Quote Originally Posted by Colin Berry View Post

These were all the tweakables that we could alter on the fly during development without hassling a coder.
There were additional hard coded parameters which were set in stone too.
I remember we didnt adjust much for Fury, as we didnt have a huge amount of resources, I was working on other stuff, and I think I did the ship tweaks in a fairly short period of time. We knew we didnt have to tweak lots to get a slightly different feel, if you increase the engine power and acceleration but keep other values the same, you get the desired effect.

For those who remember the Triakis error in Pure, it was the Turning Falloff and Turning Gain of the Triakis that was incorrect, leading to it retaining more speed than intended through corners, which Foxy then cleverly wrote into the back story after we discovered the error
I've been using the XML files to aid me in developing the physics for my game, it really is quite a nifty way of controlling parameters without having to touch any code! I'm interested, how did the turning falloff and gain cause the issue with Triakis in Pure? From what I can gather the falloff is set too high. The ship feels like it almost snaps back into a straight line if you stop turning, any visible torque left seems to just be created by the camera re-centering.