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Good point on "angular momentum." However, I don't think it's that. That term denotes physics right? Which is to say, it's like "rotational inertia." I'm turning, there is energy in that, and it can't just.....stop. Which should apply equally to every control type, and be a function of the ship mass and the rate of turning.
But, we know, that's not how the game works. I think rather, it's all in the functions deep in the configuration that treats the inputs from a flight stick fundamentally different than a keyboard or mouse input. I don't have a thumb stick controller, so I can't test that.
What I think we are experiencing is a "smoothing factor" to the input for flight sticks ONLY. This seems to work in both directions. When you go from center stick to full turn, it takes a brief moment to be at "full turn." Try it, if you map a key for yaw left, you will notice your initial turn a starts a little bit faster using that key than your flight stick doing the same thing.
And, as explained above, when you go from full turn to center stick, the smoothing factor actually keeps the input going for another brief moment.
EA, please let us turn this crap OFF. I'd be willing to bet it's a simple number buried in a config file somewhere.
As noted, reducing the sensitivity down does help some, to the point where I'm at 0% sensitivity now. But it's still there.
I posted about this on reddit a while back: https://www.reddit.com/r/StarWarsSquadrons/comments/jb7xg5/rotational_inertia_mouse_vs_joystick/
TL;DR: For mouse input, the game automatically applies counter-steering input on an axis when deflection is reduced without changing the direction of deflection. You can see this by watching the ship's 3D flight stick model.
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