Is it only me, or do relatively small changes in module mass (and therefore total hull mass) seem to have a disproportionate effect on handling?
IE if you took a -notional- 100 tonne ship and fitted lighter components and got it down to 95 tonnes you wouldn't expect it to make much of a difference, but my experinance is that it can, and does, make quite a difference to agilty (and I think supercruise speed changes as well). Similarly, going up to 105 tonnes could turn your gazelle into a hippo.
Has anyone else noticed this?
My theory is that the effect that modules have on agility is determined by how far your ship is below the maximum/optimum hull mass. IE if our 100 tonne ship had thrusters good for 110 tonnes, lightening by 5 tonnes is a 50 percent increase in "headroom", whereas increasing it to 105 halves the headroom. However if the thrusters are good for - say - 150 tonnes then 5 tonnes here and there isnt' going to make a lot of difference. as there is plenty of headroom either way.
Also... Does anyone know if how far a given module is from the center of movement changes it's effect on agility? In practice, extra mass in the nose or tail ought to add more inertial to a ship's pitch, making it slower to respond to pitch inputs, and the same ought to be true to sticking mass on either side of the ship (effecting roll, of course). Theoretically you should be best off putting your heaviest modules in the middle of the ship's roll/pitch axies. I wouldn't usually expect that to be modeled in a video game (except a flight sim, maybe!) but knowing how much FD love their physics....
IE if you took a -notional- 100 tonne ship and fitted lighter components and got it down to 95 tonnes you wouldn't expect it to make much of a difference, but my experinance is that it can, and does, make quite a difference to agilty (and I think supercruise speed changes as well). Similarly, going up to 105 tonnes could turn your gazelle into a hippo.
Has anyone else noticed this?
My theory is that the effect that modules have on agility is determined by how far your ship is below the maximum/optimum hull mass. IE if our 100 tonne ship had thrusters good for 110 tonnes, lightening by 5 tonnes is a 50 percent increase in "headroom", whereas increasing it to 105 halves the headroom. However if the thrusters are good for - say - 150 tonnes then 5 tonnes here and there isnt' going to make a lot of difference. as there is plenty of headroom either way.
Also... Does anyone know if how far a given module is from the center of movement changes it's effect on agility? In practice, extra mass in the nose or tail ought to add more inertial to a ship's pitch, making it slower to respond to pitch inputs, and the same ought to be true to sticking mass on either side of the ship (effecting roll, of course). Theoretically you should be best off putting your heaviest modules in the middle of the ship's roll/pitch axies. I wouldn't usually expect that to be modeled in a video game (except a flight sim, maybe!) but knowing how much FD love their physics....