Wiki / Ship sections / Controller

Controller

Screenshot 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 base Interceptor carries its mass over a 35.1 m arm - balance point to the outer face of its furthest section, the outer corner of its starboard sponson. Hull metal takes 8 G, so that arm allows 2.23 rad/s^2 and no more, while its one flight computer could push 73.9 - thirty-three times as hard. Shoot the sponsons off and the balance point slides forward: the arm drops to 33.6 m, the ceiling climbs to 2.34 rad/s^2, and the wreck flips 180 degrees in 2.32 s where the whole ship took 2.37 s. Cut the hull instead and only the bridge is still one ship: eleven sections sever away as wreckage.

The interceptor is held by the structural limit, with a wide margin on the computer limit. Neither result is authored directly: both follow from the shape, section mass, and installed computer torque. A short craft swings on a short arm and turns harder. A long hauler swings on a long arm and turns more gently.

Two things follow that you feel in the cockpit:

  • A wreck turns sharper. Shoot the sponsons off and the ship's balance point slides forward, shortening the reach to everything still attached - so what is left of the ship turns harder than the whole ship did. Mid-turn, on the same stick input, the survivor speeds up into it.
  • A hard turn spends the margin. Holding a fast turn already loads the hull. There is less left to turn harder with, and past a point there is none at all: the ship holds that rate for as long as you hold the stick, and no amount of input tightens it further. Ease off and the margin comes back.

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 interceptor still has 97% of its 2.23 rad/s2 in hand at 43 deg/s, 83% at 64 deg/s, and nothing at all at 86 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, extra torque buys no turn rate. 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. The test rigs below show both cases.

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

Variants

One flight computer ships, and every hull in the game is steered by copies of it. What a ship does with them is the ship's own business: its mass and its length decide that, and a second one buys redundancy and precision rather than turn rate.

assets/icon-controller.pngController - shipped prototypes
VariantTorqueSteering lagHealth
captureassets/catalog-basic-controller-section.pngBasic Controller Sectionbasic_controller_section97600.5 s100