except inertia has nothing to do with the ability of being able to do 180° flips or turning without moving your camera… Go in game, give a short booster burst and then just let the ship glide. Although your maneuvering thrusters slow you down gradually you’ll still glide for quite a while. That’s what inertia is. Total inertia (something freelancer didn’t have either) would mean cutting all engines but still flying in the same direction at the exact same speed for an infinite amount of time. That is a combat mechanic a lot of people would have too much trouble dealing with, even if it would make for an interesting game.
Also 180 flips are already possible, just take your mouse upward and fly on your head.
As to introducing more intertia later on, gradually changing the game mechanics over several patches or making a simple test run with subsequent voting would not put people off and give them time to adjust.
Reading comprehension fail.
I never said anything about “turning without moving camera” or similar idiocy.
Inertia let you turn around your (ship) center of gravity on pitch or yaw axis without changing the direction of movement (or, in other words, movement vector) after you cut your engines (or boosters) to 0.
I even went through the trouble of drawing a simple schematics, to explain you this basic concept a bit better.
Top is how even partial inertia should work and how it works in Freelancer or can be seen in “Battlestar Galactica” or “Firefly”.
Partial inertia = you gradually slow down. Full inertia = you drift infinitely in one direction until you don’t use your thrusters/engines to change direction/decrease speed = realistic Newtonian flight physics.
Bottom is how it works in Star Conflict - even if you cut your engines to 0, they are still “pushing you” forward for some time, hence if you turn around your pitch and yaw axis you make an arc - which can be wider or more tight depending on your speed.

Example you gave is so called “Immelmann Turn” - you make arc tighter due to the fact that pitch turning speed is faster than yaw turning speed in air combat (which don’t apply that much in S.C. judging from the stats). Only 180 flip you do in such case is on roll axis, so you won’t be “upside-down” in relation to imaginary horizon line. Only way to make it more tight is to slow down on turn, as described in my post above.
