Forum Discussion
The OP is correct. This "rotational inertia" needs to be eliminated. It is not realistic and doesn't conform with basic physics and it makes aiming and flying much more difficult than it should be. In a car if you center the wheel after a turn it doesn't continue to turn. If you are swinging a sling around your head and you release it flies in a strait line; it doesn't continue to go in a circle. Likewise, if you center your flight stick your fighter shouldn't continue to turn; It should go strait. This is physics 101.
Or, next time you want to play a fps, just buy a fps. Then you will be able to play point and clic adventure.
This is a (arcade) flight sim.
- 5 years ago
This is no point and click shooter, we are flying a multi-ton spacecraft and the human body needs to withstand g-forces, even in Star Wars. Coming to a sudden stop after a 9+ G turn would shoot your brain right through your cranium and most likely through the canopy as well. VR users in an A-Wing can easily adjust stick input when the target comes in sight while pulling a high G turn. Without VR finding the right moment to let go of the stick input is difficult. The heavier the spacecraft the more sluggish the controls, that's actually good.