I was idly testing very high acceleration/deceleration values and decided to see how big of numbers I could use. I was not able to test thoroughly, however, I was able to determine a few things.
Bugs: - Extremely high values (confirmed at 100,000) in both acceleration and deceleration causes a bug that affects diagonal movement (only tested using turn to cursor): forward/backward speed (but not left/right speed) drops to a very low number. Forward/backward and left/right strafe movement alone still work as they should. Testing at various values between 40,000 and 50,000 seems to indicate the cutoff value is in that range, however, I was not able to find an exact value.
- My testing may have been interfered with by a possible bug with diagonal movement: either diagonal movement is not at a 45 degree angle, changing the acceleration/deceleration values can affect the angle, or (now that I think about it) the 16:9 aspect ratio of my screen was affecting my perception. More rigorous testing should be able to hammer this out, although it probably requires significantly better measurement tools than my good ol' Mk 1 Eyeball (D).
- The action Decelerate (default "C") cannot handle large deceleration values (such as 30,000); it overcompensates, unable to get to zero. The value of acceleration has no effect.
Findings: - Nearly imperceptibly fast (effectively instantaneous) direction change is accomplishable by setting acceleration and deceleration to 30,000 (should be bug-free, excluding directly above bug). When testing a Hound only a flicker of the ones place on the speedometer was visible when changing back and forth from forwards to reverse or strafe left to strafe right. When testing a Lasher traveling at 600 (modded 500 base + AE + 0-Flux Bonus) the changing numbers were more noticeable, but still only a brief flicker. 60 fps, of course.
- Forward and strafing acceleration are controlled by the acceleration value, but reverse acceleration is controlled by the deceleration value. This means you cannot create a ship that can accelerate quickly forwards but not side to side, as far as I can tell.
- Deceleration set to 0 is read as 1. Presumably acceleration defaults the same way.
- I also messed with turning acceleration. Setting it to a high value with turn to cursor movement causes the ship to flicker back and forth, overcompensating in a similar way to the Decelerate action as it tries to face the desired direction.
More testing would easily (given time, of course
) find all the unknown cutoff values that create the above anomalous behaviors, but I found enough to do what I was interested in, so I'm not messing with this further. Hope this helps somebody else.