Physics of thrust in normal space

To do with not turning you into jam.
The limit in your speed is to help prevent physics turning you into flying mince. Even augmented and wearing a high tech flight suit, sudden stops and high G maneuvers would be very swiftly fatal.

There is a limiter built in to the ship to prevent you constantly accelerating until you reach speeds where an impact or sudden change in vector would be very bad for your circulation, skeleton, organs and other squidgy bits.

Similar to the retro thrusters, or lateral thrusters. Bad news if they were too powerful. Seat belt would act like cheese wire.

See the Expanse for reference.

The game doesn't have an acceleration cap.

You can start to black out around +40g and redout around -20 in ED, but otherwise, it's velocity, not acceleration, that is being capped. Even the redout/blackout limits can be exceeded without harm to our CMDRs. The fastest my CMDR's ship has impacted something and come to a dead stop without losing the ship is about 1500m/s and the fastest any CMDR has been going when stopped by a colision and survived to eject is at least an order of magnitude faster.
 
Aye. Acceleration is also capped though. The thrusters see to that.

But imagine 20,000m/s decelerating to 0 on an impact. You could kill other commanders and yourself by just using ramming speed. Pilot your ship like a missile through a capship or a station. Leave a crater on a small moon big enough to permanently change its geography.

It is a safety feature built in to your ship to prevent disaster.
 
But imagine 20,000m/s decelerating to 0 on an impact.

This is achievable by bypassing the softcaps on velocity with gravity boosting, then colliding with something.

CMDR still survives and won't even stratch the window of a surface port.
 
Anyone remember when the game first came out and you could FA off after a boost and not slow down until you applied thrust in another direction? The good old days :giggle: when a Cobra could take out a Elite NPC Anaconda by reverskey.... I guess it was a bit over-the-top now that I think about it.
 
They did this in Frontier (Elite 2). It was horrible. Trying to dogfight when your relative speed is easily measured as a %age of C, because any pirate/victim you might encounter would not be going anything close to your velocity and there was no such thing as everyone slowing down to sensible fighting speeds. It was endless high speed jousting with the help of the autopilot to get you turned around from wicked fast in one direction to come back at your opponent ending up wicked fast in the other direction.

This was easily mitigated the same way it is here, by switching off flight control and carefully controlling your ship.
 
It amazes me how many pages this topic gets nearly every time one pops up. This is a game. Newtonian flight physics are not adhered too exactly even in FA off, but its a nice version imho. If you want pure Newt flight models there are several software packages that fit the bill. (Pioneer, Olite, Lunar Lander, and more I can't recall atm, plus I'm not up on new games like Space Engineers and the Kerbal sim but I think they are fairly Newt)

For fun, we can fly in space not too far removed from Supermarine Spitfires and BF-109s over the English Channel. I'm good with that. Plus I can FA off and do turrets in space.

GL HF 1st and foremost
 
Which proves you too can post the same youtube posted at me earlier in the thread, but doesn't prove (one way or another) the relative difficulty level most players had in accomplishing this. Nor is it terribly relevant all these years later. Instead of trying to edumacate me, you could simply accept that the difficulties I found in a game from years ago, that I'm not about to load up again now.

My bottom line opinion remains - True physics does not make for a fantastic game (unless the whole game is physics, cf KSP) and my basis for this is the majority of players not using the (closer to physics) FA:Off in combat.
 
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