Elite Dangerous

Elite Dangerous

Fluffle Puff Jun 20, 2020 @ 11:57am
Turning slow, how into faster?
Rotation is nice and quick but pitch is slow as a snail.
< >
Showing 1-6 of 6 comments
Blackout Jun 20, 2020 @ 11:58am 
Use the q and e keys in conjunction with the left and right keys+ your cursor to turn faster.
ZombieHunter Jun 20, 2020 @ 4:31pm 
Use lateral thrusters in the direction of the turn to tighten it or opposite it to slide out of it. Also use reverse thrust to flip over.
Not Anonymous Jun 20, 2020 @ 6:22pm 
Which ship? Its suppsed to be like that in most cases, go to outfitting and you can see the stats of the ship, it should say the speed for pitch, roll and yaw
Not Anonymous Jun 20, 2020 @ 6:24pm 
Also, for quick turns arounds, learn how to disable flight assist when turning, its help a lot doing 180°s
Check a youtube video for a better explanation
Sapyx Jun 20, 2020 @ 11:02pm 
The game is deliberately designed so that most ships have terrible yaw. It's an homage to the original Elite game, which didn't have a yaw control at all and the ship had to always be steered with roll and pitch.

If you want the in-game reason why ships have terrible yaw, it's because thrusters are always mounted flush to the ship's hull, and very, very few ships have vertical external walls. The T7 and Orca both have vertical walls with thrusters mounted on them, and, by no coincidence, they are also the best ships in the game for yaw control.
ZombieHunter Jun 21, 2020 @ 12:37am 
Intense yaw, even in space, will destroy a space craft. Intense yaw in aircraft will destroy the aircraft. Most vehicles are designed to move forward and backward and all design is based on this. People seem to think that b/c there is no air resistance in space that there is no resistance to velocity changes and/or momentum changes but inertia exists irrespective of aerodynamic drag forces. To understand this I invite you to research mass moments of inertia in relation to angular velocity and angular momentum.

But it is very similar in theory as to how bearings work. Most velocity bearings are designed to roll one direction. They are not designed to handle a lot of sideways force. In fact they can handle tons of forward and reverse forces but very little sideways forces before they break. Spacecraft are designed to go forward and backward quickly with lateral thrusters used primarily for orientation adjustments not major velocity changes.

If you have Kerbal Space Program you can test this by trying to design a rocket that can handle a lot of yaw forces. You will find that most objects in the game can't handle this b/c yaw tends to then product a shearing force so if you have modules connected by ports they will rip apart and your spacecraft is dead.

We have talked about this before on this forum. Excessive yaw puts undue strain on the ship, the pilot and components.

Yaw produces torque.
https://study.com/academy/lesson/what-is-torque-definition-equation-calculation.html#:~:text=Torque%20is%20the%20twisting%20force,has%20units%20of%20Newton-meters.

Also FA off does not product faster turns or 180s. You cannot flip over 180 and then FA on and regain velocity faster than you could just pull up and over 180. It changes facing quicker but not velocity vector.
Last edited by ZombieHunter; Jun 21, 2020 @ 12:56am
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jun 20, 2020 @ 11:57am
Posts: 6