Yeah, this is the only part I find confusing. Playing with kb+m here. How are you differentiating between forward/reverse thrusters and throttle here? The defaults for forward/reverse thrust are W/S, and using those keys applies throttle. Is there another way to engage these thrusters that doesn't apply throttle? Or am I just confusing the language?
Apologies if it has been explained elsewhere in the thread.
Throttle and fw/reverse thrust can be bound separately within options.
Personally I have my throttle bound to the mouse wheel and fw/rev thrusters bound to pedals, but you can substitute keys for those.
With FA-on, spinning the mouse wheel forwards or back, or applying fw/rev thrust digitally, will have precisely the same effect.
With FA-off, the throttle won't do anything.
My method is to keep throttle at 50% during combat at all times (I never move the throttle except in SC or when landing) and instead to use the fw/rev thruster pedals(/keys) to move speed above or below 50% forwards. So, if I do nothing, speed reverts to 50% forwards. If I go full reverse with the thrusters this overrides the throttle (it doesn't 'push against' it). And when I'm using FA-off I'm using the same inputs as with FA-on.
Hope this helps but I think it might be a 'try it and see' one - but do ask again if I can explain better!
Nice guide, tops marks for putting in so much effort, I'm sure this will help a lot of people. I do have one issue with the fight in the video though, CMDR Bweir in the FDL doesn't seem to do much to counter what the Icourier is doing. Bweir just seems to try pitching up the whole time, and not using reverse or vertical thrusters enough. Circle strafing is a good tactic, something anyone who wants to fight should learn, but I feel like the Bweir could have done a lot more to counter it.
Thanks for sharing. Excellent write-up. I wonder why your opponent stayed in the circle-strafe competition with you after it became evident that he couldn't keep up. Which brings me to the one thing, that I think is missing from your post; How to fight/break an engagement when your opponent has a smaller/faster/tighter strafe-circle than your own.
Breaking away by creating largest possible distance to the circle-strafer: From full reverse to boost creates the biggest change to trajectory as far as I know. Would you suggest the same?
I wouldn't like to speak for the other guy but earlier on this thread a poster noted that I must have been 'just on the edge of his gun sights'. This was a very long, gruelling fight and I was trying to find a method that would work near the end, after trying a variety of tactics. As I said in an earlier post, the 'edge of his gun sights' is a thing ... I did realise that my opponent was (no offence) being a bit hypnotised by almost being able to get me and this was part of the reason why I didn't use the diagonal circle-strafe that you'll see in most of my other vids ... basically I didn't want to spoil it by making it so confusing that he broke out.
In terms of breaking out, though, the ways of doing it are innumerable but pretty much any boost will do it, whether combined with reverse before or after.
I find many of my fights nowadays are against opponents using considerable FA-off and the relevance of circling, when I do it, is not so much that I even get outside their firing arc, it's that it just makes them (usually) miss with fixed kinetic, when combined with frequent direction changes (circle right, suddenly switch to circling left, then boost right, with up/down mixed in too).