Space-Fighter Range

By Corellian Corvette, in X-Wing

If you guys, the community, could help me and rank the range and fuel efficiency of the craft for the rebels and imperials, I would greatly appreciate it.

Like, what craft has the greatest range, what has the worst fuel efficiency, do certain craft just sip fuel, and what fuel do they use. This is all before after market add ons, and I don't think the large ships count.

Thanks!

Since this seems to have little to do with the game, wookieepedia is your best bet.

Most of the TIE don't have hyperspace drives. The Advanced does, and I think the Defender does as well. Rest of 'em lived on a station.

The TIEs have massive solar panels that should allow them to last indefinitely.

Yet they're just short range fighters.

The TIEs have massive solar panels that should allow them to last indefinitely.

Yet they're just short range fighters.

TIE pilots are cheap; hyperdrives are expensive.

"Short ranged" is kind of silly term when you talk about space. By that they mean its tethered to a mother ship for support. But if a Tie Fighter was real, I bet you could take one to the moon and back in an afternoon.

Has anyone scaled or given a good estimate of the speed a snub fighter can achieve in space? I know in atmospheric conditions they go around mach 1 to 2.

Edited by Jo Jo

the fighters actually use less fuel while in hyperspace... I think that's what they said in the rogue squadron books...

the fighters actually use less fuel while in hyperspace... I think that's what they said in the rogue squadron books...

Less drag, better conservation of energy, and no need to power energy hogging antigravity fields.

Solar cells provide power more or less indefinitely, life support on the other hand...

Still Lukes x-wing had life support for like 2 weeks if i recall...

Solar cells don't work at night..... lol

Solar cells don't work at night..... lol

They store power, you know. :/

This is for a campaign system that ties in with armada. Was thinking about making the TIE advanced have really long range (hey Darth Vader survived after the death star exploded), and ships like the A-wing have short endurance away from base/carriers. Was thinking of the Y-wing with its apparent fission engines to be the alliances very long range fighter.

Also, my opinion is that the TIE fighters panels are actually ratiators and emit the excess heat from the power plant they have and from blaster firing.

Phantom has a hyperdrive. Currently all Reb ships but the Headhunter have hyperdrives as stock.

If you guys, the community, could help me and rank the range and fuel efficiency of the craft for the rebels and imperials, I would greatly appreciate it.

Like, what craft has the greatest range, what has the worst fuel efficiency, do certain craft just sip fuel, and what fuel do they use. This is all before after market add ons, and I don't think the large ships count.

Thanks!

Sure... Without a doubt the DS2 is the longest ranged and most powerful ship with one exception, Ill get to that later... The DS1 has a 1 reactor with a output equal to 3 Mainsequence Stars, it has three years of fuel antimatter bottles. The DS2 has 3 reactors, 2 are used only for the Super LASER Mk 2, Its unlear about the output, ether each seperate reactor is equal too hundreds of blue giants or all together they are equal too hundreds of blue giants.

Taking that in mind and the description of the damage the Super LASER Mk 1 causes, its a gross understatment that the are considered "Planet Killers." They easily can be star killers as well as having a small % chance at causeing a effecgt that could kill a universe or even multiverse, the probability of the effect being instant are even lower.

The mk 1 hit the target with intensity of A steller core (vauge description) this causes a dstructive cayt effect that rips a hole into hyper space AND causes such a huge upheavel of matter antimatter that this effect causes "HUNDREDS OF SMALL SPACE-TIME SINGULARITES to form.)

Needless to say you wont find anything that powerful elsewhere in SW except the DS2 which is listed as faster firing AND even more powerful, nor will you in anyother scifi. And you wont find something that survives it ether.

As far as range goes the World Devastator in theroy is the longest ranged ship. It counts as a von Neumann probe. As long as its got planets to eat that has useful resources it can keep going and going.

I can only give you the peak output of the Executer-class Super Star Destroyer, the Empire had lots of diffrent classes of Super Super Destroyers. >7,730 x 10 to the power of 26 watts

Star Destroyer Battle ships were the rarest class in the Empire, lots of IMPs felt no need to have these ships as command craft when Super SD were better in every way. Out put is less than a SSD but more than likely more than SD. No lore yet is givebn for consumption for Reb cap ships ether.

Venartor Class Star Destroyers main reactor annihilates up to 40,000 tons of fuel per second at max power

Republic Assault Ship has a main reactor peak 2 x 10 to the power of 23 watts. The heaviest weapon on it (12 Quad turbolaser turrets are rated putting out 200 gigatons per shot.)

Imperial II has a peak output of >9,280 x 10 to the power of 24 watts

Imperial 1 has a peak output of ~ 7,730 x 10 to the power of 24 watts

Solar cells don't work at night..... lol

The word "night" has no meaning when you're in space.

Solar cells don't work at night..... lol

The word "night" has no meaning when you're in space.

That's when the north korean astronaut landed on the sun, though.

As far as fighters go not enough lore is given for 95% of them to tell which is the most long ranged or has the highest reactor output. However...

