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SC Ships Performances Viewer

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  1. Performances Data
  2. Comparison
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SC Ships Performances Viewer

SC Ships Performances Viewer is all about characteristics related to the propulsion of ships currently available in game.
With graphs, it is easy to see performances of a specific ship and compare with the previous version of the PU.

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Data extraction with unp4k tool from Peter Dolkens.

  • table_chart Detailed Charts
  • radar Summary Chart
  • view_in_ar Metrics
Size & Mass
Shield
Hull Durability tips_and_updates

These are the values of health points. Nose (front section), Body and Tail (rear section) are usually the vitals parts of the ship and can result to destruction if their health reachs 0.
Total HP Pool is the sum of all vital and detachable parts of the ship. Destruction can occur well before this amount if a vital part reaches 0.
Total Parts is the sum of all damageable parts of the ship (winglet, pods, engine, hardpoint, etc...).
Note that these values will be useless once physicalized armor will be implemented in the game.

Estimated Operate Cost
Inventory & Cargo
Resistances & Stealth Bonus
Pilot Weapons Capacitortips_and_updates

Higher value result in more ammunition in Laser, Distorsion weapons.

Turrets Weapons Capacitortips_and_updates

Higher value result in more ammunition in Laser, Distorsion weapons.

Radar Emissionstips_and_updates

These are the values of Electromagnetics and Infrared emissions. The lower the values, the less the ship can be detected from radar or locked on by EM/IR missiles.
Passive radar detection formula is (highest value between EM/IR * 1 = detection distance in meter)
Active radar detection (ping) formula is (highest value between EM/IR * 2 = detection distance in meter)

Speed
Propulsion tips_and_updates

These are the values of the forward and backward force in G. Higher is the value, the faster the ship will reach its maximum speed or come to a complete stop. Note that in rare cases, due to the way data is defined in the game's XML files, these values may be lower than in-game G performances.

Ship Axis Rotation Speed °/s tips_and_updates

These are the values of the rotation speed in degrees per second of the ship. A value of 180 means it's take 2s to do a 360° rotation (360/180). Low values result in sluggish responsivness ship.

Fuel Tank Capacity
Fuel flow per Minute tips_and_updates

This chart show the maximum rate of fuel used by the two differents categories of thrusters and, if equiped, the fuel scooping. Do note that maneuvers thruster are not always in use so these values are not added during a normal cruise. Efficiency is the ratio between fuel used and scooped at Vmax. A value above 100% means scooping is faster than usage.

Estimated Flight Time tips_and_updates

This chart show the estimated possible flight time. Somes variables are added to be as accurate as possible (scoop, margin...). Always take note to the gap between the two value for possible deviance.

Thrusters Capacitor Size tips_and_updates

Higher value result in longuer Afterburner.

Regen Delay tips_and_updates

The time before the capacitor begin to recharge.

Regen Rate per Second tips_and_updates

Higher value result in quicker recharge.

Time to Regen 0-100% tips_and_updates

The time before the capacitor is fully recharged.

Afterburner Maneuvrability & Angle Multiplicator tips_and_updates

These are the values of the multiplicator boost for each axis when afterburner is used. A higher value result in higher G maneuvrability.