Spacecraft in Jump to Lightspeed | SWG Restoration III

Spacecraft in Jump to Lightspeed

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  • This page is intended as a bit of a repository of the various spacecraft available to fly within the Jump to Lightspeed expansion. Most spacecraft start out as a Chassis Blueprint crafted by a Shipwright, but others are available as in game rewards. Once they're in your inventory, just speak to a Chassis Dealer in a starport such as Mos Eisley and for a sum of credits they'll get the chassis built and added to your datapad.

    There are three factions that you can join as a Pilot (Freelance, Imperial & Rebel) and each has their own spacecraft from the humble Scyk to the infamous X-Wing. All spacecraft start off empty and you need to install the various components into the empty hull including things like Reactors, Engines and Weapons. As you progress through your Pilot's career, you'll gain certification to use different spacecraft and higher tiers of components. All Chassis have a number of hidden Attributes that control how they perform - these are collected together below. Generally common sense does prevail a bit, a light fighter is going to be very nimble, but not have lots of weaponry and unable to take too much damage. A heavy fighter will be armed to the teeth and able to take a lot of punishment, but going to be pretty sluggish.

    Attributes:

    Each spacecraft has a number of static attributes that determine how they handle in flight. These, along with the engine you've installed ultimately control how responsive

    Class - this is the classification that the ship falls in, you've a mixture of fighters, bombers, interceptors etc. This gives a good idea on how the overall ship performs in the black.

    Mass - depending upon the resources used and the skill of the Shipwright, crafted ships have a range of masses available. This determines the total weight of the components that can be installed in the spacecraft. The higher this value the better!

    Build - this is simply the cost in credits you need to pay a Chassis Dealer to build the ship and add it to your datapad.

    Speed % - this value modifies the Top Value attribute of an engine. So a crafted Mark II Engine with a Speed of 50, in a Scyk would have an actual Top Speed of 47.5 with it's Speed % of 95%. The actual speed shown on the HUD is multiplied by a factor of 10 - so the speed you'll see on your screen in this case will be 475.

    Acc. & Dec. - the maximum acceleration and deceleration of the ship. This controls how quickly you ramp up to your top speed and how slowly you drop to zero. If only one value is present then the ship has the same acceleration and deceleration values.

    Pitch, Yaw & Roll - the most complicated attributes to actually understand, these relate to your movement up/down (pitch), left/right (yaw) and roll (rotate). The chassis value is the maximum number of degrees you can turn/rotate at a time. Your engine will control how quickly you accelerate to that point.

    Rotation - this affects how responsive your ship is to turning (pitch/yaw) when travelling at speed. A bit like some vehicles can take a corner more quickly than others, each spacecraft has an optimum speed at which to turn. The centre value is the optimal speed to travel at to make the sharpest turn. Most spacecraft turn optimally at 40% or 50% of the top speed, some ships like the A-Wing and TIE Advanced this point is 80% and ships like the YT-1300 this drops to 30%. The Roll attribute isn't affected by this, so rolling in addition to turning you'll be able to make turns at higher speeds.

    Slide Dampener - when performing a turn (pitch/yaw) a ship slides a little bit as the forward momentum carries you forward (think of it a bit like the turning circle on a car). The Slide Dampener attribute reduces the amount of slide that occurs. A higher value represents less slide and a tighter turn.

    As a note, I've currently yet to find out the actual timeframe used in relation to acceleration.

    Other sources of this information will list a Tier attribute for each chassis. This was when Pilot had a traditional profession with trees. In R3 we have a linear system where you gain Ship Certificates as you level up, so tier doesn't play a big enough part to list - you can either fly the ship or not.

    Freelance Spacecraft:


