Gyro/Ship Rotation feels bad and underpowered
The gyros and overall ship rotation in SE2 feel very heavy, sluggish, and almost underpowered compared to SE1. It's ok ish for larger craft like the big blue ship but for small craft like fighters they feel like they weigh hundreds of tons to turn. For example I built a very small ship in SE1 and put 2 small grid gyros on it, and moving my mouse all the way across the mousepad caused it to turn very fast and smoothly, turning it about 160 degrees. I then built basically the same sized ship in SE2 with the same amount of gyros and it felt really slow and heavy to turn. Moving my mouse all the way across the mousepad once again caused it to turn both very slowly and only about 20 ish degrees. Even after adding 10 more gyros it didn't improve much and certainly still didn't match the performance of SE1 gyros. Increasing my local mouse sensitivity made it feel similar to SE1 but the moment I get out of the cockpit then the character rotation feels way too fast, as the default character rotation in SE2 feels fine on my default settings. I also tried putting a whole 2.5m gyro on the small craft and even that didn't make it match SE1.
Maybe you could argue it's a "realism" thing, but this isn't a "space sim". I feel as though gyros should be given a performance/power/sensitivity increase to match their SE1 counterparts to get the same good feeling ship rotation. I would absolutely hate being in a combat scenario with the current gyro rotation as getting guns on would feel bad and not work well. I've also noticed thrusters/current speed of the craft seems to dampen gyros and that also feels really bad and should be removed. Gyro rotation should be consistent at all speeds, if for anything just to make flying feel nice.
This is akin to the complaints people gave about KSP2, and yet a year later everybody had gotten used to the changes and loved it. I for one think there's a huge over reliance on gyroscopes, if they made thrusters work in a more true to life manner then you could do all sorts of vectoring with that with the assistance or in place of the gyroscopes. I've been using the gyroscope a lot in the last few hours, and they feel just fine as is. There's 3 sizes, if you desperately need the power, I'm sure you can fit the largest one on somewhere.
This is akin to the complaints people gave about KSP2, and yet a year later everybody had gotten used to the changes and loved it. I for one think there's a huge over reliance on gyroscopes, if they made thrusters work in a more true to life manner then you could do all sorts of vectoring with that with the assistance or in place of the gyroscopes. I've been using the gyroscope a lot in the last few hours, and they feel just fine as is. There's 3 sizes, if you desperately need the power, I'm sure you can fit the largest one on somewhere.
Agreed! It feels like the game forces Mouse Acceleration when piloting a ship. Moving the mouse very fast makes the ship use the full torque of the gyros, but if the mouse is moved only a little the gyros barely engage and rotation is stopped instantly when the mouse stops moving (presumably the gyros engage at full torque to break rotation. This gives enhanced precision but makes turning the ship more than a few degrees precisely difficult as hell. I much prefer the way ship rotation/gyros worked in SE 1 as default, possibly with an option to enable this "precision mode" for those who like that.
Agreed! It feels like the game forces Mouse Acceleration when piloting a ship. Moving the mouse very fast makes the ship use the full torque of the gyros, but if the mouse is moved only a little the gyros barely engage and rotation is stopped instantly when the mouse stops moving (presumably the gyros engage at full torque to break rotation. This gives enhanced precision but makes turning the ship more than a few degrees precisely difficult as hell. I much prefer the way ship rotation/gyros worked in SE 1 as default, possibly with an option to enable this "precision mode" for those who like that.
Its probably limited as if there were safety limits for humans it feels like centrifugal G limiting to me. I don't want this to be the case though id love to spin my ship up to 60,000 RPM without hitting what feels like a rotation limit. I decided to put the 7.5m gyro on the small Mining ship and yea sensitivity isn't scaled right, you have the power just not the mouse pad. The acceleration curve is to extreme so you get this massively sluggish region where no matter how fast you move the mouse you rotate relatively the same speed. I'd like there to be more realism so your statement doesn't vibe with me but ill admit this actually takes realism away. Unless there is a lore reason the ships should spin to a point of tearing themselves apart.
Its probably limited as if there were safety limits for humans it feels like centrifugal G limiting to me. I don't want this to be the case though id love to spin my ship up to 60,000 RPM without hitting what feels like a rotation limit. I decided to put the 7.5m gyro on the small Mining ship and yea sensitivity isn't scaled right, you have the power just not the mouse pad. The acceleration curve is to extreme so you get this massively sluggish region where no matter how fast you move the mouse you rotate relatively the same speed. I'd like there to be more realism so your statement doesn't vibe with me but ill admit this actually takes realism away. Unless there is a lore reason the ships should spin to a point of tearing themselves apart.
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