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Turning Faster

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Bloodskal:

--- Quote from: treseritops on September 02, 2013, 04:30:12 pm ---This is the basic theory. Everything is drawn to scale perfectly. Perfectly.

Basically reverse allows you to stay in line with them and get them in your view faster. This only works if the ship is moving by you though.

You don't turn faster, you just get them in your sights faster.



--- End quote ---

I try to explain this, to a typical degree of success, to prospective pilots. Veering a quarter-turn at one-quarter to one-half speed, then full-reverse with manual speed-decay for an abrupt broadside. A lot of folks utilize this to align with an enemy who's trying to flank, too. I was pretty horrible with setting up my broadside arcs until I learned this concept^

Locutus of borg:
, you are technically turning faster when your engines are in neutral, however, when trying to get specific gun arcs on ships in a combat situation (i.e. changing broadsides) reversing is a far better than neutral. 
basically, the exact same thing everyone else has said but wording it slightly differently

Spud Nick:
If you are flying a Mobula and one of your turning engines is down you will actually turn faster.

Locutus of borg:
here is my question, are turning stats physics based or just numbers punched into ship stats.  As in, does the junker turn fast because of, say, where the engines are positioned in relation to center of gravity or does it just turn fast cause the devs said so?

N-Sunderland:
Some of them match up more or less with physics (e.g. Spire would probably have good turning speed in real life), but really they're just based on stats put in by the devs (the Junker, based on physics, should have bad turning speed).

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