Thread: Turn Rate Maths (need help) View Single Post
Captain
Join Date: Jun 2012
Posts: 1,375
# 4
03-10-2013, 04:27 PM
Subtract 3 from your "base" turn rate. That's the ship's "actual" base turn rate, the one that's used for calculating your final turn rate (the one that's used for the multipliers and RCS and whatnot). The 3 is the "free" turn rate that a ship has even when its impulse engines are removed.

What Inertia does is that it makes your ship accelerate more quickly. Ships with relatively high turn rates but low Inertia values (which corresponds to a high physical inertia... STO Devs kinda messed up kinematics so that those unfamiliar with physics would see that high number = good) will "power slide" as the nose turns but the mass of the ship continues moving on the previous direction, only slowly turning its velocity to match its direction. It's most noticeable with a ship like the Bortasqu' trying to pull a reverse-impulse maneuver (or something similar) as Evasive Maneuvers wears off.
Please stop exponential holding/reputation costs!