It appears the Y-Wing BTL-A4 Long probe is probably the longest ranged Reb fighter.

The cooling thing about TIEs is they are made by one company so giving input on these craft is real easy.

The longest ranged TIE is probably a tie between the TIE Defender, TIE Phantom, and maybe Royal Guard TIE Interceptors. The TIE Defender carries the SFS I-s4d solar ionization reactor, which is the most powerful named TIE reactor in the Empire.

How TIE reactors work is like this. Solar arrays collect light energy, channeling it through a reactor to FIRE EMISSIONS from a high-pressure radioactive gas. When refueling the spent gas is reenriched during a process involving a ships or base main reactor.

Most TIEs carry the SFS I-a2b solar ionization reactor

The TIE Advanced X1, TIE Avenger, and TIE Interceptor carry the SFS I-s3a solar ionization reactor. The TIE Advanced was barely better than a standard TIE/LN Fighter when it came to exl. It had way better fire power and targeting computer. It had worse manuvering capabilities, a terrible hyper drive that was a energy consuming hog, its shield generator needed to be fine tune before every flight.

The TIE Avenger was superior to the X1 in every way. It had four full scale SFS L-s9.3 LASER Cannons. All its systems were more powerful and required alot less energy mainly the non-SFS hyperdrive equiped to the Avenger was very long range fast and wasnt a energy hog.

TIE Interceptors, the mass produced version of the TIE Advanced X3, were even more advanced than the TIE Avenger although the Avenger had a better turning radius. It had the most advanced engines, more so than a TIE Defender, they each were manully controled thrust vector ion engines. It also carried four SFS L-s9.3 LASER cannons. It also had the most advanced Targeting computer rivaled only by the TIE Defender.

It didnt carry any of the systems youd find on a Avenger so it could be thought of as a striped down TIE Avenger. Because it did carry the SFS I-s3a solar ionization reactor or the SFS I-a3a solar ionization reactor, which was probably better than the SFS I-s3a, it could easily have some or ALL the systems uded find mounted to a TIE Avenger, mounted to a TIE Interceptor and have zero ill effect on the preformance.

The TIE Interceptor squadron "Avenger Squadron" normally had beam weapons, shields, all purpose launchers, and ultra min hyperdrives mounted to there Intercepotors with no issue. Royal Guard TIE Interceptors had simular loadouts but were moded for atmo dogfights.

Although the way this was callculated was flawed it came out the lets say a TIE Interceptor with Shields or maybe atmo mods moving at MGLTs = MACH 127 in atmo

Excluding that in this tech book SW complete vehicles, air speed with shields active for a ARC-170 is 44,000 kmp and the V-Wing fighter with shields on has a air speed of 52,000 kph. So maybe the above calc for MGLT is not far off.

Thanks for the space craft info!

I'll probably need to just make up some numbers and balance them to each other.

Thanks for the space craft info!

I'll probably need to just make up some numbers and balance them to each other.

I forgot to put the MGLT for the TIE Interceptor. 111 MGLT = MACH 127

Thanks for the space craft info!

I'll probably need to just make up some numbers and balance them to each other.

I forgot to put the MGLT for the TIE Interceptor. 111 MGLT = MACH 127

Whaaaaaat. That seems stupid fast. Besides, top speed is meaningless, its all about acceleration in space.

Thanks for the space craft info!

I'll probably need to just make up some numbers and balance them to each other.

I forgot to put the MGLT for the TIE Interceptor. 111 MGLT = MACH 127

Whaaaaaat. That seems stupid fast. Besides, top speed is meaningless, its all about acceleration in space.

Its not meaningless in atmosphere =) You were wondering if anyone figured out how or if the could figure out how too convert MGLT into soething we use. There is a formula but its abit flawed but probably close.

Going only off the tech guide the ARC - 170 can travel at mach 35 with its shields active. The V-Wing fighter max speed in atmo with shields on is Mach 42

Awings are anything but 'short ranged'

They have (in the mythos) advanced avionics and are used for recce and scouting.

One A wing tactic is to hyperdrive into an imperial area, blaze through it at top speed scanning everything in the area and jumping out again before being engaged.

Thanks for the space craft info!

I'll probably need to just make up some numbers and balance them to each other.

I forgot to put the MGLT for the TIE Interceptor. 111 MGLT = MACH 127

Whaaaaaat. That seems stupid fast. Besides, top speed is meaningless, its all about acceleration in space.

Not in Star Wars it isn't.

Okay, I am wrong then :)

As in short range, I view that the A-wing needs to stick within a jump or two of a base/carrier, cause of those big honkin' engines gobbeling up all the fuel. It can be used as a scout, but not a long range scout I bet.

Okay, I am wrong then :)

As in short range, I view that the A-wing needs to stick within a jump or two of a base/carrier, cause of those big honkin' engines gobbeling up all the fuel. It can be used as a scout, but not a long range scout I bet.

Your definition of short range is "half the galaxy".

Edited by Koshinn