Turning: how it really works, and what to do about it
Altering turning dynamics in Freelancer is probably the area that's least well-understood. This is because most of us are used to the way that things turn in the real world, or in flight simulators, which try their best to act like the real world.
Freelancer ain't the real world. In Freelancer, there is no air resistance or friction to contend with, other than that imposed by Linear_Drag. And unlike the real world, where these things are constantly being altered by circumstances (for example, when a plane lowers its flaps, it gains more lift, and thus better turning/climbing behavior, at the expense of speed), in Freelancer, it's a battle between three constants- Linear_Drag, Mass, and Max_Thrust.
In the real world, with aircraft in an atmosphere, the tighter you turn the aircraft, the more velocity you're going to lose, in all directions. This means that if you keep circling the aircraft, you'll lose velocity and eventually stall, but before you stall, your turn will get tighter and tighter.
In Freelancer, this doesn't happen. Instead, once you've hit your maximum rate of turn, your velocity will stay constant. You can't turn any tighter, because your velocity won't go any lower, and neither will you see your POV turning any faster- it's limited by the Steering_Torque.
In the real world, the more mass and length a thing has, the more force has to be applied to turn it. Real-world examples, like aircraft carriers, are great examples- they turn so poorly that they can only dock in the best harbor facilities on the planet, where they have room enough to get to their moorages.
In Freelancer, the Mass of a ship has very little effect on a turn, other than to make a ship continue to drift in the direction you were last traveling, until overcome by Linear_Drag. You can turn your ship instantly, but it will take some time for this to be translated into motion in the direction you now desire to go.
In short, if you want things to turn in ways that are appropriate to your mod, then there are a lot of things to consider. In the following, I'm referring to "spin" where I'm talking about changing the heading of the ship, and "turning" where I'm talking about a change of heading AND change of position (which is what most people think of, when they think of turning).
1. Steering_Torque / Angular_Drag = speed, in degrees, of spin per time unit (I have not yet pinned down the exact amount of time, but it's somewhere around one tenth of a second).
2. Ships stop spinning as the Rotation_Inertia is overcome by the Angular_Drag. Again, this relationship is much like the effects of Linear_Drag vs. Mass, in ship flight models. Setting the Rotation_Inertia too high will result in a ship that keeps spinning and spinning, and setting it low will lead to a ship that has very "crisp" turning behavior. For those of you with "spinning battleship" problems... this is one of the key relationships.
3. True turning behavior is the combined results of 1 and 2, plus the accelerations and velocity changes generated using the formulas discussed earlier.
Thus, if all you change is the top speed, then you'll see a relationship between turning and all of the other variables like this:
In short, it doesn't really matter how fast your ship is going. What matters, for turning, is how quickly you can change your ship's heading, and then how quickly that heading change is translated into a change of position towards the desired coordinates.
A ship with an incredibly fast spinning speed and poor Mass:Linear_Drag ratio will spin around, and find that its velocity is "negative"... it's still drifting towards the previous vector, until Linear_Drag fixes this little problem. So it'll get to a desired location much more slowly than a ship with a lower spinning speed but better Mass:Linear_Drag ratio.
This may not matter in combat, but it might- it depends on whether getting back into weapon range quickly is the primary problem, or whether getting your guns angled to hit the target is the problem. In a mod, designers need to think about this a LOT, if they're building the mod for PvP combat. After all, if there is very little practical disadvantage to keeping your ship at low velocities and simply spinning and using strafe, then players will do that. If players can win a combat by getting behind an opponant, however, and defeat them by superior manuever and by making sure that by the time an opponant can face them, they're out of range... that's another thing entirely, isn't it? I have yet to see a mod that really understands these concepts very well, but hopefully this will help.