Shipwright Archive
Thread: Is YPR completely useless?!
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Nikota
Sun Jul 31, 2005 2:27 am
#40
Ok, so we've pretty much established that pitch and roll are important, but how important is yaw really? I'm both a pilot and a sw and use a stick. While I can yaw with it, I really don't find myself doing it often if ever. I know I rarely put any points into it for myself, and on asking many of the pilots I build for, when presented with the question they chose to forgo it as well....
LorneGreenblood
Sun Jul 31, 2005 7:36 pm
#41
I have my keys set up the same way I play a FPS game and I use yaw almost exactly the way I use strafe. In the small fighter types like the a wing or vaksai, I can strafe in a circle, firing dead center on my target in the process. Works pretty well for me and I attribute the ability to do so to the yaw of my engine/ship.
Jagged-F3l
Mon Aug 01, 2005 4:23 am
#42
Nikota wrote:
Ok, so we've pretty much established that pitch and roll are important, but how important is yaw really? I'm both a pilot and a sw and use a stick. While I can yaw with it, I really don't find myself doing it often if ever. I know I rarely put any points into it for myself, and on asking many of the pilots I build for, when presented with the question they chose to forgo it as well....
In real life, fighter pilots use yaw to perform "fine grain" targeting. Basically, you use it to make small adjustments targeting your opponent. I have found that thsi pretty much holds true for the game as well, especially with the way I have things set up; I have a joystick, throttle, and pedals from CM Products, mapping pitch/roll to the joystick and yaw to the pedals. Thus, I use my pedals for fine tuning my aim.
KaylBreinhar
Sun Aug 07, 2005 4:01 am
#43
Roll is definitely important, as it can be useful in "popping" in a turning fight.
If you find yourself in a knifefight and no amount of time will give you a centerline, try working in an arcing roll, you'll probably find you have your shot.
The last thing you want to do though is continuously roll - in a ship like the JSF and A-Wing, which have small profiles to begin with, it doesn't matter much, but in larger ships, rolling can present a larger target/profile.
If you find yourself in a knifefight and no amount of time will give you a centerline, try working in an arcing roll, you'll probably find you have your shot.
The last thing you want to do though is continuously roll - in a ship like the JSF and A-Wing, which have small profiles to begin with, it doesn't matter much, but in larger ships, rolling can present a larger target/profile.
Message Edited by KaylBreinhar on 08-07-2005 07:02 AM
Mariki
Sun Aug 07, 2005 8:27 am
#44
At launch, the PYR was based strictly on the engine and there were some insanely high PYR engines dropping that would make even a Y-Wing look good along with another bug that changed PYR to max. This was all changed to a multiplier system based on the chassie. PYR on the engine still has important effect, just not to the degree it had before this was all ironed out.
Thisgoes for speed also. The same engine will fly at different speeds depending on the multiplier on the chassie. Its the same for PYR and its still important. Especially if you fly a brick. On a highly nimble ship like the Bulb its not as important.
WingZero890
Sun Aug 07, 2005 7:27 pm
#45
I was told today by another SW that the YPR on engines means absolutely nothing. That the YPR is linked to the chasiss, and not the engine. That people complained that a TIE Bomber could move like an A-Wing, with the right engine, and that it was nerfed back in the day.
Is this true? I have never heard this until today, and have never looked into it. And would I put it past SoE to make some of the stats on a vital ship component useless? I wouldn't.
Heck, they killed the Krayt pearl drop because whiners complained about how hard they were to get...why not this!?
hes probbably pulling a fast one so he can get more business
Message Edited by WingZero890 on 08-07-2005 07:29 PM
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