate as you accelerate. They are two separate processes, and acceleration happens at a much faster rate.
This does not appear to be correct based on statements published by CCP and my own experiments. CCP has previously stated that "Deceleration is simply acceleration in a direction opposed to the one you are travelling in, i.e. 'braking'." As a result, they only publish acceleration formulas because you're meant to invert them for deceleration at subwarp speeds. Acceleration and deceleration at warp speeds do seem to operate with different formulas for playability and performance reasons (having to do with how quickly people appear on grid) but that doesn't apply here since they're distinct from the subwarp formulas.
You can easily confirm this through testing - preferably with a larger ship since things happen a little slower. I used a Drake. In actuality, it takes a very long time to reach true top speed and true zero velocity (several minutes), so I simply used the rounded values registered on the display. From a dead stop to max velocity took exactly the same amount of time as max velocity to dead stop. I also checked the values between 10% to 90% of max velocity and 25% to 75% with the same result.
A ship accelerates to about 90% relatively quickly and likewise decelerates to about 10% relatively quickly. The last 10% on each end happens much slower because CCP uses a fluid dynamics model instead of a classical physics model. That's also what leads to your perception that acceleration is faster - you're rarely looking at your display waiting for that last little bit of max speed, but you do sometimes watch your gauges waiting for your speed to drop to zero. The reality is that they're happening at the same rate and they're both happening slowly.
mkint wrote:The fastest way to stop moving is to throw your engines into reverse... approach the opposite direction of your movement, so that you have both deceleration and acceleration working for you. Knowing this tidbit can also help you align faster through manual piloting.
I don't think this is true either. If you reverse direction, your ship doesn't spin on its axis and apply power - it turns in a smooth arc based on its agility and speed modifiers - and it does so under constant forward power. There might be some edge cases in which the act of turning a small agile ship under certain conditions cuts your speed at a greater rate than standard deceleration, but I haven't tested it. However, in the OP's case, such a maneuver would terminate the invulnerability timer, so that wouldn't work here regardless.
And to the OP's question then...yes - anything that impacts agility affects acceleration and deceleration equally since they use the same formulas. |
Ageanal Olerie
Aliastra Gallente Federation
56
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Posted - 2017.04.15 06:33:27 -
[7] - Quote
Thanks for all the help.
Did a little experimenting and confirmed that you can indeed stop quicker using Inertial Stabalizers.
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Tau Cabalander
Retirement Retreat Working Stiffs
6789
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Posted - 2017.04.17 06:37:13 -
[8] - Quote
deleted |
Kathern Aurilen
238
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Posted - 2017.04.21 16:45:28 -
[9] - Quote
Ageanal Olerie wrote: I see. Thanks.
My understanding is if you only hit 'Stop' when coming out of a station, you have 30 seconds of invulnerability.
So if I want to peek my head out to see what's happening, I can do that. Assuming I can keep from exiting the docking perimeter on a short undock.
30 seconds? I thought it was 30 seconds OR if you give ur ship some kind of order.
No cuts, no butts, no coconuts!
Forum alt, unskilled in the ways of pewpew!
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Zarek Kree
Lunatic Legion Holdings
178
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Posted - 2017.04.21 17:51:51 -
[10] - Quote
Kathern Aurilen wrote: 30 seconds? I thought it was 30 seconds OR if you give ur ship some kind of order.
That's correct, but the stop command is the one exception to that rule. At east the only one that I've heard of. |
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