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GSF Noob with questions

SirSid's Avatar

06.29.2017 , 04:59 AM | #11
Quote: Originally Posted by phalczen View Post
  • If by angular velocity, you mean the vector of velocity broken into component dimensional vectors, then that is more or less represented by turning radius in this game. You ship will always move in a pitching up/down in the vertical plane faster than a left to right yaw in the horizontal plane. Sometimes it is faster to bank left or right by rolling first and then pitching up or down, than it is to yaw left or right. Many flight simulators mimic this behavior, especially real-life aircraft simulators since most real world aircraft lack the ability to yaw directly. All ships can also strafe, which is a direct maneuver to the right or left in the horizontal plane as opposed to yawing, although some ships can do this faster than others (for example, gunships.) Pitch and yaw speeds are all indicated in your ships stats if you click on the launch tab in the hangar interface and scroll down under engines. I actually don't know if Strafe speed is indicated anywhere for certain, since it doesn't appear on that screen.

    Additionally, your turning speed is affected by the power setting to your engines, and your current throttle. Turning radius is tightest when you are in F4 balanced power to weapons/shields/engines. Power to engines increases your forward velocity, but having full power to engines means your ship will have too much of a forward vector to make a tight turn, and conversely when power is to weapons or shields, the forward velocity is too slow. If you recall or played SWG's Jump to lightspeed content, you might remember that each ship had a sweet spot of throttle that it turned the fastest at. For GSF ships, this is always at 1/3rd throttle, which you can do by holding down the S key (by default).

    So, to make the quickest possible maneuvers, you need to coordinate both rolling and pitching, throttling back, and adjusting power to engines. Certainly, the more you can keep your target in the center of your targeting display via maneuvering, the easier it will be to hit with blasters and maintain a lock with secondaries. This is because of ...
  • If by angular velocity, you really mean how far off your targeting reticle is, and therefore the center of your shots, relative to the direction your ship is moving, then that is represented in game by the Tracking Penalty. You can find the tracking penalty in the detailed tooltips for your primary blasters, but they are also listed in the GSF build calculator on Dulfy's site, which isn't up to date but is correct enough for comparison purposes. For every degree off center, you suffer a decrease to your weapon's accuracy stat, so that shots at targets far off center but still within your firing arc are less likely to hit than those closer to the center of your firing arc. This is important because all ships have an evasion stat, which is the chance that they cause you to miss your shot. Its just like accuracy and defense rating for the ground game.

Does this answer your question?
yha that bit at the end dose answer's it thank you very much . Also all that extra info is good stuff to i did not know that neutral power incressed turning rate thats good to know i was switching to engiens for tighter turns.

Thank you for the info all you guys who replyed to my post rock thank you very much .

P.S. more info keep it comeing