Experiments and results:
60mass, 100m long, controlled from core/center 0 thrust: ~12 seconds to do a 360
60 mass, cube shaped, controlled from core/center, 0 thrust: ~12 seconds to do a 360
60 mass, cube shaped with 237.3 thrust controlled from core/center: ~12 seconds for a 360.
60 Mass, 100m long, controlled from core/center, 237.7 thrust: ~12 seconds
60 mass, 100m long, controlled from core/center, Side facing thrusters at the far points of the \"ship\": (odd note, the animation for the engines still points to the rear despite making sure thruster is facing sideways) ~12 seconds
60 mass, 100m long, 237.3 thrust Controlled from the cockpit at front of ship: ~12 seconds
60 mass, 100m long, 237.3 thrust, Controlled from rear of ship: (rather disorienting controlling from the rear) ~12 seconds.
Conclusion: the only thing that matters for turning (as of the time of this posting) is the mass of the ship. Not where you control, nor how much thrust you have.
Hopefully the turning physics will be improved, either by adding \"Manuvering thrusters\" or making turning physics be bassed off of thrust/mass so you can design more manueverability or more shields/weapons/whatever into your ship.
A simpler method than calculating engine position compared to the core and facing, or adding another block type may be to simply change from using total mass to mass/thrust in the turn speed calculation. Obviously some tweaking in the code would need to be done to use this smaller number but that should be simple. Thrusters have diminishing returns as far as I can tell so while using mass/thrust super massive ships shouldn\'t ever be able to be as maneuverable as much smaller ships.
With this system you could add more engines, upping your thrust, to increase turn rate. Or you could choose to be more powerful in other ways.
A more complicated calculation should be used so \"fighters/bombers\" turn faster even with an equivalent mass/thrust ratio to a \"titan\". For example my current fighter is 147.5 mass (not counting turrets, I\'m not sure if they add to the total mass) and it has 204 thrust so that ratio is .723. With the current system it takes ~25 seconds for this ship to do a 360. I\'d like that to be around 10 seconds I think (I\'d need to play with it, but with this system a ship could be easily customized to turn at a rate you like, within reason). However if a ship had 72303 mass and 10,000 thrust it would also have a .723 mass/thrust ratio; but it shouldn\'t be able to turn as fast as the fighter, so some sort of consideration must be taken to prevent titans from turning like fighters.
Maybe a tier system: 0-300 mass = fighter, 301-600 = bomber and so on, each with it\'s own configurable speed multiplier. These are totally off the top of my head so feel free to suggest different tiers, or make them configurable (I love messing with config files). So a \"fighter\" could have a tier rating of 1 giving a calculation of (147.5/204)*1 so a .723 ratio. Whereas the \"titan\" could have a tier rating of .5 giving a calculation of (72303/10000)*.5 equaling a .3615 ratio. Then maybe make the ratio be 36 degrees per second * the ratio, giving my \"fighter\" a turn rate of 26.028 degrees per second. That would make it take ~14 seconds to turn 360 degrees. The \"titan\" would therefore turn at 13 degrees per second or one rotation per 28 seconds (that seems fast, maybe make the tier smaller?). Again, these are off the top of my head number that seem to work so if you have better ideas I\'m open to suggestions.
Edit: I\'m a derp, this only works if thrust>mass, would someone fix my math, while I go study for my trig test because I obviously need to >.>
I just saw an idea that I really liked. Make all ships unable to naturally hit the server speed limit, instead have a block that adds to the maximum possible speed of the ship, up to the speed limit, and with diminishing returns for larger ships so making a huge ship able to hit the limit would take away from a decent amount of shields/power/dakka.