I've already seen both games and played around quite a bit with various real newtonian simulators. I can already plot orbits, navigate from planet to planet and do a few celestial navigation tricks. A tactical game at that scale would be pretty cool but would probably need a engine built specially for it and isn't what I'm trying to make here. Starshatter is probably the closest existing game to what I have in mind, I'd probably put my idea partway between Diaspora, Starshatter and Homeworld... with a few extra tricks that approximate real life newtonian flight in certain ways I think would make for interesting and varied combat scenarios fun to play instead of a bunch of math homework

I may be calling it "Newtonian" when I mean something a bit different. I'm thinking of something like flying corvettes or frigates in Homeworld but with "high speed" drifting for "long range" flights of more than a few kilometers. What I want to "simulate" is closing with (or fleeing!) the enemy once you've already matched vectors on the larger scale. The deltaV / Ammo budget would be about a dozen kps depending on the various systems comprising the ship.In general you would have to trade accelleration for deltaV when designing a ship, with various other factors like energy or stealth requirements also playing a role.
As an example of a realistic "newtonian" drive I think the engine could handle, an Orion Nuclear Pulse Drive would be simulated just by setting a missile fuse to explode right after launch. Although it isn't a beam, I'd say it's fair to let the magsail absorb the "kick" from a nuclear blast, letting shields absorb the damage while you ride the knockback into a new vector. So basically it's just implementing a kind of "rocket jump" in the Freespace Engine, and any number of quake bots could probably be frankensteined into the AI somehow

Once I'm happy with a simple way to do procedural hull models I figure I'll start playing with weapon settings and placements to see what combinations work for other kinds of reaction drives. I figure beam weapons would work nicely for high isp rocket motors and explosives cover pulse drives... can you have AI wingmen dock with you? If you could "catch" and "throw" smaller craft that, along with a plain old "autocannon" mode would be ideal to represent Mass Drivers. Every ship will probably have a primary and secondary weapon so just assign one to normal thrusters and the other to afterburners. Include an invisible and massless "turret" to designate the thrust vector and have the individual engine modules all fire towards that vector whenever you apply thrusters. No ammo... no thrusters... unless you get someone to "rearm" you or shoot you with a missile...

The AI can't do it now, but I figure we humans (and any cylon or TITAN infiltrators...) can figure out some interesting tactical scenarios!
As far as realism goes overall... I don't want to include anything proven impossible by modern science but otherwise almost anything goes. If there is a gameplay element or engine limitation that gets in the way of doing things the NASA way then don't worry. I don't see any obstacles that need major modification to the engine itself to solve so far, might as well plan to keep it that way and see how close to "real" is possible with scripting hacks and the like.
I haven't spent much time looking at how weapons are handled, but there is knockback already present I believe, so that can be used to implement at least the pulse drive without too much trouble.
Just so I've got an idea, are there many of you interested in this project? I'm learning as I go and will keep playing around no matter what but if there's a few of you keen on what I'm going for I wouldn't say no to any help!

Once things are working even half-assed I figure I'll also need some folks to "spar" with and help come up with AI ideas and dirty tactics, I've got a few friends here that might fight me but some of them are pacifists and not many of them are mean enough to get into the proper mindset of a combat space pilot!!
Anyways, thanks to everybody for the feedback so far! Keep it coming!
