The Apple II version of Elite defines 32 hulls.
For the presentation here, shapes were rendered with face normal correction enabled and vertex culling disabled. Ship stats come from the disassembly, ship names come from various sources. For more information on how the mesh data was stored and used, see the Hull Meshes page.
Num | Name | Top | Side | Front | Spin | Health | Speed | Las | Msl | Bounty | Kills | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Missile | 2 | 44 | - | - | - | 0.58 | |||||
2 | Coriolis Station | 240 | 0 | - | 6 | - | - | space station | ||||
3 | Escape Capsule | 17 | 8 | - | - | - | 0.06 | trader | ||||
4 | Plate / Alloys | 16 | 16 | - | - | - | 0.04 | |||||
5 | Cargo Cannister | 17 | 15 | - | - | - | 0.04 | |||||
6 | Boulder | 20 | 30 | - | - | 0.1 Cr | 0.02 | |||||
7 | Asteroid | 60 | 30 | - | - | 0.5 Cr | 0.03 | |||||
8 | Splinter | 20 | 10 | - | - | - | 0.04 | |||||
9 | Shuttle | 32 | 8 | - | - | - | 0.06 | trader | ||||
10 | Transporter | 32 | 10 | - | - | - | 0.07 | trader | ||||
11 | Cobra Mk III | 150 | 28 | 2 | 3 | - | 0.91 | |||||
12 | Python | 250 | 20 | 3 | 3 | - | 0.66 | |||||
13 | Boa | 250 | 24 | 3 | 4 | - | 0.83 | |||||
14 | Anaconda | 252 | 14 | 7 | 7 | - | 1.00 | trader | ||||
15 | Asteroid (Rock Hermit) | 180 | 30 | - | 2 | - | 0.33 | trader | ||||
16 | Viper | 140 | 32 | 2 | 1 | - | 0.10 | police, hunter | ||||
17 | Sidewinder | 70 | 37 | 2 | - | 5 Cr | 0.33 | pirate | ||||
18 | Mamba | 90 | 30 | 2 | 2 | 15 Cr | 0.50 | pirate | ||||
19 | Krait | 80 | 30 | 2 | - | 10 Cr | 0.33 | pirate | ||||
20 | Adder | 85 | 24 | 2 | - | 4 Cr | 0.35 | pirate | ||||
21 | Gecko | 70 | 30 | 2 | - | 5.5 Cr | 0.33 | pirate | ||||
22 | Cobra Mk I | 90 | 26 | 2 | 2 | 7.5 Cr | 0.66 | pirate | ||||
23 | Worm | 30 | 23 | 1 | - | - | 0.20 | angry, trader | ||||
24 | Cobra Mk III (pirate) | 150 | 28 | 2 | 2 | 17.5 Cr | 1.16 | pirate | ||||
25 | Asp Mk II | 150 | 40 | 5 | 1 | 20 Cr | 1.08 | pirate | ||||
26 | Python (pirate) | 250 | 20 | 3 | 3 | 20 Cr | 1.16 | pirate | ||||
27 | Fer-de-Lance | 160 | 30 | 2 | 2 | - | 1.25 | hunter | ||||
28 | Moray | 100 | 25 | 2 | - | 5 Cr | 0.75 | pirate | ||||
29 | Thargoid | 240 | 39 | 2 | 6 | 50 Cr | 2.66 | pirate | ||||
30 | Thargon | 20 | 30 | 2 | - | 5 Cr | 0.13 | |||||
31 | Constrictor | 252 | 36 | 6 | 4 | - | 5.33 | |||||
32 | Dodecahedron "Dodo" | 240 | 0 | - | - | - | - | space station |
"Health" is the amount of damage the ship can take before being destroyed. "Speed" is maximum speed; it corresponds to the "LM (Light Mach) rating in the manual. "Las" is an indication of laser power (0=no laser, 7=max). "Msl" indicates the number of missiles the hull can carry. "Bounty" is the bounty paid for destroying the ship. "KillSc" is the amount by which the Kill Score is increased.
Ship index #2 is always used for the local space station. The pointer to the Coriolis Station data is replaced with a pointer to the Dodecahedron data in appropriate systems.
The ship data for the C64 version is nearly the same as the Apple II version. There are some minor differences, e.g. the Apple II versions of ships with identical designs (the Rock Hermit asteroid and the pirate versions of Cobra Mk III and Python) re-use the edge and vertex data of the previous shape, while the C64 version repeats it. The only significant difference is the addition of a new ship, the Cougar, which doesn't show up on radar.
Num | Name | Top | Side | Front | Spin | Health | Speed | Las | Msl | Bounty | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
32 | Cougar | 252 | 40 | 6 | 4 | - |
The ship must be rendered without surface normal correction because the non-convex parts are included in the main structure of the ship, and the visualization algorithm grabs the wrong thing. The mesh takes the level-of-detail edge exclusion farther than others, reducing the ship to a mere outline when seen at a distance (which seems appropriate for a stealth ship).
The Dodecahedron station becomes entry number 33.
The C64 hull data file was obtained by assembling hull_data.asm from the elite-harmless project. This was much easier than getting a copy of the game, extracting data, descrambling it, etc. You can view the disassembly or project files if you want to examine the data file more closely.
Copyright 2020 by Andy McFadden