- Joined
- Jun 27, 2013
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Exactly, see below...It's not that it has to be that way, but that space has no absolute position.
Hence "obviously";Turrets are connected directly to another object, giving them an automatic default angle plane relative to said object.
What's wrong with the plane defined by the local forward- and right-vectors at the time of initiating a rotation? It's always there, and always perfectly obvious, and even astronauts could have it, too.Astronauts are almost always aligned to a nearby ship, station, or planet.So, what should a spaceship automatically be aligned to, and why?
"Dogfights" are a concept from aerial combat, and have mostly aesthetic value in a dragless zero-g environment... in my experience, this induced roll I'm talking about is what murders me, because it makes it hard to predict what direction my ship rolls when I turn to face the enemy -- or away from them ; )From your suggestions this would involve turning Roll off unless you hit a certain key, which could work for basic navigation but would murder you in a dogfight. I don't know how hard it would be to implement but it wouldn't be impossible.
For dogfighting, nothing beats a properly configured joystick and pedals, or a three-axis one. For (bigger) spaceships, "basic navigation" seems to accurately describe what I envision, and if I can only have that with a properly configured helm peripheral, so be it ; )
Again, I still don't see why ships should react the way they do now -- if I fire my (hypothetical) RCS thrusters to initiate a yaw motion, and a moment later fire again to initiate a pitch motion, I have a hard time believing my spacecraft would then roll relative to my local or any other coordinate system.