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@lalelunatic: It's not really a glitch. It's endorsed by the Dev. Quite a few built-in ships use it and it is explicitely permitted in the upcoming design contest of which a few ships will be added to the base game.
i came so far as to put the attack preset in "no AI" mode behind the enemy in a straight line, add 5 degrees to the top or bottom (for the side you wanna flank at), then turn the ship to 45 degrees... that gave it a wide initial angle at charging, then 1 full circle, at which it closed in at the end for a melee brawl, then cirlce outwards again... kinda of worked with HE missiles at range, nukes and deckcannons in the melee circle... but the speed was to high, so the melee stuff mostly missed...
another intresting thing is that your ship does the orbiting with nearly forward engines only. i had to add side thrusters, quite a few, to get it to not stop at the front of the enemy and turn broadside.
i can preset the ship to flank/orbit the same as yours with manual "no AI" settings in the combat helper no problem though (deckcannons are crap for that though if the speed is to high =P).
so, what gives? if i spawn yours in combat helper the "normal AI" is used by default, but as said, it follows the same preset as if i spawn it and switch to "no AI" and give the attack command manually.
how do you manage to do that? =)