Why do manufacturers hate Yaw?

Dunno, you're 'knowledge' is all over the place. I quoted you saying the flight model didn't change, now it's about yaw again...

Speed bleed was introduced during beta, and I recall a yaw tweak during premium beta, or even a little later when the Viper was introduced.

It had always been about yaw. I guess you don't understand hyperbole?
 
Because the ships are optimised for pitch and roll.

The reasoning in my handwavium thinking is that they need more thrusters top side a bottom side for maximum lift for level flight in high g planets and atmospheric flight.

Adding more thrusters to the sides would add weight and power draw.
 
That explanation comes from one of the leads on the flight model design. If you won't take that at face value what will you take?

And the console 'dumbing down' argument really is petty. Controllers are as equally capable of roll into yaw use as joystick users are.

Not doubting the source, just the reasons given :)

Name dropping starwars and all that business about rolling. Well ok if he says so :)
 
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No, that was never the case, even from the first alpha...

I've already acknowledged I was misinformed above.

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Not doubting the source, just the reasons given :)

Name dropping starwars and all that bsuiness about rolling. Well ok if he says so :)

They sound like pseudo-scientific reasons to justify a gameplay decision based on nostalgia and homage to the original.
 
Honestly don't think I could handle yaw at the same rate as pitch/roll.

I already use vJoy to damp yaw on any of the small/medium fighters I fly. I certainly couldn't ever get rails on target if it weren't for that.
 
All I read is that the Devs applied this flight model due to community feedback during the development phase, and assumed it they at least experimented during the pre-release phase.
It seems that they did it before they even released the first Alpha tho (still following community feedback according to dev interviews).

So, you are correct - the flight model didn't change during pre-release phase as the community had already cried enough before they even reached it [haha] [haha]



Limited Yaw was always the intent, and the only debates came up with how FAOFF effected different vectors and whether there was the slowdown after boost et cetera

But
Fine
Keep you lies and delusions if it makes you feel better about yourself
All bad things are due to the Devs listening to forum cry babies and not your supreme genius who is the embodiment of perfection
 
Limited Yaw was always the intent, and the only debates came up with how FAOFF effected different vectors and whether there was the slowdown after boost et cetera

But
Fine
Keep you lies and delusions if it makes you feel better about yourself
All bad things are due to the Devs listening to forum cry babies and not your supreme genius who is the embodiment of perfection

Thanks for acknowledging my superior intellect.
 
Just try to be consistent next time, thats all. Oh and kill that source of yours :D

I did try to be consistent, otherwise I would have not acknowledged being wrong in the first place.

It wasn't a single source, but more of a mosaic of hearsay based on multiple Discord conversations about the subject.
 
I'd like to see the flight model limited to what a human pilot can withstand, taking into account things like the cockpit maybe being quite forward of the pitch axis (like the Python) or not (like the Anaconda or Fer de Lance). My understanding is that people can sustain much higher pitch Gs than yaw Gs, which may help explain the preference to pitch over yaw.

Correct, yaw tolerance is lower by a huge amount, around 9g on the yaw axis compared to 27g on the forward axis (forward Survivability can be much higher with a g-suit)

g tolerances in ED are insane, like liquefied internals insane.. The lack of Yaw thrusters in ED was purely a design decision to avoid turrets in space. I hate space games with a turret flight model, I don't give a damn about realism, if cmdrs want realism then let's take humans completely out of the equation.. No? Ok then lets keep the flight model fun with a bit of a challenge.
 
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I've already acknowledged I was misinformed above.

Nah, the horse is still alive and kicking as evidenced by the fact you're continuing to post.

The flight model has been part of the game since day 1, they aren't going to change it, and complaining about it is futile.
 
Nah, the horse is still alive and kicking as evidenced by the fact you're continuing to post.

The flight model has been part of the game since day 1, they aren't going to change it, and complaining about it is futile.

I wouldn't call it complaining (since that would imply an expectation of possible change), more like mocking the poor decisions and the pseudo-scientific explanations behind them that led to airplanes in space being considered "space-sim worthy" in 2012
 
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I did try to be consistent, otherwise I would have not acknowledged being wrong in the first place.

It wasn't a single source, but more of a mosaic of hearsay based on multiple Discord conversations about the subject.
How dare you sir! Wrong or right you defend your side like it was your baby! Are you new here or something!?
 
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Well the psycho-analysis would be based on numerous discord conversations on the subject so it will be 100% correct and the truth and only forum crybabies would deny

I thought I'd already acknowledged I was incorrect? Not sure where this "100% correct and the truth" stuff is coming from.
 
Yes, since most ships are wide and flat, turning moments should mean that yaw would be much faster than pitch. It's just another example of physics being very optional in ED. As already said, it's all so that we can have WW1 dogfighting in space. This emphasis on combat as if in atmosphere is why I don't enjoy and avoid most combat in the game.

OK, I can see that physics compromises have to be made for a playable game, but then don't start going on about the mass or volume of particular ships or their ability to fly backwards etc.
 
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