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Is there a gameplay reason to not have a rotational decoupled mode?

TL;DRInternal playtests found a rotationally decoupled mode very hard to control, so there are no plans to add it, though it could possibly be used as an IFCS malfunction and may be revisited.

John CreweVehicle Gameplay team

So yeah, we have experimented with this internally. We did some play tests with it. And it turns out it's really hard to control. It's very difficult to work out which direction you're actually rotating, especially if you start combining rotations. Imagine you start rolling and then halfway through that you start pitching and then halfway through that you start yawing. All of a sudden your rotational axis is completely different from what you think forward is. And then the by far easiest way to stop rotating is just to hold space break and just stop and start again. So we've tested this and tried a couple of approaches and stuff. For now the plan is not to add one of these in with the normal decoupled mode. We feel coupled rotation is more controllable on average and a more intended experience, but we could have - just spitballing: It could be used as like a malfunction of IFCS in the future. All of your rotations get completely unlocked and then you're just spinning. And then the thrusters start firing and you have to manually fight against it. That could be quite cool. But yeah, no plans for that at the moment.

Richard TowlerVehicle Gameplay team

[It] was really difficult to fly. And it made the experience quite jarring. But that could be a case of us not going to implement it quite correctly. But we can relook at it in the future. But for now we're going to focus on the kind of core flight experience that we have.

Star Citizen Live›Ask the Devs - Vehicle Gameplay·
Published on this date.15 Sep 2023