lol, I wish there was something conclusive to say about flingy.dat and its values, but to be honest, there doesn't seem to be much logic to their actual values. If I remember right, Battlecruisers have a speed of 640, Carriers 853, Wraiths 1707, and there are many more other speed values, all of them numbers that seem to have some magic meaning, I just don't know what it is. It's the same with all of the other variables in flingy.dat. The first time I touched flingy.dat I was trying to find out what was the significance of 1707. Why not 1706, or 1708? They're very non-human-like numbers. Blizzard must have some formula for it, but I honestly don't know what it is, the numbers just come from nowhere really.
I think what you should probably do is download Arsenal III and open the flingy editor, then look at the speed, acceleration, turn style, turn radius, and everything else for the different units. Although I don't know how or why the numbers are what they are, you probably will see patterns, like for example, larger values for speed make faster units, and smaller values for acceleration generally mean faster acceleration, although for some reason it doesn't seem to always work this way. You really need to just take a look and see for yourself what the values look like. No one really knows how flingy.dat values work, all we really do is take what's there, change the values, and see what happens.
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for example, vulture races where u'd actually need to slowly accelerate to a really high top speed so stopping would be quite detrimental...
Some flingy-controlled units seem to not forget the speed they were moving at before they stopped, and so they can move off at top-speed straight away if they previously accelerated to that speed. I'm sure that flingy.dat controls that somehow, but none of us know enough about flingy.dat to tell you exactly what's causing that and how to stop that.