I am not really clear about what you are trying to say here.
I wonder, could you explain your issue, a little more?
We had an Elite game with realistic newtonian physics once. The combat was not fun at all.
Ok, now I can see your issue; one which many in the game have. I do not have any answers for you on this subject, but there are many threads discussing it. I know that there are many arguments, for and against this and personally, I simply accept it as a part of the game I play and don't see it as game breaking. At the same time; I fly a Cobra III most of the time, so speed or the lack of it, is not really an issue.
If you could realistically accelerate continuously you would most likely not have very interesting combat.
We had an Elite game with realistic newtonian physics once. The combat was not fun at all.
I think in general the flight model of ED is very good for what it sets out to do.
But indeed if you don't like it then you should go play a different spacesim that has what you want.
I predict that will be quite difficult.
Ask me if i have a specific flight system to replace this failed game mechanic we have now. Something that would blend perfectly with the rest of the game's mechanics, and would make a lot more sense.
Nah - because it's pretty pointless - Frontier have been very clear that the flight model in "normal" space isn't changing.
I like to think, that if, enough of us complain about what i feel is crippling the game, frontier will listen.
Pointless or, not, here it is in a nut sell.
Add a feature to allow u to gradually increase speed, untill ur ship reaches top boost speed, or, run out of power in the engines capacitor. that would b enough to ceep me hooked.
Ideally, they could allso give ships half of the extra manueverability we get now, when boosting, when burning the engines, and replace the existing booster with an other feature, that allows u to rapidely accelerate to maximimum boost speed, depending on how much power u have in the engine's capacitor, while giving u the same extra turning speed u get now with the booster, coming with the option to bind it to double tabbing the accelerator button.
Dicellerating could b controled by pulling back the throttle. And there could b an other feature, something to use power from the engine's capacitor, to rapidly dicellerate the ship, but, that would reguire to add a new button, or, they could think some smart way around it, like activating the rapid dicelleration feature, by throttling all the way back, and double tabbing the accelerator's button.
I am going to avoid getting to deeper mathematics on the subject, but, imagine how ellegant gameplay could b... Allso, i will avoid reciting hypotheticall scenarios, of how flying ships in elite dangerous would b like from a first person view, with this flight system. But, feel free to let me know u wouldn't mind me sharing my thoughts with u. I wont take any initiates this time, i promise.
I like to think, that if, enough of us complain about what i feel is crippling the game, frontier will listen.
Wouldn't that be pretty much what you'd get if you just didn't have/use boost? Accelerate up to a fixed top speed, then either maintain it or slow down as required.
Quite frankly, I enjoy the current the normal space flight mechanics. Yes, the "space drag" is a bit unrealistic, but I've long assumed that our ships get their phenomenal Thrust-Weight Ratio and delta-v by augmenting the performance of their thrusters with their Frame Shift Drives. It's another form of the mass lock effect we see with our FSDs during Supercruise and hyperspace jumps.
Full Newtonian combat tends to devolve into either high speed jousting, or turrets in space, neither of which are particularly fun. The current flight model, including the "shirt burst" boosts ensures that combat is much more dynamic, and thus fun.
Actually, as good as i understand it, it is the ship's thrusters slowing u down, i think if u boost, and turn thrusters off, u maintain speed.