Tue Sep 02, 2003 7:41 pm by Earendil
Pinger has a good point. IMHO, I doubt FL is programmed to turn (rotate) faster while standing still, in engine kill, thrusting, cruise or any combination thereof. The listing of a turn rate implies this is a standalone maximum turn rate. Nothing is mentioned about authentic flying characteristics in FL by DA and programming a turn rate with other factors like forward direction would be more code than a gaming house would like to take on for a non-air flying simulation.
What I believe is the rotation rate is constant if a) you have the same ships and b) if the mouse cursor is in the same place (maximum rotation rate should logically be experienced with the cursor all the way to the left or right). It shouldn't matter whether you are moving in any forward or reverse direction.
Now perception is a different matter. It may seem you turn faster when stopped than when still moving forward or vica versa but this is an optical illusion. A good example of this is to set a playground spinning platform to a constant turn rate. Run to the middle (example of zero forward or reverse direction speed) and look outward. Then run to the edge of the spinning platform (example of thrusting or cruising, high forward direction) and look outward. When you look out you see things different because of precesion (you more scientific types, correct me if I am wrong). The point of view of the person is changing two ways, the turn rate (which theoretically hasn't changed) but also by the diameter of the spinning platform. This is because in a line through the center of the spinning platform a person's view point is changing by the radius one direction and the radius in the opposite direction, total length is the diameter.
This wouldn't be a problem if people could see just straight in one direction but our field of view is broad and the precesion adds to the our perception of what we think we see.
With that being said I have encountered some players that seem to turn too fast. There is only one way that could happen (with all other factors being equal, including no modding and my opinion of the implementation of turn rate, above) and that is they start turning sooner . I don't doubt some PvP players have mastered this technique but this is suspect when both players are firing at each other in a pass at the same time and stop firing at the same time, thus the opponent starting his turn at the same point which is face to face, yet somehow beats you at the turn to bear guns on you before you can.
While the v1.1 patch and Lancerguard can detect and boot cheaters for certain changes to a character's account, it doesn't detect everything like shield strength or cloaking. Somehow I doubt it is detecting a modification in turn rate. If it does or turn rate is ONLY based from a server side ini file, please feel free to correct me. If not it would benefit all those hard-earned skills PvP players have aquired if someone could detect this mod for servers that want no part of this cheating or any other cheating.
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Earendil
SysAdmin of Boston Freelancer server