Things in the game which break the laws of physics, and for which there is no logical, rational explanation:
- "Selective space friction". By which I mean, some things come to a complete stop in space, all by themselves (e.g. debris and materials from a ship that's just exploded - they eventually stop moving and stop rotating) while other things (e.g. spaceships with FA-off, space stations in orbit, planets, etc) don't have magic space-brakes. Either space has friction, or it does not - the universe shouldn't have the ability to decide which things the laws of physics apply to, and which don't.
- "Laser beams visible in space". Laser beams of the power allegedly used by ED weaponry are barely visible even on Earth, and that's with 1 atmosphere pressure. In space, you shouldn't see them at all, because there's no gas for the beams to hit and ionize. Now, maybe it's your ship's computer detecting weapons fire and simulating where the laser beams should be and projecting that onto your canopy... but (a) you can still see laser beams through a shattered canopy, and (b) if you're seeing lasers flying around from a distant firefight 10km away, and your sensors can't even resolve what kind of ships they are from 10km away, how on Earth are your sensors managing to accurately predict the source and direction of laser beams from 10km away? Frankly, I think we'd all be happier if FD had taken the usual sci-fi course and called them "blasters" or "phasers" or something other than "lasers". Because, as with Supercruise, no-one can argue about the physics of a completely fictitious weapon.
- Denial of the "Many Body Problem". Calculating orbital trajectories when more than two objects are contributing to the local gravitational field is not easy. Even our best supercomputers can't do it very well, because fundamentally, such orbital motions are chaotic. And most of us aren't playing this game on supercomputers. So, orbital mechanics in the game follows a simplified, two-body version of Newtonian laws: planets orbit stars, they are never affected by other planets or stars unless they are deemed to be "co-orbiting" around a barycentre, in which case only that co-orbiting object ever has any effect on the orbital path. Moons orbit planets, they never affect each other's orbit unless they, too, orbit around a barycentre. And so forth. It makes everything "predictable" (so our wimpy little gaming computers can predict where the planets and space stations will be) but not chaotically dynamic (and therefore less realistic). Further, objects have "gravitational Zones of influence" - cross the line from the Zone of one object and into another Zone, and the gravity from that first object suddenly disappears.
- "Stars in fixed positions" - the stars on the galaxy map have fixed, immutable co-ordinates from Sol that never change. Never. It's like all the stars in the galaxy are trapped in amber. In the real galaxy, they'd slowly change. Sure, you usually wouldn't notice stars right next to each other moving very fast, but stars at extreme distances should be - especially stars orbiting at much closer or further distances to the Core than Sol. And everything within a few LYs of Sag A should have visibly moved on the galmap by now.
Things in the game which "break the laws of physics", but which do have an actual in-game explanation:
- "Sound in space". It is, as others have said, generated by those little speakers you can see to the left and right of every single cockpit in the game. It is why the sounds are acutely muffled when the canopy breaks: any sounds you can still hear with a broken canopy (like your ship's computer helpfully telling you that all the air is gone) have to be transmitted from the speakers, through the superstructure of the ship's hull, up into your chair and into your flight suit and helmet - which is a very inefficient mode of transmission of sound waves, but if your ship's computer automatically pumps up the speaker volume, it should still work. I actually consider this particular aspect of the game to be very accurate and realistic.
- "Ship maximum speeds". There is an in-game reason for this: if you fly above your rated top speed, your ship automatically fires its retrothrusters, stopping you from accelerating further. You can clearly see this in the cockpit, if you have a ship like an Asp where you can clearly see the retro-thruster flares. Hit boost, and the retro-rockets start firing as soon as you hit over "top speed". So, ships having such a low top speed is a cultural-engineering problem, not a laws-of-physics problem. The question you need to be asking is, why would a spaceship manufacturer deliberately program such a ridiculously low "top speed" into the flight control computer, when going faster would be highly advantageous to survival in many circumstances? It's like a gazelle (or a cheetah) voluntarily restricting itself to 5 km/hour.