@Uejji
Look, all I'm pointing out is that making ship physics not part of an overall approach to game-balance is probably not a very good approach to these issues, in my opinion.
It's not that my system for the Toolkit Mod is "perfect", and I provided (at great length, and at great detail) an alternative approach that combines your work with game-balancing variables, to allow everything to come together in a way that would be ultra-realistic, at least insofar as the FL engine allows "realistic", which is not terribly far
I don't think that that approach would be "better" than my much simpler approach, however, and I explained my reasoning. If it's not satisfying... well, keep at this, and come up with something you like better- I'm not trying to stop you
Just don't be under the illusion that you can ever seperate the physical performance of an object in a game engine from the other game variables- performance is a very big part of what makes a game object in a 3D world "better" or "worse" than another one. FL is a game where the game design is very intimately tied to the physical behavior of game objects. So is any game that consists of steering a game object through a 3D space. First person shooters, driving games, platformers... it really doesn't matter. Any game where the primary act of players is to steer a 3D avatar and interact with the space and other avatars is a game where the accuracy of physics simulation should take a distinctly second place to gameplay.
And yes, I'm talking about precession. A ship spinning on its center of mass in zero-g is subject to precession, just like a weight at the end of a string that you're spinning around your head is- it will resist changes to the angle of rotation once it's rotating, and the moment of greatest stress upon the structural elements is when you're accelerating it (which is what you're referring to- polar moment of inertia, I believe). At any rate, I was just trying to sketch the IRL issues out, not get into a debate about mechanical engineering principles- in the end, you can make up whatever you want, and totally ignore reality, like FL's game designers did.
nudge_force is used for docking, auto-dodging asteriods, joining Formation,and anywhere else where the game engine wants to move the ship in a fairly subtle fashion without player input. Making its ratio too high/low in relation to
linear_drag will result in ships that cannot dock correctly- the game engine's expecting performance in a fairly narrow range here.
Turning behavior does effect collision dynamics, but not in terms of damage. Damage is mass and speed of the two objects. Basically, the higher the numbers (not the ratios) used for
steering_torque, etc. are (no matter what their ratios), the "stiffer" the ship's collision behaviors will be, and the less the ship will turn when impacting another game object. If you look at Shiparch.ini entries for all of the giant warships, you'll see some ridiculously large number of zeroes after every entry.
My working theory is that the FL game engine subtracts the values for one ship from the other, and then determines how many radians the ship will turn on the three axis. All I know for sure is that if you put ten zeroes after every number for the values for spin and then ram somebody, then you'll keep going straight ahead, while they'll spin