for the turning aspect, what matters is how fast you can change direction, not the speed of the endpoints, how would that help the pilot?
I\'m having a hard time picking out distinct thoughts in your block of text, but I\'m guessing this is in response to my post? If so, read over it again; there is no intent to help the pilot, only to keep the game balanced. I\'m trying to explain that the best way to scale turning thrust is to impose a limit on the linear acceleration of the ship\'s extremities, rather than on angular acceleration around the center of mass. This is a better approximation of real life which balances large ships and supports people\'s existing building habits at the same time. This is also apparently what Schema\'s already said he\'s doing.
I\'m having a hard time picking out distinct thoughts in your block of text, but I\'m guessing this is in response to my post? If so, read over it again; there is no intent to help the pilot, only to keep the game balanced. I\'m trying to explain that the best way to scale turning thrust is to impose a limit on the linear acceleration of the ship\'s extremities, rather than on angular acceleration around the center of mass. This is a better approximation of real life which balances large ships and supports people\'s existing building habits at the same time. This is also apparently what Schema\'s already said he\'s doing.