Wings 2 dogfight mechanics.
Curious on this, was this ingame numerical fakery (No offense intended, I just can't think of a phrase that isn't as strong to describe my thoughts atm) or were the fighters literally moving at 900+m/s? (I assume it's legit because of the distances?)
Any engine / guns / missile / ctr meas / etc issues at this speed? What about gliding and strafing?
I have had this stalled idea for ages now, did test mods a few times before with super high speed as presented above (none got far, always left on the back burner or deleted), but I could never get the combat to feel right - or I simply never tried hard enough. In 1v1 engagements of [ai-attack 'Alpha 1'] it was already a luck-based
airborne space joust regardless of the capabilities of the individual fighters, and that's not even getting to the later problem of balancing fighter classes overall - light/medium/heavy - let alone any other ship.
How were the agility characteristics tuned based on the speed to get a good... errr... feel? As far as I am aware, I don't think the Starlancer style progressive turn damping is possible in FSO, unless I have not been keeping up with FSO's current feature set...