

There were a couple of reasons why we went this direction – 1. Star Citizen’s physical simulation of spaceflight is based on what would actually happen in space. We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship – in our model moment of inertia, mass changes and counter thrust are VERY necessary. Damage is usually handled as a multiplier on the turn rates and linear acceleration. When you want to turn, the joystick or mouse input is mapped directly to the specified turn rate irrelevant of the ship’s moment of inertia. Most space games (including my past ones) greatly simplify the simulation, usually as an atmospheric flight model without gravity and air resistance – ships have predefined pitch, roll and yaw rates, linear acceleration (that is applied to a simplified point mass) and a capped top speed. So I thought I would take a moment of your time to share some insight on the two topics. Two of the hot topics of debate have been the Flight Model and the advantage or disadvantage of various input devices. I, like the rest of the team have been avidly watching the Twitch streams of backers playing and reading the forums for your feedback. It’s really great to see so many of you taking to space to try out the first taste of what space combat will be in Star Citizen.
