Alright, so I was attempting to see if I could reduce the messiness of your average shiparch by lowering the numbers while maintaining the same ratios. For this example I used the Guardian from Discovery, which has the following stats.
steering_torque = 47000.000000, 47000.000000, 190000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
Changed to:
steering_torque = 47000.000000, 47000.000000, 1
angular_drag = 40000.000000, 40000.000000, 0.75
rotation_inertia = 8400.000000, 8400.000000, 0.05
As far as I was aware, the max turning speed was the torque divided by drag, and acceleration to reach said speed is torque divided by inertia, both of which nearly match up.
While the actual handling is almost identical however, ramming into an object results in the ship spinning violently out of control, leading me to believe that as least one of those stats is interacting with the game on a direct level rather than it simply being the max turning and acceleration calcs that do so.
Could somebody please explain this for me?