Can provide a better example of broken Torque as well.... My B-1 Speeder on workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=668554695 Attached is the same ship, down to the last block, but with different torque stats. Reproduction of this is trivially simple: create 2 of the same ship With one ship only, remove an RCS block and then replace it with the same block Torque values should be the same, they generally are not Note that fixing the Torque stats after the fact by saving in a blueprint is *not* an appropriate way to patch issues with your torque calculations. They should not change when saved to a blueprint, they should not change with an identical ship, They should not change when re-creating the same ship from scratch. If your calculations never met this criteria, then literally all the numbers and testing for A11 is completely made up and borked from the start. Note that now it's more difficult to reproduce by the way you coded it, making it more difficult for people to duplicate this issue by the way I'd imagine you do (in a sanitized creative, execute steps). By changing torque calculations in scenarios that don't make sense (like on events where torque cannot change) like starting a game, or turning on a ship, or entering a cockpit, the game is severely hampered in debugging because there's no clear method of what's bug or feature. Even in A11 EXP it wasn't clear where certain things were like CoT and CoM for torque calc, so no one knew the physics model you wanted to apply here or what the goal was even.
A fix for this now released on the experimental branch https://empyriononline.com/threads/alpha-11-5-experimental-refinements.91665/