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  #1  
Old January 14th, 2007, 01:41 AM
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Default Ship Turning Rates for mods

You may or may not want to use this:

Approximate
I = M * R^2

Approximate R = V^1/3, where V ~ M
I = M^(5/3)
Assume thrust is proportional to mass, for ships are usually the same speed.
The maximum torque available is Force * R, which becomes M * M^(1/3) = M (4/3)

Torque over angular momentum gives acceleration of M^(-1/3)
Since we're dealing with constant speed instead of constant acceleration, square that to get M^(-2/3)

So, unless I did something wrong,
Turn rate should be proportional to 1/ shipsize^0.6666
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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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