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  #11  
Old January 14th, 2007, 05:19 AM

Phoenix-D Phoenix-D is offline
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Default 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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  #12  
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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