Ah yes, the B-2. I’m actually comfortable with my current design for a fighter, I’m just trying to get the thrust balanced correctly. When i move on the bombers, though, I definitely will look at the B-2, especially with the functionality of the dumb missiles.
Yo misunderstand. it's the SHAPE that determines the speed of rotation of a ship. the most
If your ship/fighter is LONG it will be SLOWER rotating left/right/up/down, and FASTER in a roll. If you want to be able to "roll left and pull up" to execute a tight left turn, this Shape will be poor for that flight mechanic.
If a ship is wide rather than long or tall, it will nose up/down quickly, turn left/right slowly, and roll slowly. This is closer to standard Flightsims like Ace Combat.
If a ship is Tall, it will turn left/right quickly, but roll slowly and nose up/down slowly. This is closer to a FPS.
Try this: build 3 ships out of a core, a thruster, and a powerblock, and 50 of any hull.
in #1 use red symmetry and ONLY bult 25 out in a straight lie to either side (final size prob 51 wide)
In #2 Use Green symmetry and build it 51 tall
in #3 use blue symmetry and build it 51 long
Use "f" to select target on one of them, then use F1+F8 with your single player admin powers to jump between them and just spend a minute spinning around in various directions with each one.
I am betting Tye #1 of those 3 simple example ships will "feel more right" to you than either #2 or #3.
It's probably going to be that the "shape you're happy with" is the primary cause of the "maneuvering you are unhappy with." Alternativey, you could use low-mass-invisible blocks like Area triggers on the fighter you are happy with to expand it's X dimension and "retard" it's flight characteristics without changing it's look.