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Reatu Krentor
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Posted - 2004.09.26 18:55:00 -
[1]
What is the agility of a ship, i've seen that attribute on eve-i object explorer. Does it have an effect and if so how? What about inertia, does that affect agility or is it something entirely different?

------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Reatu Krentor
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Posted - 2004.09.26 18:55:00 -
[2]
What is the agility of a ship, i've seen that attribute on eve-i object explorer. Does it have an effect and if so how? What about inertia, does that affect agility or is it something entirely different?

------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Tatsue Nuko
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Posted - 2004.09.26 19:09:00 -
[3]
Edited by: Tatsue Nuko on 26/09/2004 19:12:55 Agility is... well, agility. How fast it can turn, accelerate, decelerate and so on.
Intertia is inertia (if you don't know the word, look it up, I'm not entirely sure how to exlain it). When you maneuver your agility and intertia struggle against each other.
I think you can say that when you throw a ball through the air it's the inertia (mass and speed and so on) that makes the ball go in an arc instead of being instantly pulled straight down by gravity.
EDIT: High inertia is thus bad for maneuverability, since it requires more force to be "won" over by thrusters. The same effect can, for example, cause airplanes to momentarily fly slightly sideways when using rudders and so on.
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Tatsue Nuko
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Posted - 2004.09.26 19:09:00 -
[4]
Edited by: Tatsue Nuko on 26/09/2004 19:12:55 Agility is... well, agility. How fast it can turn, accelerate, decelerate and so on.
Intertia is inertia (if you don't know the word, look it up, I'm not entirely sure how to exlain it). When you maneuver your agility and intertia struggle against each other.
I think you can say that when you throw a ball through the air it's the inertia (mass and speed and so on) that makes the ball go in an arc instead of being instantly pulled straight down by gravity.
EDIT: High inertia is thus bad for maneuverability, since it requires more force to be "won" over by thrusters. The same effect can, for example, cause airplanes to momentarily fly slightly sideways when using rudders and so on.
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Caldorous
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Posted - 2004.09.26 19:31:00 -
[5]
Agility: it affects the speed of turning around, and "locking" on warp destination (higher agility will make you warp out faster)
Inertia: it affects the speed of acceleration/desacceleration, higher inertia => you will reach top/no speed slower and viceversa.
I think that the mass of the ship determines its inertia and the volume it's agility.
Correct me if it is wrong... -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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Caldorous
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Posted - 2004.09.26 19:31:00 -
[6]
Agility: it affects the speed of turning around, and "locking" on warp destination (higher agility will make you warp out faster)
Inertia: it affects the speed of acceleration/desacceleration, higher inertia => you will reach top/no speed slower and viceversa.
I think that the mass of the ship determines its inertia and the volume it's agility.
Correct me if it is wrong... -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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Gunstar Zero
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Posted - 2004.09.26 19:52:00 -
[7]
I may be wrong, but I dont think fitting agility mods to your ships makes any difference at the moment.
it's tough to quanitfy anyway, but even stacking up a full rack of nanofibers / inertial stabs hasnt seemed to have made any difference on several ships I've tried.
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Gunstar Zero
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Posted - 2004.09.26 19:52:00 -
[8]
I may be wrong, but I dont think fitting agility mods to your ships makes any difference at the moment.
it's tough to quanitfy anyway, but even stacking up a full rack of nanofibers / inertial stabs hasnt seemed to have made any difference on several ships I've tried.
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Reatu Krentor
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Posted - 2004.09.26 22:53:00 -
[9]
Edited by: Reatu Krentor on 26/09/2004 23:01:19 Yeah, indeed thats why i was wondering about it. Would be nice to have some kind of confirmation(perhaps dev or ISD if they can find out) that indeed it does work or that it should but somehow unnoticeable or whatever You get what i mean ... . (edit) Perhaps a way of testing it would be, equipping a bs(so it should be easier to notice) with 1 mwd and in the lows first nothing then orbiting a stationary target at 1 km at max speed( with mwd) while noting down the average speed and the average distance to your target, second time fitted with inertia stabilizers and repeating the process, afterwards compare values. I don't know if speed and distance would be enough however. Any thoughts welcome as always . ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Reatu Krentor
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Posted - 2004.09.26 22:53:00 -
[10]
Edited by: Reatu Krentor on 26/09/2004 23:01:19 Yeah, indeed thats why i was wondering about it. Would be nice to have some kind of confirmation(perhaps dev or ISD if they can find out) that indeed it does work or that it should but somehow unnoticeable or whatever You get what i mean ... . (edit) Perhaps a way of testing it would be, equipping a bs(so it should be easier to notice) with 1 mwd and in the lows first nothing then orbiting a stationary target at 1 km at max speed( with mwd) while noting down the average speed and the average distance to your target, second time fitted with inertia stabilizers and repeating the process, afterwards compare values. I don't know if speed and distance would be enough however. Any thoughts welcome as always . ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Celt Eireson
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Posted - 2004.09.26 23:06:00 -
[11]
From memory the devs did say at one point that the agility mods would have limited effect on anything but frigates. So if you're trying on a cruiser or battleship it may not be noticeable.
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Celt Eireson
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Posted - 2004.09.26 23:06:00 -
[12]
From memory the devs did say at one point that the agility mods would have limited effect on anything but frigates. So if you're trying on a cruiser or battleship it may not be noticeable.
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Imhotep Khem
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Posted - 2004.09.27 01:46:00 -
[13]
reduced inertia can also get you to warp faster.
But after wearing the mods for a long time I just decided not to wear em anymore. Its kinda weak that there is no way to measure or tell the effect. Plus, getting to warp timing is so random as it stands, that it really wont matter much. That is probably why they devs have been mute on it.
I would surmise higher agility and lower inertia would allow for faster orbits, but I have not confirmed this. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.09.27 01:46:00 -
[14]
reduced inertia can also get you to warp faster.
But after wearing the mods for a long time I just decided not to wear em anymore. Its kinda weak that there is no way to measure or tell the effect. Plus, getting to warp timing is so random as it stands, that it really wont matter much. That is probably why they devs have been mute on it.
I would surmise higher agility and lower inertia would allow for faster orbits, but I have not confirmed this. ____ If your not dyin' your not tryin'. |

