Originally posted by an0n
Any chance of getting some way to reduce the turning speed of a given type of ship in proportion to it's speed?
How it works in FS-Retail is too unrealistic; And I don't like semi-gliding as it's cliched and doesn't look as good.
That's utter bull****!
Turning is actually one of the few things, that do act realistically - your speed in space has no what so ****ing ever effect on your turn rate - only your exiting spin.
If only, thrust was used properly: full thrust applied for full setting / the a - button, and navigational speed limits. Instead setting the speed you would set the thust.
3 flightmodes:
Restrained - auto-stops spinning and slowly (as fast as the currently awailible lateral thrust) corrects lateral speed until it is zero.
2 submodes: map and target oriented. Map oriented works compared the the nodes/stationary points in the map (which would be in fact moving at the pre-set speeds to maintain current orbit). Target oriented corrects speed compared to the target.
Retarded - same as above, but no lateral speed correction.
Unrestrained - no whatsoever correction, full manual.
Speedlimits are always given in map-oriented mode - and still apply in target oriented mode.
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That would be a more "realistic" flight model.
However if you're looking for a flighsimish flight model, where the turn-rate has a max on a speed graph for gamplay reasons that's fine with me, just don't think that would be any more realistic than the current model.
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Newtonian extension: Limits can be switched off.
Results: if you hit the limits and go too far from the fleet, the radar will show less and less signals, and you may be lost.
Once, lost you will have no whatsoever indication of your speed and unless you rejoin with the fleet.
You're probably screwed, since you'll have to be within a given area with a given speed to jump sucessfully - fighters probably don't have the computing capacity of their own to initiate jumps as precisely as bigger ships so you may misjump compared to your fleet's destination.
Fighters are given a set of jump coordinates and readings before going on a mission so they can jump safely by updating their data with minor scans. A fighter pilot may still make a sucessfull precise jump, but he has to spend quite some time, acertaining his position relative speed in the system and then wait for his computer to churn out the new jump parameters - which will take a while and he will probably have to make orbit changes to make it so that said parameters are within the capabilities of his subspace drive.
This is the reason why command always yepps: Only jump out when given a permission. When you recieve you traitor debrifing you've already wandered for half a day at least trying to correct your last blind jump with which you escaped from the fray.