Great example.
Source: https://www.youtube.com/watch?v=9UMIbdN0UFE
Well put, with very good information and an
awesome link !!
Which is what I think happens in ED. It is a trade off reached between varied points of views of players.
Yes, mainly for practical reasons, not accuracy.
I mostly fly FA OFF and agree with that assessment.
Every time the speed limit is reached, the braking occurs because the reverse thrusters are activated, which implies it simulates a contrary force to the velocity vector.
But the extreme forces involved that you have mentioned, also contribute greatly to remove realism from the experience. And Engineering only made it worse. Some of accelerating/decelerating forces endured would just turn a normal human in to mush. And that bothers me, specially since a max G and unlimited speed would sort out the problem. And as you have mentioned, with your Frontier: Elite 2 example, it is perfectly feasible in a space combat game. Players would, little by little, just get used to controlling approach speed / closure rate to something manageable for close combat. No need for this silly artificiality we have in the game.