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  #1  
Old January 14th, 2007, 01:57 AM
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Default Re: Ship Turning Rates for mods

Ok, its official, my brain has just overloaded.
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Old January 14th, 2007, 02:03 AM
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Default Re: Ship Turning Rates for mods

Dude; it's just a game...
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Old January 14th, 2007, 02:05 AM
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Default Re: Ship Turning Rates for mods

To put it simply, yes indeedy, big ships turn slower.
Not quite as bad as 1/size, but almost.
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Old January 14th, 2007, 02:15 AM
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Default Re: Ship Turning Rates for mods

I thought the question of SE ship mass was still in debate. So what are using to calculate the mass?
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Old January 14th, 2007, 02:26 AM
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Default Re: Ship Turning Rates for mods

I'm not. It is all relative and proportional.

To use this, select one of your hulls arbitrarily and give it an arbitrary turning rate you like.
All the other hulls can then get a matching turn rate based on this.

For example, I decided arbitrarily that my scout (40kt) would have a turning rate of 0.001.
Therefore my battleship (240kt) should have a turning rate of about 0.0003
And my micro fighter (18kt) gets 0.0017
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Old January 14th, 2007, 02:34 AM
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Default Re: Ship Turning Rates for mods

Nifty. To calc the "Turn Rate Decrease per kT", we simply divide by the ship's mass, correct?
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Old January 14th, 2007, 02:56 AM
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Default Re: Ship Turning Rates for mods

Now I am ignorant about this so please (if you feel so inclined) enlighten me. The problem I keep having when I look at the formula is the mass thing. I know torque here on a gravity making body; I do love cars! However, we are talking about space were mass has no weight to push and there is no resistance. Well ok like solar wind aside so lets say virtually no resistance. So I guess what I am saying is what is the mass? I'm confusing myself aren't I?

Speaking of cars I thought about starting a thread asking what people drive. What do you drive?
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Old January 14th, 2007, 06:53 PM
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Default Re: Ship Turning Rates for mods

Quote:
Noble713 said:
Nifty. To calc the "Turn Rate Decrease per kT", we simply divide by the ship's mass, correct?
Turn rate decrease per kt will throw off the formula, since it is additive, and nearly useless for any newtonian minded work.

You could do the math and use that to make the actual turn rate match the formula at two size points, but the rest will be off (Since the given data fields result in a linear turn rate vs mass function, while this formula gives an actual curve which is close to 1/mass)


As long as the high tech small ships are still smaller than the low tech version of the next size up, you could just use a flat turning rate across the levels, and it wouldn't be noticable in-game.
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