Topic: Fighter maneuverability in a 0g environment
Assuming you will have some maps dedicated to space combat (a Star Wars staple) I was curious how the dev team plans to handle fighter maneuverability?
Do you plan on making space combat "realistic"? For example, movement that will allow you to spin 180 degrees while still maintaining the trajectory you had before the spin (in effect, flying backwards).
Or do you plan to make it Star Wars authentic (my preference)? By authentic I mean aircraft like performance in space.
Let me try to create a scenario here...
Your X-wing is diving in to strafe a turret position on an Imperial Star Destroyer. After giving it a good burst of fire from your laser cannons you pull up to avoid collision with the Star Destroyer itself.
With a "realistic" approach pulling up on your stick, assuming you still have throttle forward on your rear thrusters, will give you some upward trajectory but you will also still have a great deal of drift towards the Star Destroyer from your previous trajectory (when you were strafing the turret position).
With a Star Wars authentic approach (aircraft like performance in 0g) pulling up on your stick will not only give you an upward trajectory but will also cease any momentum toward the Star Destroyer from your previous trajectory (when you were strafing the turret position).
I hope that wasn't too confusing. I'm trying the best I can to describe the type of physics I'd like the fighters to have in 0g.
Boiling it down: The problem is drift.
In "realistic" space sims there is alot of it and I hate it.
In Star Wars there is none and I love it.
If you go with Star Wars authentic physics how difficult do you see this being to model in a 0g environment?
Keep up the good work!