    ChassisClass
    Mass​
    Build​
    Speed %​
    Acc./Dec​
    Pitch/Yaw/Roll​
    Rotation %​
    Slide Damp​
    Weapons​
    ScykLight Fighter
    ~12k​
    10k​
    95%​
    50​
    600/600/300​
    20/50/90​
    1.9​
    1 + 1m​
    Heavy ScykLight Fighter
    95k~128k​
    ?​
    95%​
    50​
    600/600/300​
    1 + 1m​
    DunelizardMedium Fighter
    85k~114k​
    15k​
    95%​
    30​
    300/300/150​
    20/40/60​
    1.3​
    2 + 1m​
    KihraxzLight Fighter
    40k~46k​
    25k​
    100%​
    40/50​
    400/400/200​
    20/50/75​
    1.6​
    1 + 1m​
    KimogilaHeavy Fighter
    110k~159k​
    25k​
    92%​
    35​
    100/100/50​
    20/40/50​
    1.6​
    3 + 1m​
    IxiyenMedium Fighter
    95k~133k​
    50k​
    95%​
    25/30​
    200/200/100​
    20/40/50​
    1.3​
    2 + 1m​
    RihxyrkHeavy Fighter
    190k~313k​
    75k​
    97%​
    40​
    100/100/50​
    20/35/40​
    1.5​
    3 + 1m​
    VaksaiHeavy Fighter
    ?​
    75k​
    92%​
    35​
    100/100/50​
    20/40/50​
    1.3​
    Naboo N-1Interceptor
    ?​
    75k​
    100%​
    40/60​
    250/250/125​
    5/80/80​
    1.6​
    YT-1300P.OB.
    500k~1m​
    100k​
    80%​
    10​
    50/50/37.5​
    20/30/30​
    1.2​
    KSE FiresprayHeavy Fighter
    210k~399k​
    100k​
    90%​
    35​
    100/100/50​
    20/40/40​
    1.6​
    M22-T KraytHeavy Fighter
    ?​
    100k​
    92%​
    35​
    100/100/50​
    20/40/50​
    1.3​

    Imperial Spacecraft:


    ChassisClass
    Mass​
    Build​
    Speed %​
    Acc./Dec​
    Pitch/Yaw/Roll​
    Rotation​
    Slide Damp​
    Weapons​
    TIE Light DutyLight Fighter
    ~12k​
    10k​
    96%​
    50​
    600/600/300​
    20/50/90​
    1.7​
    TIE FighterLight Fighter
    20k~22k​
    15k​
    90%​
    40​
    500/500/250​
    20/50/75​
    1.8​
    TIE/InLight Fighter
    40k~48k​
    25k​
    97%​
    40​
    400/400/200​
    20/50/75​
    1.6​
    TIE InterceptorInterceptor
    40k~48k​
    50k​
    100%​
    40/60​
    300/300/150​
    5/80/80​
    1.6​
    TIE BomberBomber
    190k~370k​
    50k​
    95%​
    30​
    80/80/40​
    10/30/30​
    1.2​
    TIE AdvancedInterceptor
    65k~86k​
    75k​
    100%​
    40/60​
    300/300/150​
    5/80/80​
    1.7​
    TIE AggressorMedium Fighter
    120k~192k​
    75k​
    95%​
    20/30​
    150/200/100​
    20/40/40​
    1.3​
    TIE OppressorHeavy Fighter
    170k~297k​
    100k​
    90%​
    35​
    100/100/50​
    20/35/60​
    1.3​
    VT-49 DecimatorP.OB.
    500k~1m​
    100k​
    90%​
    10​
    50/50/37.5​
    20/30/30​
    1.2​
    TIE DefenderMedium Fighter
    ?​
    100k​
    93%​
    25/30​
    200/300/150​
    20/40/50​
    1.5​

    Rebel Spacecraft:


    ChassisClass
    Mass​
    Build​
    Speed %​
    Acc./Dec​
    Pitch/Yaw/Roll​
    Rotation​
    Slide Damp​
    Weapons​
    Z95Light Fighter
    ~12k​
    10k​
    95%​
    50​
    600/600/300​
    20/50/90​
    1.7​
    Y-WingMedium Fighter
    150k~262k​
    15k​
    90%​
    25/30​
    80/80/40​
    10/30/50​
    1.2​
    Y-Wing LongprobeBomber
    170k~314k​
    25k​
    90%​
    25/30​
    100/100/50​
    10/30/35​
    1.4​
    X-WingMedium Fighter
    100k~150k​
    50k​
    95%​
    25/30​
    200/300/150​
    20/40/50​
    1.5​
    A-WingInterceptor
    65k~86k​
    75k​
    100%​
    40/60​
    250/250/125​
    5/80/80​
    1.6​
    B-WingBomber
    240k~528k​
    100k​
    90%​
    30/35​
    75/75/50​
    10/30/30​
    YKL-37RP.OB.
    500k~1m​
    100k​
    80%​
    50​
    50/50/37.5​
    20/30/30​
    1.2​

    DISCLAIMER: the above information has been extracted from the SWG-Source Github repository. A number of the values here do not tie up with what we get in game - for example the Dunelizard can be crafted to be above 140k mass