Thanks for the feedback and sorry for the inconvenience. We're on it and the previous proofreader has been assigned a new mission on Bogotarh. That should motivate the new one properly.
@shurikmur
I agree that realism isn't always important, but sometimes it is annoying when you expect something to behave as it does in reality, and for some people the amount of enjoyment you can get from a game depends heavily on how realistic it is.
The problem I have with it is more that maneuverability seems too limited by it than that it's unrealistic.
Yes, the physics of the game is purposely 'deformed' to provide gameplay. In fact, the behavior of ships are very similar to airplanes in an atmosphere - they do lose speed (like they experiencing aerodynamic drag), they keeps movement vector aligned with the nose of spacecraft as it steers - in real space, of course, all of those must require thrusters and a massive amount of working fluid.
The main problem with physically-correct implementation - the space combat becomes a clash of small distant points on a radar. They will occasionally pass beside you within a blink of an eye, the combat area will be constantly shifting somewhere and many other problems. Dogfight, when you chase someone sitting on a tail and spraying bullets, will be impossible.
I like this game. The one problem I have with it is the lack of conservation of momentum with the afterburner - you're in space, so you shouldn't just slow down again once you've gone to 500 mph or whatever without putting force in the opposite direction.
Just before real spacecraft physics - all the sounds in space should be muted.
It's always funny to hear people talking about realistic space simulators :)
I really don't understand how these dots move, but I guess working it out is part of the fun...
I've managed to make a circle, and I've managed to get the dots to split into 4 groups, 1 at each corner, and I've managed complex patterns that fill the whole screen... Yet I have no idea how.
This is the worst tutorial I've ever seen.
Half the descriptions it gives are for the wrong thing, most of it's ambiguous and unclear.
You may as well have not made a tutorial.
You should stop the ammo counter disappearing when the gun isn't being used.
It doesn't get in the way of anything, but I need to know how much ammo I have to know if it's worth reloading!
Thanks for the feedback and sorry for the inconvenience. We're on it and the previous proofreader has been assigned a new mission on Bogotarh. That should motivate the new one properly.