Wiki / Ship sections / Controller

Controller

Screenshot needed assets/wiki-section-controller.png A ship turning under control, or the controller section highlighted on a build.

The controller is the ship's steering system: it rotates the ship toward a target heading, easing in and settling without overshoot rather than snapping. It is required for any ship a player or AI can fly.

With no live controller, the hull cannot steer itself - so destroying the last controller disables a ship without destroying it outright, leaving a drifting, tumbling wreck. It is also what the autopilot verbs drive when they fly the ship for you.

A hurt computer cracks and, past about a third of its health gone, throws sparks. It steers exactly as well as it did new right up to the moment it dies: handling degrades when a computer is LOST, never while one is merely damaged.

What sets how hard a ship turns

The computer does not decide it on its own. A ship turns as hard as the lower of two limits allows:

  • Its computers. Their torque against the mass they have to swing. A heavier ship needs more of it for the same turn.
  • Its structure. Hull metal takes 8 G and no more. The further the ship's furthest section sits from its balance point, the gentler the hardest turn that metal survives.

The shipped corvette carries its mass over a 2.76 u arm - balance point to the outer face of its furthest section, which is one of its drives. Hull metal takes 8 G, so that arm allows 2.84 rad/s2 and no more, while the one flight computer in its fuselage could push 41.9 - fifteen times as hard. Shoot the nose off and the balance point slides aft: the arm drops to 2.43 u, the ceiling climbs to 3.23 rad/s2, and the wreck flips 180 degrees in 1.97 s where the whole ship took 2.10 s. Both guns hang off that nose, so they sever away with it.

Every ship in the game today is held by the second one, with a wide margin on the first. Nothing authors the result - it falls out of the shape you built. A short craft swings on a short arm and whips around. A long hauler swings on a long arm and handles like the freighter it is.

Two things follow that you feel in the cockpit:

  • A wreck turns sharper. Shoot the nose off and the ship's balance point slides aft, shortening the reach to everything behind it - so what is left of the ship turns harder than the whole ship did.
  • A hard turn spends the margin. Holding a fast turn already loads the hull. There is less left to turn harder with, so past a point the ship holds the rate instead of tightening.

The 8 G limit is one acceleration at the hull's furthest point, and the load that holds a curve and the load that tightens it add as a vector rather than being counted separately. So the corvette still has 97% of its 2.84 rad/s2 in hand at 48 deg/s, 83% at 72 deg/s, and nothing at all at 97 deg/s - the rate at which holding the turn spends the whole budget on its own. Authority does not taper off; it holds, then falls away.

Stacking controllers

A big hull can mount more than one. They do not each steer it: they share one steering loop, and their torque adds into it.

On a ship that is already at its structural limit - which is every shipped ship - that extra torque buys no turn rate at all. Metal does not care how many computers push it. Only a hull heavy enough to run its computers out first gains turn rate from a stack, and only until it reaches its own structural limit too.

Computers Light hull: flip Heavy barge: flip Heavy barge: overshoot
1 2.77 s 7.52 s 6.7 deg
2 3.17 s 5.77 s none
4 3.37 s 5.03 s none
10 3.48 s 5.13 s none

A measured 170 degree flip - the time to come within 5 degrees of the new heading. The light hull gains nothing and pays a little; the barge nearly halves its flip by the fourth computer and then stops dead, because it has run into its own structure.

What stacking always buys is precision. A stacked hull starts arresting its turn earlier, so it stops on the heading you pointed at instead of sailing past and swinging back - which is the barge losing its 6.7 degree overshoot. The second computer gives most of that gain; the tenth is nearly dead weight, and on a light craft it is a little slower for nothing.

The other half of stacking is redundancy. Lose one of two and the ship does not go brain-dead - it drops to single-controller handling and keeps fighting. Only the last one is the ship's brain.

Loop capture needed assets/loops/loop-section-controller.webm A short loop: a ship flipping to a new heading and settling on it without overshoot.

Variants

Every shipped flight computer carries the same torque and the same steering lag. What a ship does with them is the ship's own business - its mass and its length decide that. What separates the fuselage computers is how much structure they add to the craft that carries them.

assets/icon-controller.pngController - shipped prototypes
VariantTorqueSteering lagHealth
captureassets/catalog-basic-controller-section.pngBasic Controller Sectionbasic_controller_section15010.5 s100
captureassets/catalog-racer-fuselage.pngRacer // Fuselageracer_fuselage15010.5 s240
captureassets/catalog-cargob-fuselage.pngCargoB // Fuselagecargob_fuselage15010.5 s300
captureassets/catalog-cargoa-fuselage.pngCargoA // Fuselagecargoa_fuselage15010.5 s350