Lieutenant
Join Date: Dec 2013
Posts: 37
While doing some random console switching I noticed that the rcs is adding a solid +1 to turn rate before doing its calculations and adding the intended bonus.

Is this intended?

P.S. the c-store D'Deridex has a base turn rate of 5.5 and not 5 like it says in starship requisitions
Captain
Join Date: Jun 2012
Posts: 726
# 2
02-27-2014, 01:31 PM
Are you talking of fleet RCS? IIRC RCS modules add a little more for the bigger ships because of the % increase is crappy, because 30% increase on 8 is 10.4 for a cruiser where on a an escort 30% on a 18 is 26.4.
Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up
Lieutenant
Join Date: Dec 2013
Posts: 37
# 3
02-27-2014, 03:58 PM
Quote:
Originally Posted by wolverine595959 View Post
Are you talking of fleet RCS? IIRC RCS modules add a little more for the bigger ships because of the % increase is crappy, because 30% increase on 8 is 10.4 for a cruiser where on a an escort 30% on a 18 is 26.4.
Just RCS in general. I appreciate the added boost but I had no idea it was there until I swapped a console and my ship updated twice with a slight delay. I should say I was surprised.
Captain
Join Date: Jun 2012
Posts: 1,592
# 4
02-27-2014, 05:14 PM
Quote:
Originally Posted by k9younit View Post
While doing some random console switching I noticed that the rcs is adding a solid +1 to turn rate before doing its calculations and adding the intended bonus.

Is this intended?

P.S. the c-store D'Deridex has a base turn rate of 5.5 and not 5 like it says in starship requisitions
An RCS accelerator should increase your turn rate by the listed percentage of your base turn rate. For example, if you have an RCS accelerator that gives +40% to turn rate and your base turn rate is 5.5, then equipping the RCS accelerator should add 0.4 * 5.5 = 2.2 to your turn rate.

Before checking your turn rate, make sure you are in system space moving at 1/4 impulse or higher. You might also want to turn a couple of times, stop, and then start moving again. (It doesn't make any sense, but I've seen numbers in the UI change just by doing this.) RCS accelerators also increase your turn rate at full stop, but I haven't bothered working out the formula for that, because you turn so slowly at full stop anyway.

I have never seen this +1 to turn rate you are talking about, but it's been a long time since I tested turn rates. I also don't have the D'deridex, so I can't confirm that its base turn rate is 5.5 instead of 5. It's possible that the C-Store value is rounded down. Also, cloak increases your turn rate, but it should be by much more than +1.
Lieutenant
Join Date: Dec 2013
Posts: 37
# 5
03-03-2014, 04:56 PM
Well base turn rate is the listed turn rate minus 3. So a listed base turn of say 5.5 is actually 2.5. so that 30% would be 0.75; however, what I am seeing in game from the consoles is an increase of 1.8. Aux to inertial dampeners is also showing the base turn rate as 2.5.
Captain
Join Date: Jun 2012
Posts: 1,592
# 6
03-03-2014, 05:29 PM
Quote:
Originally Posted by k9younit View Post
Well base turn rate is the listed turn rate minus 3. So a listed base turn of say 5.5 is actually 2.5. so that 30% would be 0.75; however, what I am seeing in game from the consoles is an increase of 1.8. Aux to inertial dampeners is also showing the base turn rate as 2.5.
Before Legacy of Romulus, all percentage-based turn bonuses were applied to base turn rate minus 3. This was changed in Legacy of Romulus, but not uniformly. RCS accelerators and the skill Starship Impulse Thrusters were changed to apply to the base turn rate instead of base turn rate minus 3. However, many other things were left unchanged. Engine power, the engine [Turn] modifier, and Aux to Dampeners still have the -3 penalty, as far as I'm aware.
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