Saint_Proverbius said:
Newtonian physics being a lustpoint for spacesims has never made much sense to me.
Post, never been so much fail!
...
(quite odd actually, coming from senior, respected member, and all
)
If you can build a spaceship capable of interstellar flight, I'm reasonably sure you can design it to overcome the limitations of airplanes.
And that's probably why spaceships in about 99% of so-called "space sims" behave like WW1 fighter planes except for being immune to aerodynamical issues, like stalling, but still have to bank when turning, can't fly backwards or sideways and move at most at several hundred km/h relative to target.
"spaceships behave exactly like arcade-ish WW1fighter planes instead of behaving like spaceships because they're technologically advanced" =/= height of brilliance.
You're already overcoming the whole d=rt thing
Wat. How exactly?
And no, "by shrinking planets to the size of a city and moving them so close together, that you can see them all simultaneously as giant balls in the sky" is not a valid answer - that's what
retarded "space sims" do.
and the speed of light cap, after all.
Only because it's usually necessary for the story and it usually involves arcane space-time manipulation devices that are not used outside the interstellar flight anyway.
I haven't seen even one spacesim where ships use their jump/warp/spacetime embolism/whatever-drives as prime movers in combat (which might actually be quite awesome), and no, it wouldn't produce "ships are WW1 fighters, teehee!" effect.
A few well placed thrusters can overcome inertia.
First, of how much inertia are we talking here? Walking around in the park kind of inertia? Speeding down the highway inertia? That's actually quite a lot, already - if a tree or some other obstacle overcomes the inertia of a car traveling at laughable (compared to velocity attained by spaceships and astronomical bodies) speed of 100mph, the car is destroyed, and squishy human passengers are turned into bloody mess. Maybe the inertia of a fighter jet traveling at Mach 2? Still unimpressive compared to astronomical speed? How about the inertia of actually buzzing through the system at tens (or thousands) of km/s?
Second, is this really advantageous to have thrusters automatically overcome inertia?
This Emotional Vampire 'tard (too bad he's not an intellectual vampire, maybe he'd cease sucking after absorbing some brains) has unwittingly provided an answer. Inexperienced players invariably fail to disable this kind of 'cruise control' (which is actually useful when flying close to a planetary surface, or while performing certain maneuvers) while in combat which results in them wildly slingshooting around and unable to control their craft.
Assume two identical craft, with the same set of thrusters. One is controlled manually, another one has it's thrusters fired by on-board computer in a manner that makes it's flight characteristics reminescent of arcade model used by typical "space sim". Both craft are fitted with forward firing weapons. It's readily apparent, that the first craft will have an edge over the second one because it will be able to perform certain maneuvers the second one can't, like being able to 'flip' without changing the direction of flight and fire at the enemy behind with it's main guns.
Emotional Vampire said:
I am a complete retard and ignorant one at that.
Confirmed! :D
And, FYI "slingshot effect" is also known as "retarded pilot effect" - if you put a retard or complete n00b (how convenient that you're both) in front of Frontier, slingshot maneuvers will ensue.