Actually I'll edit the title to include both, Einsteinian and Newtonian, but you are correct. In fact I was hoping to explore some other thoughts:frye wrote: ↑Sat, 18. May 19, 04:29I am pretty sure the OP didnt REALLY mean Einsteinian physics at relativistic speeds, but simply classical Newtonian physics. At true relativistic speeds, say, at least 80% of the speed of light, where Einsteinian physics starts to be relevant there can be no game and it would objectively be no fun. Not up for debate or personal taste. We can safely assume he meant Kerbal Space Program-like physics.
* why is communication over radio (and limited to few KM but instant) instead of quantum?
* why is time flowing 1:1 when traveling through accelerators which seem to go to/beyond light speed?
* why is electronics based on FPGA (therefore, CMOS)?
IMHO not necessarily, it could still be cool, as long as solutions implemented are well explained with in-game lore.frye wrote: ↑Sat, 18. May 19, 04:29That being said, the old argument of even real classical physics leading to a high speed jousting game is very real. The unfortunate reality is that future space battles will be extremely boring and done by computers. None of the cool Star Wars dog fights but lots of accelerating, shooting past your opponent and then decelerating. Shame, because the whole navigating to stationary (whatever 'stationary' means) objects would be cool. Just combat can't work.
Void is the medium, and the matter that is exploding is decompressing and therefore it should be forming a shockwave, right?Olfrygt wrote: ↑Sat, 18. May 19, 12:10Pressure needs a medium (any air, fluid or solid matter), no medium no pressure no "explosion shockwave". Another fact to explain this in space its pretty cold. But a space suite has a cooling system! Because without a medium the only way the astronaut can get rid of his own body heat is infrared radiation. And this effect is to slow to cool the astronaut suite.
INDEED! And it could be reflected in the game IMHO without making it not fun. I can think of a few ways, for example: confirm sector void is not exactly void (even make some sectors denser than others, affecting speed), acceleration to behave as boost only (instead of increase of V up to a certain limit), and so on.Falcrack wrote: ↑Sat, 18. May 19, 15:28There would be no such things as maximum speeds like we have in 99.9% of space games, just maximum accelerations, based on engine thrust and ship mass, and avoiding too high accelerations which would splat the squishy pilot inside the ship. You would have real orbits, and would require the use of the computer to navigate, so you would give general commands to the computer to go to certain areas, or achieve orbit etc., and it would then carry out the commands.
Yes, this behavior should be improved, I'll add it to the first post.Now when a ship gets its death blow it has a hizzy fit, and then sits quite still glowing like an ember. Where did its momentum go? Should it not drift along its pre-explosive path! Until it encounters resistance! Or gets pulled by the local planet to burn up on re-entry! Instead it then vanishes. I think a more interesting end would be for those repair drones to go to work on the remains and salvage whats left. Braking it down like when you dismantle a station module.
As for the ship shape comments: I quite like the non-aerodynamic approach to most designs of ships, e.g. the Plutus has curvy shapes which makes sense in gas mining, while the Khaak ships make perfect sense to fire beams from every angle, etc. I think shipmakers in the game must have had the dilemma when designing ships: should my ship be cheaper because no special shape is required in the void but then useless if they ever have to enter the atmosphere?