Author Topic: Turn rate  (Read 377 times)

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Offline owens

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Turn rate
« on: January 18, 2013, 01:31:49 pm »
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So I have already suggested turn rate by moment of inertia. Alas I after doing some sums I found that the values to each end of the spectrum were far to extreme.

This is due to massive variation in weapon reach 40 to 300
So I did some more thinking and thought what if we had more variables. wpf and str were my subjects.


So now

turn_difficulty =  (some_factor1)*(mass-(some_factor2*str))*(length-(wpf*some_factor3))^2   

 ------------------>  some_factor3 should not have the same constant for each weapon type
 ------------------>  some_factor1 is from moment of inertia and should vary upon weapon weight distribution
 ------------------>  any neccesary factors for the below equation can be included within some_factor1


turn_rate = (vanilla_turn_rate)/(turn_difficulty)



So being stronger and more proficient is better. However for longer weapons proficiency is more important than strength.
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Offline Rumblood

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Re: Turn rate
« Reply #1 on: January 18, 2013, 05:12:11 pm »
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Are you saying the new turn rate calcs are too extreme, or your old suggestion was too extreme  :?
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Offline Paul

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Re: Turn rate
« Reply #2 on: January 18, 2013, 06:21:05 pm »
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In the future turn rates will be done by hand for each weapon. Until then we'll keep the current formular I think.

Offline [Ant]

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Re: Turn rate
« Reply #3 on: January 19, 2013, 12:06:09 am »
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His old suggestion was too extreme.


 I thought it would nice if each weapon had an optimum build. (In respect to turn rate)