Even with most options in MM concerning Advanced Aerospace Rules turned on, the current MM version does not take into account the velocity of an ASF unit and the number of hexes it needs to move before it can turn. As it is now, you can always turn your ASF unit after moving 8 hexes without spending and Thrust points regardless of velocity.
Are you aware that you have to have an effective velocity of 7+ before the restrictions start to take place? The table is on page 84 of TW 4th printing. The hexes in that table need to be multiplied by 8 for ground maps. There was a bug fixed a while back where we weren't implementing this table correctly, so the turning restrictions were far more severe than they were supposed to be. I haven't yet tested that the turning restrictions work (I can't right now), but I'm pretty sure that they should (I know in the past I had tested them). I will try to reproduce later when I get a chance.
Hi Nicholas Walczak,
I had just upgraded from MHQ 3.12 to the actual version which also included the new MM version. I wasn't aware that the older MM handled the turning with ASF incorrectly.