KingsGambit
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Posted - 2004.09.27 02:57:00 -
[15]
As the others have already mentioned, the agility of a ship affects how manouverable it is, how fast it can align for warp, and how close to it's max speed it can maintain while turning. Inertia related to the ships accelaration and decceleration, where the higher the inertia, the longer it takes to do both.
There was in the past, a thread from a player who actually did a number of conclusive tests regarding fitting modules which affect these attributes. I've also tested them, not so exhaustively, but the conclusion is that any module affecting inertia/agility doesn't actually work, and thus you can freely alter the description from "Increases agility" to "Does nothing". I've tested on an interceptor and on an industrial ship, the two opposite ends of the spectrum, and neither showed any effect whatsoever from those modules.
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BYOC Crow Interceptor Deals |

KingsGambit
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Posted - 2004.09.27 02:57:00 -
[16]
As the others have already mentioned, the agility of a ship affects how manouverable it is, how fast it can align for warp, and how close to it's max speed it can maintain while turning. Inertia related to the ships accelaration and decceleration, where the higher the inertia, the longer it takes to do both.
There was in the past, a thread from a player who actually did a number of conclusive tests regarding fitting modules which affect these attributes. I've also tested them, not so exhaustively, but the conclusion is that any module affecting inertia/agility doesn't actually work, and thus you can freely alter the description from "Increases agility" to "Does nothing". I've tested on an interceptor and on an industrial ship, the two opposite ends of the spectrum, and neither showed any effect whatsoever from those modules.
-------------
BYOC Crow Interceptor Deals |

