Well I am super intrigued by this. I wanted to use FS2 to make a mod somewhat based off of Independence Day 2, and Homeworld Cataclysm set in the year 2220ish. Because of the timeline the main ship will be more low tech and sluggish compared to FS2 ships. I am a pretty good modeller and texture artist and my plan was to create several Cockpit HUD scenes and you use key commands to switch between the views.
The trick I decided, was to keep most of the FS2 Fighter/Bomber ships performing normally with some major modifications - since my "other universe" is only 200 years from now, there is a special engine device that can be used on small mass hulls, its the Non-Spacial Grav Engine (NSGE). Since its fictional I cant really describe it - however its power give the smaller ships that Star Wars type performance... but its very fuel heavy. Once the fuel runs out you have to navigate your ship oldskool style (like Orbiter), and if you don't it will just drift...
The main flagship is operable, it requires several HUDS(cockpits), and most of its movement is adjusting drift speed and direction. Switch to another HUD and you get a 3d display map (like Homeworld) to plot your destination.
Here's where my mod idea comes parallel to this subject, make the space big - real big -, the fighters and bombers effectively can only navigate the immediate area - just like FS2, but unlike FS2 they will run out of fuel pretty quickly and they cannot travel long distances - cause it will take FOREVER. If you are concerned about the relation between movement and game speeds - just take the Fighter/Bomber
displayed speed and divide it by half or more. The smaller craft will still perform like FS2 but it will seem their speeds are not very fast.
Why cant Fighter/Bomber not travel huge distances?? When their NSGE runs out of fuel, the flying ability decays swiftly - because the NSGE is no longer operating, the force it was extending from the ship retracts effectively slowing the small craft down a whole lot and then setting it into a vector drift. You the pilot must use the old conventional thrusters to get yourself back to fueling bay. When this happens the ship moves at such a crawl (fast enough to get to fuel bay however) that getting across the map would be incredibly tedious (maybe hours of drifting).
The main flagship however can use the Navigation HUD to plot a course, and it huge Long Distance Drives are empowered, this will increase the speed of the Frigate hugely (x100), and has a moderate acceleration speed and a equal to that deceleration speed. Getting across the map may take several minutes. During this time you cannot fly the ship, but you can use the HUDs to do RTS style stuff like research technologies, refining ores and such, and repairing fighters and bombers. I know its a huge fantasy of mine - but I do have some coding experience - mostly C# and I am really good at making game mechanics work - what I can't do is figure out how to upgrade the FRED and the game engine to use larger maps.
[ADDITIONALLY]
Oh and as some of you may have suggested - Sectors of space is the way to go - I've done 2d coding moving objects from one sector to another sector in relation of its directional path and its vector position before- doing it in 3d is definitely possible. I just don't know how to go about upgrading the Engine to recognize Sectors. A-1, B-2 etc...
The other thing about 3d models as Planets Moons, one trick I was thinking is that on the MAP view of things, your planet, moons, and such have a set position obviously, however - from the view of your HUD (cockpit) this position is changed drastically. What I mean is that - we a ll know 3d Model Planets and Moons typically look horrible up close, cause the textures gets stretched. However.. a planet the size of a Half Dollar on your screen looks pretty nice, and size double that or half of that look good too. Any sizes out side of that are either too small or too big (textures stretching). So instead create a slightly complex algorithm (method) to place the 3d model a set Perceived distance from the HUD at a vector originating from its actual Map position. Meaning, as you move closer to the Planet - it moves away from you. The 3d Model actually moves away from you as you come towards it - AT a slower rate of your top speed, so you will effectively get a little closer to it - just never enough to actually reach it. This is to make it look like that great distance you traveled brought you within planetary influence range. Does this make any sense??? May I should draw a picture...
