(07-29-2013, 01:53 PM)Rodnas Wrote: If the OP is looking for beginners ships and is searching his style, may i shamelessly self-promote this thread, where you can find comparisons according to raw data so he can self evaluate what is important for him and what is not?
Also it helps to x out commonly percieved errors
Take it with a grain of salt, especially the weighted formulas- and take into account the ships exact shape not only its size and you can learn a thing or two from datacrawling - of course advantages like this( think sabre holes!) or centered guns are not listed...
Edit: Spike: Eagle is even quicker than many LFs
offtopic: how you managed to find "turn reaction score"?
You need FLStat to find the correct entry for the shiparch ini, from then it is pure calculation!
The reactiveness or better put the turn acceleration is
steering torque / rotation Inertia
-calculated for each axis
It gives you "jumpiness" if too high, or a non sluggish behaviour if only "high" , or a slug like turning if it is very low.
Practically, one would have to calculate how much time it needs to get to a ships max turn speed to see how much it really counts for each ship- also it depends on how you fly that thing ...so it might matter big time or not so much
Edit: also- with these calculations: the z-axis is useless, don't let anyone tell you otherwise
Z= rolling and it only comes to bear if you are in cockpit mode and keymapped the "roll" key
the banking of a ship while maneuvering is not defined by this speed but the max.bank angle
Strafing and reversing is also defined by other values.
In short: as long as you don't fly in cockpit view and found a use for the roll(which the game punishs you for) the Z axis is useless, shamefully this is a very common errorr in perception ( yes i am looking at you dear devs ) - though Ursus tested it by modifying the files to find out 100% for sure how it works - and it works in the way i explained.
A lot of people use the Sabre and contrary to what Spike says, any refire works on anything as long as you know how to use them. This obviously takes practice but you'll get there.
The Nyx - that's a nice all round ship to use and it's sexy as hell.
The Eagle is wide and requires a lot of skill to fly without getting ripped apart by someone with decent aim.
The Odin is also a very easy ship to use and the Hessians have Natters which are piss easy to aim.
(07-29-2013, 01:25 PM)sindroms Wrote: Hmmm, I would actually suggest trying out light fighters. Their strength is survivalability and great top speed, allowing you to get a feel of your surroundings and learn dodging mines before you try something heavier.
I tried that, died horribly countless times. Too much of a handicap for newcomers like myself.
some of the more user friendly ships are the AP line ships ( BHG ). due to their vertical shape, dodging is more natural ( left to right ) - than in flat ships or box shaped ships. - in vertical ships - you can do fairly well as a beginner strafing left to right only - while in ships like the sabre you probably need to learn to box strafe - which is a bit more complicated.
in terms of feeling - it is a matter of taste. - as a beginner, you might mainly look at the responsiveness .... so when you want to go left - you don t want the ship to roll first and then accelerate left, even if its maximum turn rate is great. - but you want it to almost instantly change direction.
personally - the old hammerhead ( vanilla BHG HF/VHF ) is one of the most user friendly beginner ships. - at least in a 1 vs. 1 situation. in a larger brawl - there are many other factors that can determine a win or loss so that - as a beginner - the ship is of secondary nature ( as long as its a fighter .. LF, HF or VHF [not shf] )
(07-29-2013, 02:26 PM)Rodnas Wrote: In short: as long as you don't fly in cockpit view and found a use for the roll(which the game punishs you for) the Z axis is useless, shamefully this is a very common errorr in perception ( yes i am looking at you dear devs ) - though Ursus tested it by modifying the files to find out 100% for sure how it works - and it works in the way i explained.
Actually this is not true at all. Freelancer ships roll by themselves due to the way mouse flight works. Try specifically leaving your mouse just below of the top right corner for one test: if no roll occured then after a few 360 degrees iterations the ship would be still back in the same position it was. However a roll does occur, and this is even more pronounced for ships that have a high roll (torque/inertia) and bank angle stat. My personal theory for it is that the angle bank occurs but is never reversed as the ship's orientation does not move strictly along the x or y plane. I've never tested this on a ship with max bank angle of 0, but nonetheless the speed of the bank depends on the roll acceleration stat as you'd expect.
So in that respect roll actually does matter in fights because it affects the ship's final orientation, which will have a differing impact depending on the ship's shape. A combination of high max bank angle and fast roll on a flat ship means that the ship might be trickier to hit than it would otherwise be, as you wouldn't be able to just sit with a view of his top, since you would no longer face his top the moment he started turning. Admittedly not many ships at the moment actually use these stats to such dramatic effects, but nonetheless they do make a noticeable difference for high skill fights.