Ok, here's what I'm saying... let me make this as clear as I can.
You can download a number of mini-mods I've developed right here, that cover all of the work I've done on this issue, so that you can check to make sure that I haven't made any mathematical errors.
1. Linear_Drag does not counter force. Instead, it counters velocity on a given vector. This is a very important distinction here. When you're applying force on a new vector, Linear_Drag is countering your velocity on the previous vector, for all practical purposes- it's what allows FL ships to turn (defined as change of vector and position) without using thrust to directly counter the previous velocity to the degree you need to IRL in space, where any velocity you build on a given vector is only countered by force applied in the precisely inverse vector (classic newtonian physics here). In FL, you don't need to do this, and Linear_Drag is what makes it work. That's why it's such a vital variable.
2. FL's physics don't have real-world equivalents. We need to be very, very careful about our assumptions, and figure out ways to test things with mini-mod builds, instead of assuming that we know anything- thus far, what I've seen is that when I assume something's true, then I get smacked by the way the engine actually does things
In the real world, aircraft (which is what the FL ships are very roughly approximating) have to deal with two different forms of "linear_drag"- friction, which is a roughly linear constant at a given altitude/barometer level, and air resistance, which changes every time the vector of the aircraft changes. In a true flight sim, this is modeled in various mind-bogglingly complex ways, with custom "envelopes" developed for each aircraft. In FL, they made one shoe fit every ship in the game. This is a problematic, and some of the mini-mods I built demonstrate some of the hazards.
3. I agree with Wasabe about the idea that the two equations are probably similar, but use a different scalar relationship (and just like with speed, I strongly suspect that there's some sort of bell curve involved). Let's look at the numbers here:
Now, I've done some experiments.... and the results were NOT what I expected. Please tell me that I've made an error in the last mini-mod, because it more-or-less invalidates both of our previous assumptions about turning. Here was how the sequence went:
1. In my first setup, here are the figures for a two-dimensional turn:
steering_torque = 20000
angular_drag = 30000
rotation_inertia = 1000
So, using the previous math... we have a 30:1 relationship between angular_drag and rotation_inertia here... IOW, it's much HIGHER than in the stock Starflier. Yet turning acceleration is quite horrible. And what works so well for calculating the way that linear acceleration is handled (mass / linear_drag = no. of seconds to nearly top speed)... doesn't work here, because if we applied that, we'd assume that acceleration to a top turning speed would be 1:30th of a second.
Does this make things clear? Fly my mini-mod (erm, OK, don't actually fly, just sit at 0 velocity and spin... not very exciting, but hey this is backyard science at its finest). Try different values for rotation_inertia. Note that, just like with Mass, if you lower it to 0 or near... the game will break. And in no way does the initial setup result in the acceleration curve I predicted. Which sucks for me, I guess
I'm not sure if I agree with your interpretation about how what's happening in the math translates to what we see on-screen, Dev, but I don't have a better theory... just a hunch that what's happening here is more messy than with linear acceleration, where the "shivering" you can see in ships where Linear_Drag is set too high for the Mass is due to the ship accelerating so fast that the game engine draws it considerably ahead of where we "expect" it to be. If that were right, we'd see "angular shivers" as the ship seemed to get drawn a little farther into a turn than we expected, resulting in a ship that seemed to twitch. The wild spinning (not for the faint of heart) is not the same thing.
2. So, I've built another experiment. This time, I've kept steering_torque and angular_drag at exactly the same amount, and I've set up a 1:10000 ratio between rotation_inertia and the other two, by setting it to 10 and the others to 100000.
Download the mod here, to try this out yourselves...
Basically, that didn't work very well... the results were... ah... rather ugly.
3. So, I quickly built a third experiment... this time I set the ratio between them to a much lower value: 1:1. The result was a game crash, every time. Apparantly "FL don't like dat" :-/
4. Next, I decided to make it 1:2. This made the game crash, too. I was surprised by this, but I guess there had to be some sort of threshold at which the turning speed wouldn't convert into a meaningful float for the radians, and this must be there. I'll look at the math later, if I care.
5. Finally, I set it closer to what was used in the game: 1:100. This caused a crash, until I unlocked all three axis, by making the figures the same for all three directions. Feeling that maybe I'd finally gotten somewhere in terms of understanding what was causing the crashes in the first place, I went back and tried the 1:2 ratio. This didn't cause a crash this time, but the results were surprising: you'd think it would've taken a veeeeeery long time to reach maximum turning speed, at that ratio... but it doesn't
6. So, now knowing that setting all the axis figures the same could prevent crashes, I set them all to 1:1000, for my final experiment (I assumed that 1:10000 would just crash again).
The results were so... amazingly not like what our theories have predicted (please note that almost all of my experimental results above have not met predictions, either) that I strongly advise you to not trust my experiment, but set one up yourselves... maybe I messed something up here. When I put in the following settings:
steering_torque = 100000, 100000, 100000
angular_drag = 100000, 100000, 100000
rotation_inertia = 100, 100, 100
The ship's turn through 360 degrees was
absolutely faster than previous experimental setups. I don't mean that it accelerated to top speed faster... it was faster, period.
I'm going to go think about that and eat some lunch now
Have fun trying out my mini-mods... and if you find any serious setup errors or can't duplicate my results, it'll make me happy, not annoyed- if that last experiment was right, then all of our theories are trashed.