True, our ships are fully capable of atmospheric flight on raw thrust alone, our ships literally have unlimited thrust on tap.
Hence what I said about the thrust model not working properly.
I don't really see how thrusters can have a "maximum hull mass" that applies to a ship in 0.5g just as it applies to a ship in 5g.
Presumably, it's "explained" by onboard systems tuning themselves to the local gravity and only applying sufficient thrust to suit that situation.
If you've got a 600t ship in 0.1g then your thrusters (6 of 'em) each provide a bit more than 10t of thrust to keep you off the ground?
If the same ship is in 1g then those thrusters all pump out more than 100t of thrust to do the same job?
On a 5g planet they provide more than 500t of thrust, each?
All of which rather begs the question of why we've actually got different classes of thrusters at all, if they're
all capable of providing this wonderful thrust when the situation calls for it.
As for aerodynamics, at the most basic level, there needs to be
some recognition of drag otherwise you might as well just assume that some of the planets currently landable already
have an atmosphere and leave it at that.
Are we saying that all people
really want from "atmospheric flight" is for the sky to change colour and for their ships to buffet around a bit?
If so, I guess that's fair enough but somebody should probably let FDev know so they can stop worrying, figure out how to make the sky change colour and get it out the door.
If you want
any kind of atmospheric flight model then, at the most basic, you're going to need something that recognises angle-of-attack so a ship that moving forward has different properties to one that's moving vertically or laterally.
Which means you
are going to need aerodynamic models for the ships, even if they're only rudimentary ones.
And, of course, you need to make sure that it all works consistently on every planet that the Stellar Forge is capable of generating.