Okay, let's say your 500m/10k mass ship has a 2 to 1 thrust/mass ratio. the incoming opponent is also 500m/10k mass and has a 1 to 2 thrust/mass ratio. You enter a the fight, andyou strafe and fire at him. He stays in place and turns to fire on you. No matter how hard you try you can't turn quickly enough to match your strafing speed. as a result, if your crosshairs can hit him, his can hit you. In the end your mobility is rendered useless and his ship quickly slices through your ship's defenses and destroys it.
This is a result of all the iterations of turn speed I've experienced thus far, and I think there needs to be change to this. Currently, turn speed ignores thrust and only factors in dimension and thrust. It makes having "excess" of thrusters not particularly useful in a large ship. This doesn't approximate single-mass physics accurately enough for the purposes of design. Logically, more thrust enables more manuverability including the turn axis (more force=faster acceleration whether linear or angular), and this should be reflected in the mechanics of the game.
This is a result of all the iterations of turn speed I've experienced thus far, and I think there needs to be change to this. Currently, turn speed ignores thrust and only factors in dimension and thrust. It makes having "excess" of thrusters not particularly useful in a large ship. This doesn't approximate single-mass physics accurately enough for the purposes of design. Logically, more thrust enables more manuverability including the turn axis (more force=faster acceleration whether linear or angular), and this should be reflected in the mechanics of the game.