The current turning system is really hurting the playability of the game. For one thing, it makes NO sense. None. Zero. Zip. Notta. Less sense than a Koala driving a Smart Car with no engine around in a ferry boat in the middle of the ocean somewhere off the coast of Antarctica in the middle of a hurricane while drinking vodka from a cologne bottle shaped like a banana.
On top of that, its impeccable illogic makes ships very hard to design because it's so hard to tell what shape turns well. On top of that, I think it has changed (gotten more bugs?) in recent versions.
This is less of a suggestion for a specific system, and more of a request for an immediate temporary fix. Please make the turning system logical and consistent or give us a mass-based turning system until something better can be devised. This really hurts the playability of the game and needs to be addressed immediately.
EDIT:
EDIT #2: Someone gave me an idea.
On top of that, its impeccable illogic makes ships very hard to design because it's so hard to tell what shape turns well. On top of that, I think it has changed (gotten more bugs?) in recent versions.
This is less of a suggestion for a specific system, and more of a request for an immediate temporary fix. Please make the turning system logical and consistent or give us a mass-based turning system until something better can be devised. This really hurts the playability of the game and needs to be addressed immediately.
EDIT:
Turning the ship.What turning system do you mean?
Turning the ship or turning the blocks when building?
EDIT #2: Someone gave me an idea.
While I definitely agree that thrust to mass ratio should factor in (since we don't have a gyro or RCS block), I don't think it should be everything, and it should scale with mass as well.
To reiterate, I just came up with an idea based on your idea and it's like this:
- Ships get lower turn rate based on increasing mass, and decreasing thrust-to-mass ratio.
- The mass factor is considerably smaller and must be server-configurable (magnitude, upper and lower threshold) to balance different configs
- The thrust-to-mass ratio has less need for configurability. It's more for influencing ship styles and less for balancing different weight classes. The multiplier should still be configurable though.
- Leave boxdims out of it. A properly designed maneuvering thrust system will counter moment of inertia differences and all this does is cramp ship style by making some shapes superior to others. (FYI I'm a realism junkie, but this nonsense has gone far enough!)
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