I am writing a custom .dll for this ship, so any fancy code that has to happen will. Does anyone know the math for this, or what fraction of the force is opposed?
Try this thought experiment:
1. Set up a vessel that is a rigid planar disk such that the normal to the disk surface is in the direction {1,0,0} in local vessel coordinates.
2. Set the principle moments of inertia such that Ix > Iy = Iz.
3. Spin the disk with some angular velocity about the x-axis.
4. Apply a forces with attack points of {0,1,0} & {0,-1,0} and directions of {1,0,0} & {-1,0,0} respectively.This creates a torque about the z-axis.
5. The disc will now precess about the y-axis and the amount will be inversly proportional to the initial angular velocity about the x-axis.
Orbiter will model the above behaviour correctly.
Since your gyros are counter-rotating, any torque applied to the vessel in the pitch and yaw axes will result in the gyros producing a torque that cancels each other out and the ship will rotate as if the gyros are not even there. Similarly for the roll axis, since any friction between the gyros and the remainder of the ship will cancel out. Witness the totally normal behaviour of a helicopter with counter-rotating baldes as an example.