Pilot Archive
Thread: Yaw & Pitch are more important than top speed!..... or are they?
Message Edited by Washell on 08-15-2005 04:21 AM
A object in rest tends to stay in rest .A object in motion tends to stay in motion .
-Sir Issac Newton
QUestion if we only have engines in the back how do we slow down and frther how do the ships with only one engine turn ? they cant
ANd wouldnt fireing off bossters at 90 degrees to ship fire to point in oppisite direction be just as fas t as turning .
We're not dealing with true physics here. We're using pseudophysics that have some similarities with reality.
werehere wrote:
A object in rest tends to stay in rest .A object in motion tends to stay in motion .
-Sir Issac Newton
QUestion if we only have engines in the back how do we slow down and frther how do the ships with only one engine turn ? they cant
ANd wouldnt fireing off bossters at 90 degrees to ship fire to point in oppisite direction be just as fas t as turning .
Yes. Speed is not as important in a close up battle. No chance. That turn rate is a killer.
Only way to justify speed is by playing tag. Hit and run.
A faster engine, slose up, with same ypr, yes, its better. But less ypr with better speed, no. Your turning arc is toobig to stay in that game.
werehere wrote:A object in rest tends to stay in rest .A object in motion tends to stay in motion .
-Sir Issac Newton
QUestion if we only have engines in the back how do we slow down and frther how do the ships with only one engine turn ? they cant
ANd wouldnt fireing off bossters at 90 degrees to ship fire to point in oppisite direction be just as fas t as turning .
It has long since been established that our game ways not made to follow our laws of physics. A ship with only only one engine could turn if it had a method to redirect the thrust but, for the sake of arguement I fly with the assumption that there are "thrusters" embedded in the ships chassis that feed off the main engine. Again this is all my fictious invention to justify my ships handling but, if those thruster were controlled by a complicated computer program they could provide the effect of atmospheric flight but gently performing turns as opposed to spinnign me on my axis and they could fire automatically to simulate decceleration (though ships would decelerate in space without them, eventually). Why you would go through the trouble is beyond me but, to say that our flying physics are impossible is wrong. They would just be useless and difficult to implement.
Oh and to be on topic, a high YPR engine will turn faster then a low one. The faster a ship goes only increases its turning circle radis not speed it around the turn.
Message Edited by evil_SOCCERMOM on 08-14-2005 08:15 PM
Alristico wrote:
GileHarleen wrote:
Depends what you're out for. PvE I always go with speed engines. PvP you want high yaw/pitch, I think. But I never PvP so I don't know exactly.![]()
I know, this is what everybody keeps saying, but high top speed also decreases the time that it takes to make a turn, just in a different way than yaw and pitch.
maybe. but if your top speed is higher, than the circle is going to be LARGER. so even though you turn it faster, its a larger circle, which means your enemy has more room to get on your tail and fire.
Alristico wrote:
I think im beggining to understand better. The ypr # is measured in degree's/sec. So taking just this into account, ypr is what helps you make tighter turns and top speed will only help you go faster but not turn faster becausethe faster you go the wider your circle will be when turning. However, acceleration and deceleration are a factor too. And since top speed influences acc/dec this would mean that top speed does infact help you turn a circle fasterin a way thatyp does not but only when acc/dec are being utilized. And I would think acc/dec are very important during a close pvp battle. Is this true?
I'm 99% sure acceleration is determined by chassis not engine.
Alristico wrote:
And I would think acc/dec are very important during a close pvp battle. Is this true?