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BalduursGATE Field ManualTight turn: high-G and boost4.10.0 (11644) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-ENGE-WENDE · guide.dogfight-enge-wendeOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-enge-wende.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Tight turn: high-G and boost

Every ship has one turn that is tightest and one that is fastest. They are not the same – and boost shifts both.

Valid from patch
4.10.0
Game data version
4.10.0 (11644)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the sequence is explained flight technique. What is sourced are the game functions named and their default bindings; how strongly a manoeuvre works on your ship depends on ship, fit and patch – you fly that yourself.

What you will learn

  • Recognise when tight turn: high-G and boost is the right manoeuvre and what it gains you.
  • Be able to fly tight turn: high-G and boost in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

A tight turn is not the same as a fast turn. The tightest turn has the smallest diameter, the fastest needs the least time for a full lap. Both depend on speed – and on boost.

When do I use it?

Whenever a turning fight goes over several laps. At the latest when you notice you are neither gaining nor losing angle.

What do I want to achieve?

You want to know which turn your ship actually has – and then set it deliberately instead of doing the same thing in every turn.

Starting position

Turning fight, both ships have speed, neither has a clear angle advantage.

Step by step

  1. Decide what you need. Angle per time (rate) or distance saved (radius)?
  2. Set the speed. Via the speed limiter, not the throttle lever – that is reproducible.
  3. Consider the acceleration limiter. It decides how hard your ship enters the turn.
  4. Use boost deliberately. Boost makes you faster and your circle wider. For a single turn that can be enough; over several laps usually not.
  5. Hold the turn. Pull evenly, do not pump.
  6. Assess after the lap. Gained angle? Then stay with it.

Keyboard and mouse

Speed limiter and acceleration limiter are both bound by default to the mouse wheel with different modifiers. Remember which is which – in a fight there is no time to look it up.

Functions for the tight turnq1

Boost, space brake, speed limiter and acceleration limiter – the four adjustments with which you change the shape of your turn.

Game actionDefault keyboard/mouseDefault joystickTrigger
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Speed Limiter - Enable / Disablenot bound by defaultnot bound by defaulttoggle
Speed Limiter - Step Up (tap)Left Alt + Mouse wheel upnot bound by defaultsingle press
Speed Limiter - Step Down (tap)Left Alt + Mouse wheel downnot bound by defaultsingle press
Acceleration Limiter - Step Up (tap)Right Alt + Mouse wheel upnot bound by defaultsingle press
Acceleration Limiter - Step Down (tap)Right Alt + Mouse wheel downnot bound by defaultsingle press
Reset Flight AccelerometerRight Alt + Cnot bound by defaultsingle press
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press

Game default binding, game version 4.10.0 (11644). If you rebound it yourself, your binding applies.

Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

HOTAS / HOSAS

A manoeuvre does not need particular keys, it needs particular axes and functions. If you fly HOTAS or HOSAS you assign them once and then only read which of them a manoeuvre asks for:

  • Pitch, yaw, roll – the three rotation axes. By default on one stick they sit on X, Y and the twist axis Rz.
  • Strafe X/Y/Z – sideways, up/down, forward/back. By default these are single buttons and a hat, not axes; on HOSAS you put them on the second stick’s axes.
  • Throttle – the throttle lever or the forward/back function.
  • Boost, space brake, decoupled mode – three buttons you must hit blind in a fight.
  • Targeting – at least “lock target under reticle” on a thumb button.

Which of these are bound by default is in the table above. Everything marked “not bound by default” you assign yourself.

You need pitch, roll, a stepless throttle and the boost button. Putting the speed limiter on a rotary lets you hold your turn speed in a fight instead of hunting for it in steps.

Speed and energy

This is the core of this guide: speed is energy, and a turn spends energy. Boost adds energy but widens the circle. Braking tightens the circle but costs the energy you will need later to break out. Every turn is this calculation.

The exact values depend on ship, thrusters and fit and are in no file we can read. The exercise above measures them for your ship.

Movement diagram

Two semicircles of different size over a shared base line, the smaller one blue, the larger one dashed grey.
DiagramTight turn – two arcs from the same start UNCONFIRMEDTop view: the same starting point, a tight arc without boost and a wide arc with boost.Own graphic · claude-entwurf, 2026-09-13

The sketch shows the manoeuvre from above: own ship blue, opponent red, start marked “S”, steps numbered.

What should the opponent see?

He sees whether you boost – on your engines and in how wide your circle gets. An opponent who knows you have just spent boost simply waits.

Typical mistakes

  • Constant boost in the turn. Widens the circle until any angle gain disappears.
  • Pumping instead of pulling. Uneven pulling costs more energy than a constant turn.
  • Braking to a standstill. A stationary ship does not turn, it only rotates.
  • Always the same setting. Rate and radius need different speeds.

Opponent’s counter

He settles on the turn you always fly. Anyone who never changes his turn is worked out after three laps.

Exercise

training.dogfight-enge-wende.01ExpertPartner: requiredUNCONFIRMED
Goal
Find out for your own ship which turn is tighter and which is faster.
Preparation
Alone, open space, one fixed reference point. Rough timing by your own clock.
Task
Fly five full turns each: (a) full speed without boost, (b) capped without boost, (c) with boost. Time them and estimate the diameter against the reference point. Write down the three results – that is your ship’s data sheet.
Success criterion
You can say at which speed your ship turns fastest and at which it turns tightest.
Partner
required
Functions needed
  • Throttle - Increase
  • Throttle - Decrease
  • Boost
  • Spacebrake
  • Speed Limiter - Enable / Disable
  • Speed Limiter - Step Up (tap)

Beginner variant

Fly the three turns from the exercise and write down the times. That is enough to begin with.

Advanced variant

The same with three different ships, then compare the data sheets. After that you know which of your ships wants which kind of fight.

Next step

What else energy means in a fight – shields, weapons, thrusters – is in energy and power management.

Checklist

  • You can say in one sentence when this manoeuvre is the right one.
  • The functions from the control table are on keys or axes for you.
  • You have flown the manoeuvre with a partner at least once and evaluated the exercise.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FLIGHT MOVEMENT

  • Acceleration Limiter - Step Up (tap)
  • Speed Limiter - Step Down (tap)
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Enable / Disable
  • Spacebrake

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0 (11644)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-enge-wende
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