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If you want fully realistic space flight mechanics, Kerbal Space Program and similar. If you want Kerbal, get the original, not the sequel.
Originally it was an entirely space oriented asteroid mining and base/ship building game. And so the space based stuff is pretty good. They have added planets, but decided to not add atmospheric drag, and so in vanilla you have gravity on planets, but nothing to slow your horizontal velocity. It is still great on planets in vanilla, but you can travel on ballistic trajectories for miles with pretty much no energy expenditure.
There are mods that add full atmospheric drag and the associated aerodynamic possibilities it brings though.
The vanilla game also makes planetary gravity stop at a certain distance (e.g. 40km up), gradually reducing as your altitude increases above a certain level. But again there is a mod that changes it to full on inverse square law gravity, so you can actually achieve orbit, but.....
the game in vanilla has a 100m/s speed limit.
This must be modded out if you want to achieve orbit (or to travel between planets without using jump drives or spending 10 hours of real time travelling lol).
But the Aerodynamic Physics mod includes a speed limit adjuster (i like 350m/s for normal play, and 1050m/s for orbital shenanigans lol - and at that speed it would take 1 hour of real time to get from Earth to Mars at the scale of their default Solar System map )
anyway, Space Engineers is another unique game like this - but where this game gives itself a limited scope and play area and simulates everything within that with extreme detail - Space Engineers has a much wider scope and practically infinite play area, and so has far more limitations in certain areas - e.g. none of the detailed slicing up of ship parts (but you can still split ships by removing connecting blocks, as well as salvaging all the components from all the parts), none of the explosive decompression stuff (it has pressurization, but no physics interaction between the escaping air and objects), and no mechanic for the player to easily manipulate floating objects - but you can build ships that have electro magnetic pads to attach to objects, which can be moved - it also has rotors and hinges and pistons etc - basically you need a ship to move stuff around (but the player can build and deconstruct ship parts and systems themselves)
Pretty much Hardspace is like a missing part of Space Engineers. And personally i would love to see them expand on Hardspace to gradually add more freedom - e.g. the next phase might be having a ship that you use as your mobile salvage platform - and you either sell the parts or use them to fix/upgrade your ship - but likely still in very controlled and limited game spaces - i.e. you travel like in FTL (by selecting you next location - can still be in a 3D space, but you jump between locations rather than travel in any kind of large open world area such as the solar systems in Elite Dangerous), but then have a full 3D (but limited in size) play area in which to manoeuver your ship into position and disassemble the target ship - and maybe even have more interactions such as defense systems on some derelicts etc - lots of possibilities - but a great platform on which to build - and good to gradually increase scope and check you can maintain the detail - rather than have a wide scope and keep widening it while always constrained by your engine and an ever lengthening list of limitations and issues, which has been a lot of the history of Space Engineers - but it is still pretty much the only game of its kind so far as i am aware - precisely due to its immense scope, and starting with its voxel technology that i will briefly mention next..... due to writing this out of order lol
also - just realised i forgot to mention - where this game has fully deformable ship parts, Space Engineers has fully deformable terrain - so you actually mine minerals out of the solid rock and can hollow out asteroids in which to build your base - or build them in the side of a mountain on a planet etc.
anyway - lots of words there lol - but Space Engineers is an excellent space sandbox sim - especially with mods - but even vanilla has the space movement that you asked about - zero G inertia physics with the player and ships - and the more your mass, the more force you need to accelerate (and brake)
worth a look - and is probably pretty cheap in the sales
but for realistic (and fun, and educational) space simulation it is excellent
for actually "being there" in space, i still rate Space Engineers
and i'm still undecided about Elite Dangerous - it is undeniably cool in terms of graphics and technology - but i am still failing to really get into it the way the 2nd and 3rd games grabbed me - despite multiple attempts - and it does annoy me that it requires an online connection
there is a game in Early Access called Flight of Nova that has a free demo that has great space mechanics (the demo has a few tutorials on the planet, but then gets into space and is pretty cool)
That's a faithful recreation of the Mercury, Gemini, and Apollo space programs. You can't get more educational than that.
It could be easier to cause the Ship to be yeeted out of the Bay xD
(and based on the quality of the game, i am confident it would be awesome :-))
and i didn't know anything about the game going in, so for all i knew maybe there was an endgame "infiniscavenger" mode lol
but i was foolish really, since the rest of the game's structure (especially the various game modes such as open shift and no revival) pointed to the game staying within the bounds of the Lynx salvage bay
but there was something of a tease there, and certainly for an expansion or sequel
and i can see the concept being expanded into having a mobile salvage platform
but as it is, it is a great game, and has me deeply back into my other space and building games now that i have finally dragged myself away after a solid week of playing it at the expense of anything else in my life lol :-)