The drag and having to constantly use thrusters to counteract the drag reminds me a lot of one game: From the Depths. More pteciesly, a problem with extreme dodgig in FtD. So extreme, in fact, that at a range of less than 500m (often even as close as 300m), a drone going at 100-150 m/s orbiting its target can easily dodge 700m/s+ projectiles fired at it.
This issue is exasperated in FTD by the turrets being aimed automaticaly, and the built-in aiming system only doing linear prediction of the target (ie as if its target was going in a straight line).
What does any of this has to do with Starbase? The root of the issue in FtD is that atmospheric drag is very high. Like an unpowered giant airship gently floatig down as if on massive parachutes big. This means that in order for air builds to reach any kind of meaningful speeds, they need Loads of thrust. Thus thrusters provide loads of thrust. This means that the thrust to weight ratio of aircraft are insanely high. Like 0 to 100 m/s (aka 0 to 360 kph) in well under a second high. 0 to 100 m/s in a single second would be 10 g's of acceleration by the way, ten times the gravity on Earth.
My concern is that due to Space Jelly Drag, Thrusters will be way too powerful, meaning spacecaft acceleration will be extremely high, thus crazy dodging maneuvers would become possible, making any kind of gun emplacements on large ships useless.
Now, I fully understand that adjusting drag and thruster thrust values is an easy fix, however, the sooner such a fix comes should it be neccessary, the better. The real problem FTD has encountered is that changing these values would require a massive redesign of almost all aerial builds in the game, as there is gravity in FTD, and a lot of those builds rely on thrusters to stay airborne.
I realize that we do not have much to go off with regards to thrust and drag values, but judging from the few vids, acceleration seems to be very high on spacecraft, they seem to be reaching their top speeds very quickly, so I am worried that the same issue as in FtD may rear its ugly head here as well.
This issue is exasperated in FTD by the turrets being aimed automaticaly, and the built-in aiming system only doing linear prediction of the target (ie as if its target was going in a straight line).
What does any of this has to do with Starbase? The root of the issue in FtD is that atmospheric drag is very high. Like an unpowered giant airship gently floatig down as if on massive parachutes big. This means that in order for air builds to reach any kind of meaningful speeds, they need Loads of thrust. Thus thrusters provide loads of thrust. This means that the thrust to weight ratio of aircraft are insanely high. Like 0 to 100 m/s (aka 0 to 360 kph) in well under a second high. 0 to 100 m/s in a single second would be 10 g's of acceleration by the way, ten times the gravity on Earth.
My concern is that due to Space Jelly Drag, Thrusters will be way too powerful, meaning spacecaft acceleration will be extremely high, thus crazy dodging maneuvers would become possible, making any kind of gun emplacements on large ships useless.
Now, I fully understand that adjusting drag and thruster thrust values is an easy fix, however, the sooner such a fix comes should it be neccessary, the better. The real problem FTD has encountered is that changing these values would require a massive redesign of almost all aerial builds in the game, as there is gravity in FTD, and a lot of those builds rely on thrusters to stay airborne.
I realize that we do not have much to go off with regards to thrust and drag values, but judging from the few vids, acceleration seems to be very high on spacecraft, they seem to be reaching their top speeds very quickly, so I am worried that the same issue as in FtD may rear its ugly head here as well.