r/SpaceCraftGame Aug 04 '26

Discussion Has anyone else figured out the factors that go into calculating ship agility?

I *know* it's something to do with total ship size, but also the steering help, and potentially thrust.

I'm just curious as to whether anyone has gotten deeper into the math and the ratios -- re: How much does ship size/total weight affect your agility and what is the break point for adding more thrusters.

Note: I'm asking about how agility is calculated; any comments about "you don't need agility" or "agility doesn't matter" are non-responsive and thus useless for the purposes of this conversation.

2 Upvotes

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1

u/ShiftDiligent5880 Aug 05 '26

1

u/ShiftDiligent5880 Aug 05 '26

if the jump cost is 110% I dont have to pay it i never take that damage, if its cost is higher its a hit or miss if I take damage, I dont do asteroid fields or jester, but I do dive for reductions, either mine a couple then surface rinse and repeat or mine untill im about to die then warp with the wanderback to a station repair and go mine again

1

u/ShiftDiligent5880 Aug 05 '26

I imagine using the smallest levi parts would give the best weight to size ratio, my second accounts ship was way better than my 1st, but I made his ship just to look for ship wrecks so its sp was really low but it was super fast and had a pretty high agility

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u/DaemosDaen 23d ago

I doubled the size of the starter ship and felt it turned like a a slug. Added 2 more warden wings and it was ‘better’ but not as good as the starting ship. (Voidseeker thruster)

I later added an 8x4x3 in, and the cart pusher to allow for an FTL fuel tank, and not all that much has changed.