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Ship Agility

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Ship Agility
Offline Forsaken
12-18-2006, 03:47 PM, (This post was last modified: 12-18-2006, 03:49 PM by Forsaken.)
#8
Member
Posts: 50
Threads: 3
Joined: Dec 2006

I done alot of work trying to figure out exactly how the FL engine handles manuverablity. From the beginning I always thought mass effected how a ship handled (so shooting the middle wing off of the Eagle to reduce mass, actually done nothing).

This is a reason many mods have horrible manuverablity balance problems. They base thier manuverablity solution(s) off of Vanilla and Vanilla itself war horribly balanced as far as manuverablity goes. For instance, the Eagle is much more manuverable than many of the lightfighters in the game. -_-

Anyways, it all boils down to this...

Torque/Drag = Max Turning (radians/second)
Torque/Enertia = Angular Acceleration (time to max speed in spin)

They both coinside with eachother tho. Max turning relys on angular acceleration vice versa.

P.S. The Roll stats do not have much effect on ship turning. Keep this ratio about 58000 torque:1000 enertia.
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Messages In This Thread
Ship Agility - by Zyreal - 09-23-2006, 01:43 AM
Ship Agility - by DarkOddity - 09-23-2006, 02:54 AM
Ship Agility - by Kane - 09-23-2006, 03:28 AM
Ship Agility - by Hyperwave22 - 09-23-2006, 03:37 AM
Ship Agility - by Zyreal - 09-23-2006, 05:07 AM
Ship Agility - by DarkOddity - 09-26-2006, 04:33 AM
Ship Agility - by Zyreal - 09-26-2006, 09:00 AM
Ship Agility - by Forsaken - 12-18-2006, 03:47 PM

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