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in an SE relatable example... if you have a cokcpit and a ♥♥♥♥♥♥♥♥ of heavy armore on one end of a light stick so the centre of mass is there.... and on the other end of said stick you have a gyro... the ship should rotate around the gyro.. OR ATLEAST rotate halfway between the centre of rotation (all the cumalitive gyros) and the centre of mass
it rotating ALWAYS around the centre of mas like SE currently does just doesnt seem right?
It is realistic. See my comment above.
A body rotates around its centre of mass only if you assume the rotational forces applied to it are balanced around that came centre of mass. In the example above the forces come from the far side of the ship. In this example the gyro should behave like an anchor point that slowly pulls the heavy armour around it.
Reaction rings are another matter. As long as reaction rings are placed so that their rotational axis is of rotation passes through to the center of mass as closely as possible, they'd be perfectly efficient, mechanical stresses not withstanding.
To that effect, I'm actually somewhat surprised there's no reaction ring mods.
Gyroscopes to my knowledge aren't used as the way to rotate things instead gyroscopes are used to measure how much rotation has been done as gyroscopes' main functionality, staying in the same orientation due to angular momentum regardless of directional forces applied instead only rotational forces will change the orientation, and because of this they can be used to measure how much a craft has rotated, and due to the fact that gyroscopes, by design, are a closed system meaning that a gyroscope does not apply any rotational forces themselves. However, from what I remember the game does not simulate this. It is a game after all.