Thats not exactly strange to be honest.
They are still Alpha and are adding the Ground Work. So doing Adjustments like actual Inertia Calculations for each Ship is likely not on their Agenda.
It's very strange, because it's
one of the most fundamental parts of the game they're making. It's not that they haven't made a final balance pass for the parameters of the ships — it's that there is no apparent flight model to actually plug those parameters into.
The most central game mechanic is apparently not done, five years into the project, and until it is, none of the dynamics that rely on that mechanic can be planned out — much less developed or tested — either.
This is not Surprising either. Their Original Plan did not include such an Massive World in the First Place.
The massive world was in the kickstarter. It was there from the very beginning, and it is indeed surprising that they haven't nailed down a final target concept to aim for yet, much less the tools to reach that goal. Again, this is fundamental stuff — the things you decide at the very start. After a year of pre-pro and four years of production, they should have gone way beyond tech demos.
Positions Thrusters (All of them including each small Support or Direction Thruster)
The Power of each of these Thrusters.
The Mass of each Module and each Part of the Ship including the Density of that Part and that Position.
The External Influence Factors like Stations Gravity etc.
It has long since been established that SC doesn't use that kind of simulation. It may have been discussed early on, but any pretence of realism departed with the final designs of the ships and with the way they actually flew. It's just your standard x/y/z+y/p/r acceleration envelope seen in a myriad of other games.
For an Ship to work properly. You not only need to put a Number into its Weight. But you also need distribute this weight among the Ship so the Physics Engine recognizes that the Long End of the Ship turning needs to have more Inertia than when Rolling Sidewards for example.
No. For one, you're still confusing weight and mass — they're not the same thing, and weight is a non-factor in this game. You also don't need to distribute anything to start calculating moments of inertia. You can just approximate it with distance and get on with life, unless you intend to make a far more complex simulation than what they're aiming for here. But more than that, you don't actually need to calculate anything. You just figure out the parameters and stick them into two matrices that then determine how the ship responds to controller input.
SC is doing mostly Handcrafted World while adding Procedural Generation for Large Areas within one such Created Object.
This is much much muuuuch more Work.
But also makes the World much more Engaging. Because you can set Parameters, Events, Objects etc etc for each Procedural Generated Area Alone.
Ehm. No. For one, by CIG's own description, SC isn't using PG for large areas — only for decoration scatter. For another, you don't need to hand-craft anything to create that type of “engagement” since you can simply procgen the parameters. If the parameters are such that the world becomes generic, then no amount of human touch will change that because that's a limit of the parameters themselves. There's also no guarantee that hand crafting actually creates anything more engaging either, and that was the whole point: it only really guarantees that there will be very few custom locations, which will then have to be repeated to create any kind of volume, and which you will very quickly explore to the fullest and then be bored of. Then they become generic, too.