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Posted: Tue Jun 15, 2010 6:16 pm
by jbansk
Can someone tell me what ship (if any) has the exact turn rate compared to pitch rate?
Meaning: If I were to calculate the time in which it takes the ship to turn 360 degrees in the Vertical (pitch) plane, it would equal the same time calculated for a 360 degree turn in the Horizonal (bank) plane - unlike the rix ships which turn and pitch at different rates.
Any ship where these two are equal would suffice.
Thanks in advance.
Posted: Tue Jun 15, 2010 6:26 pm
by HSharp
Not helpline related, shunting this to gameplay
Posted: Tue Jun 15, 2010 6:30 pm
by HSharp
Also all ships except Rix is the answer (and Phoenix if you go to DN Core)
Posted: Tue Jun 15, 2010 6:44 pm
by lexaal
jbansk = wank?
Posted: Wed Jun 16, 2010 5:47 am
by juckto
I don't know why this was locked, so I'm reopening it.
Although there's nothing else to say, except maybe: Download ICE, open up the current core file, and choose any ship of your liking and examine the turn rates.
As HSharp said, though, they're all even (except for Rix and Nix).
Posted: Wed Jun 16, 2010 6:18 am
by jaybird39
juckto wrote:QUOTE (juckto @ Jun 15 2010, 10:47 PM) I don't know why this was locked, so I'm reopening it.
Although there's nothing else to say, except maybe: Download ICE, open up the current core file, and choose any ship of your liking and examine the turn rates.
As HSharp said, though, they're all even (except for Rix and Nix).
Hey didnt tf have a yaw nerf and rix have the pitch nerf?
Posted: Wed Jun 16, 2010 8:41 am
by HSharp
SRM_Jaybird wrote:QUOTE (SRM_Jaybird @ Jun 16 2010, 07:18 AM) Hey didnt tf have a yaw nerf and rix have the pitch nerf?
Pheonix had the yaw nerf, both had roll perks to offset it though.
Posted: Wed Jun 16, 2010 2:02 pm
by jbansk
Thanks for your help.
Your were right, the ships turn in both vertical and horizonal planes at exactly the same rate. Using fraps, I was able to compare the turn rates using both time and number of frames per 360 degree turn. Trivia: The maximum allowable IC lt Int turn rate is 360 degrees per 6 seconds. This however results in an overly sensitive control as it translates to a extremely high turn rate even with small control inputs. I found that by increasing the 360 degree turn rate to almost 8 seconds, that translates in to a much more managable control when using small control inputs but at the cost of turn rate when the controller is at full deflection.
I'm starting to believe that alleg is scaling the controllers incorrectly or it is not retreiving the proper axis values in the first place. Maybe a dx9 thing. dunno
Posted: Wed Jun 16, 2010 2:59 pm
by Compellor
You could have calculated 60 degrees per second from the radians per second value in ICE. In R5, the maximum in-cockpit turn rate for any ship is 75 dps. This is considered a bug by some, so it may be changed in a future version of the game. Dreg figs and ints start at that turn rate limit, and other factions can reach it or get close with supremacy agility GAs. The turn rate limit is reduced when zoomed-in, to a hypothetical minimum of IIRC 7.5 dps.
Being able to turn at high rates is quite useful when dogfighting, and 60 dps is actually fairly low for a game of this type. What kind of controller are you using? Can you turn down the sensitivity in Control Panel or whatever control software comes with it? I know Alleg does have problems with certain joysticks, you can find information about that by searching the bugs forum.
Posted: Wed Jun 16, 2010 3:35 pm
by jbansk
While the ships maximum turn rate is defined, I wonder if anyone is really getting that max turn rate. If so, why wouldn't they experience over sensitivity during small controller inputs? The only conclusion I can draw is that their axis values are being scaled differently than mine or that my axis values are not being read correctly in the first place. I noticed others having over sensitive controller problems as well., am I onto something? strange...