Canyon & Planetary Port Racing
A side-by-side stat comparison of all Elite Racers, built for picking (and arguing about) the best canyon racer. Flip any card for a deeper breakdown, and where a ship supports it, click the top speed to see how an alternate engineering build trades one stat for another.
Pick a ship, then add one or more ships to compare against it. The charts show measured boost telemetry frame by frame, and the live race replays the real data so you can see exactly where one ship pulls ahead. Hover any chart for exact readings.
Here you can do your own testing and see how well each ship turns, either with or without boost. The first simulator plays out a boosted turn from a high-speed entry, so you can compare how far each ship slides before it's traveling where its nose points. Below it, Non-Boost Cornering races ships around a fixed-radius corner without boosting.
Each ship enters heading north at the chosen entry speed, flying FA-off with its nose rotated to the heading you choose. When it boosts (at time zero, unless you set a delay) it switches FA back on: lateral thrusters cancel the sideways drift while the main thrusters drive it along the nose. With 2 boosts, each ship boosts again as soon as its own boost interval allows, and the run lasts 10 seconds instead of 5. With boost Off, ships turn on their non-boost thrusters alone. Rings on each path mark where a delayed or second boost fires. Slip is how far the ship's actual motion lags behind its nose. Over-rotation is how far past the chosen angle the nose has to point for the ship to actually be traveling in that direction by the end of its last boost (or the end of the run, with boost off). Use Nose heading mode to set where the nose starts and, optionally, a constant turn rate (−90 to 90°/s) that sweeps it through the whole run, or Target heading mode to pick the direction you want to be traveling. In Target mode each ship presets its nose past the target, then swings it back at its pitch rate, timed so the ship settles on the target instead of overshooting.
Model: lateral thrust holds at its boosted peak for the boost's acceleration duration, then drops to non-boost. Forward boost thrust depends on speed, not time: the ship accelerates at its peak rate when slow or moving backward, and the measured boost curve sets how acceleration tapers as total speed nears max throttle and max boost speed (straight-line taper past the end of the measured curve; the Orca borrows the Adder's shape). Total speed never exceeds max boost speed. Outside a boost (before a delayed boost, between two boosts, after the last one, or the whole run with boost off) the pilot flies FA off: lateral thrust continues at its non-boost rate (manual strafing). Forward thrust only works while the ship's total speed is below its max throttle speed, and never pushes it past that. A ship already moving faster only has its lateral thrusters, which can slow it but never speed it up. Manual entry speed is capped at 1000 m/s. A boost's start is when its acceleration starts and FA turns on; the second boost starts one boost interval (spin-up included) after the first.
Steady-state cornering with FA off. A ship can hold a circle of radius r only while its non-boost lateral acceleration covers the centripetal demand, so its top speed around the circle is v = √(lateral accel × r), capped at its max throttle speed (within 50–500 m the lateral limit always binds first). Every ship starts together, already at its own circle speed; the run ends when the fastest ship completes one full lap. The strip below shows distance travelled along the circle, so ships stacked on the ring are still easy to separate.
Full stat sheet for every build. Click any column header to sort. Below the table, pick a ship and one other ship (or none, for the fleet average) for a side-by-side breakdown.
How each stat was measured. Most acceleration figures were derived frame-by-frame from video footage of the in-game HUD, which adds some frame-to-frame jitter; that's why the Boost Profile charts smooth the data by default (switch to Raw to see it unfiltered). Rotation rates come from coriolis.io.