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OKAY. With that covered, I’d like to get on the ball with the Newtonian physics.
First of all, lyravega, the “jousting” bit would only occur if there was not sliding/strafing abilities in SC. The only time I remember having to use jousting techniques in a space sim was when flying in a strafe-less Wing Commander Saga, while flying the Arrow, which can cut it’s engines and retain even afterburn-level velocities.
Plus, only the ints move fast enough to do something like that. Figs and frigs, not so much.
The physics are fine for a semulator (semi-simulator. lol), with one small problem, when I turn after accelerating, my ship carries its forward velocity to the new direction, rather than maintaining it’s original direction. It also maintains its magnitude.
While everything else is acceptable, this is not.
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Thanks for wording properly what I had in mind.
As to “jousting” part - I also played Evochron and (much) earlier Independence War - indeed FULL Newtonian physics can be awkward to control. In Evochron even with the use of side engines for strafing/sliding in the heat of battle it could throw you miles away from your opponent, not to mention that running away from someone who missed the turn just few degrees was way too easy. It sure gives a fair challenge for realism-loving pilots and the bar is raised in the “skill” department - but there’s no place for that in Star Conflict. Main reason would be the size of each map - not suited for such speeds and distances.
Time for the anecdote: I went last evening to practice with my friend driving a car in bad conditions - we use to do that on an old airfield which is covered with ice this time of the year.
That’s when I came up with yet another argument to back up partial inertia.
Why sometimes sharp turn feels so “unnatural” in Star Conflict?
Game makes us feel the high speed of the ship but then we encounter something which suddenly breaks that immersion and we feel sluggish.
Because with enough speed we can drift with a car, while here we can’t do it at all without using a strafe key…