1 hour ago, Lace Jetstreamer said:This is very rude behaviour. I have clearly stated many facts that support the argument of inconsistency. Reported
You keep stating reasons that you want the maneuvers to act differently, but you haven't actually shown the current way to be illogical. Wanting to change things is fine, but even if what you want to change it to makes sense, that doesn't automatically mean that the current way doesn't make sense. I don't really see how pointing this out is any ruder than you essentially saying, "anyone who disagrees with me is irrational."
1 hour ago, ViscerothSWG said:The direction of all blue, white, and most red non-straight maneuvers is always altered mid-stride on a bump. The only direction-changing maneuvers that are not directionally affected by a bump are k-turns, s-loops, and t-rolls (am I forgetting any? ...basically the turn-arounds).
Well, S-Loops and T-Rolls are affected the same way banks and turns are, and K-Turns are affected the same way straights are.
Regarding K-Turns, it really boils down to what is the maneuver that's being depicted. You appear to view it as a drifting sort of maneuver, where the craft is continuously rotating the entire length of the maneuver. I and the others countering this tend to view it as a straight lead-up ending in a 180 maneuver. S-Loops, I view as just K-turns with a banked lead-up.
With T-Rolls, I could see the drift theory fitting a bit better, but the drifting, along with the turn, would make calculating the bump a bit more complex. Personally, for the sake of gameplay, I think it's better to keep the rules simple than to add a complex formula for a single special case of a single maneuver.