I have no issue with angles, I had issues reserving time for how long it takes to rotate with torque as we’re still moving towards destination in a linear fashion while we’re turning.
We’re holding (or moving slowly) left → right.
- accelerate first
- stop accelerating and turn around
- decelerate
Do it all as quickly as possible, with gameplay implied limits but with no human input.
The green bit is the time you need to exclude from the acceleration and deceleration. Quite doable.
Things get more complicated when you have something like correction thrusters that can still provide extra deceleration while turning, variable main thruster, you’re already in motion and not traversing towards the target yet.
This is very solvable with multiple PID controllers. But they need tuning - the error correction capabilities are not error-free in all circumstances.
Things get out of hand when the mass is off-centre and / or you have many thrusters. You can pretty much throw it all out of the airlock. You’d need controllers for your controllers ![]()
The ISS corrects errors by short additive bursts. Both human and computer assisted. But that’s cheating! ![]()
It’s all good fun but I’m looking for less complicated math. Seems it’s not really feasible without PID controllers.
On the other hand, some of it will end up as smoke & mirrors and only look believable; I’m fine with that. Essentially, revisiting this old thing with the hope of finding better, simplified solutions.

