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Re: Ship Turning Rates for mods
It does matter quite a bit, especially if you try to use Maximum Range on a slow turning ship.
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Re: Ship Turning Rates for mods
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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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