Reatu Krentor
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Posted - 2004.10.01 19:10:00 -
[17]
Originally by: KingsGambit
There was in the past, a thread from a player who actually did a number of conclusive tests regarding fitting modules which affect these attributes. I've also tested them, not so exhaustively, but the conclusion is that any module affecting inertia/agility doesn't actually work, and thus you can freely alter the description from "Increases agility" to "Does nothing". I've tested on an interceptor and on an industrial ship, the two opposite ends of the spectrum, and neither showed any effect whatsoever from those modules.
So it doesn't work, hmm great, so thats basicly another module thats useless. *puts inertia stabilizers on a long list also including bulkheads, capacitor flux coil, ...* Would be nice if it actually did anything, but that also means there is an implant that is tottally useless atm(that rogue casomething +2% agility).
------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Reatu Krentor
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Posted - 2004.10.01 19:10:00 -
[18]
Originally by: KingsGambit
There was in the past, a thread from a player who actually did a number of conclusive tests regarding fitting modules which affect these attributes. I've also tested them, not so exhaustively, but the conclusion is that any module affecting inertia/agility doesn't actually work, and thus you can freely alter the description from "Increases agility" to "Does nothing". I've tested on an interceptor and on an industrial ship, the two opposite ends of the spectrum, and neither showed any effect whatsoever from those modules.
So it doesn't work, hmm great, so thats basicly another module thats useless. *puts inertia stabilizers on a long list also including bulkheads, capacitor flux coil, ...* Would be nice if it actually did anything, but that also means there is an implant that is tottally useless atm(that rogue casomething +2% agility).
------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Shamis Orzoz
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Posted - 2004.10.01 20:57:00 -
[19]
Yes it would be very nice if a dev would weigh in on this subject. I was trying to gather up some inertial stabs and nanofibers to run some tests myself, but I'm wondering if its a waste of my time.
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Shamis Orzoz
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Posted - 2004.10.01 20:57:00 -
[20]
Yes it would be very nice if a dev would weigh in on this subject. I was trying to gather up some inertial stabs and nanofibers to run some tests myself, but I'm wondering if its a waste of my time.
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Malius
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Posted - 2004.10.01 22:27:00 -
[21]
Edited by: Malius on 01/10/2004 22:29:28 It does seem that the skill that adds agility works though; evasive manuvering I think it is. Not sure, but it seems that my character flying an indy with it at level 5 enters warp and turns much faster than my alt with it at level 1 in the same hauler.
Could be my imagination too...
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Malius
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Posted - 2004.10.01 22:27:00 -
[22]
Edited by: Malius on 01/10/2004 22:29:28 It does seem that the skill that adds agility works though; evasive manuvering I think it is. Not sure, but it seems that my character flying an indy with it at level 5 enters warp and turns much faster than my alt with it at level 1 in the same hauler.
Could be my imagination too...
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Weaselcrossing
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Posted - 2004.10.01 22:49:00 -
[23]
I believe that inertia works at least, cause I notice a BIG difference when i load my indy up with nanofibers rather than overdrives (more than just the fact that overdrives take longer since they have more boost.) Now my indy gets up to speed quickly, which is really nice for the gates, although it has a lower max speed:(
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Weaselcrossing
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Posted - 2004.10.01 22:49:00 -
[24]
I believe that inertia works at least, cause I notice a BIG difference when i load my indy up with nanofibers rather than overdrives (more than just the fact that overdrives take longer since they have more boost.) Now my indy gets up to speed quickly, which is really nice for the gates, although it has a lower max speed:(
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Caldorous
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Posted - 2004.10.01 23:40:00 -
[25]
I've noticed that when trying to warp out, the ship turns faster that turning to the same direction trying to (for example) approach an asteroid. -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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Caldorous
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Posted - 2004.10.01 23:40:00 -
[26]
I've noticed that when trying to warp out, the ship turns faster that turning to the same direction trying to (for example) approach an asteroid. -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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throbbinnoggin
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Posted - 2004.10.02 01:59:00 -
[27]
Edited by: throbbinnoggin on 02/10/2004 02:03:18 Just a hypothesis regarding overdrives and nanofibers: could it be that the "slight" increase in agility (turning/aligning for warp) be getting offset by the increase in speed? That by having a higher top end it takes "slightly" longer for the ship to accelerate to the 75% max speed neccesary to enter warp. Any thoughts? Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
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throbbinnoggin
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Posted - 2004.10.02 01:59:00 -
[28]
Edited by: throbbinnoggin on 02/10/2004 02:03:18 Just a hypothesis regarding overdrives and nanofibers: could it be that the "slight" increase in agility (turning/aligning for warp) be getting offset by the increase in speed? That by having a higher top end it takes "slightly" longer for the ship to accelerate to the 75% max speed neccesary to enter warp. Any thoughts? Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
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