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Acceleration and turning are just thrust and steering force divided by mass, respectively.
On a realistic note, I'm assuming the "drag" listed is gravitational drag, not atmospheric/frictional drag?
If so, the drag itself should be dynamic, based on mass, and not static per ship's(let's call it shape) shape. If this were the case, then it should also behave similar to a ramscoop, where its value is highest when near a system's star, and lowest when in deep space. No?
If you want to remove this cap, feel free to do so in your own copy of the game.
I completely understand, I was just pitching an idea.
There certainly is. Its called weight, which only exists in relation to other bodies in space (ie. a star/planet/another ship)
I've tried, it breaks everything.
Again, just pitching an idea.
I've basically stepped all over my original idea proposal, by all laws of physics, if you're beyond the edge of your system and begin accelerating toward the center, you won't be able to stop accelerating until you collide with the sun.
Screw my idea, this has become a physics war.
Actual gravity, really, would just make the game too complex, although it has been considered (and even partially developed) before.[github.com]
Although I myself cannot deny having fallen victim to this many, many times, if someone is so lazy enough so as to do this, they probably deserve to be stranded far out from the sun. And Michael doesn't really want [hand-holding? automation?] for this kind of stuff.
That being said, Avior has twice now given concise, acceptable answers, and I'll drop this line of reasoning tuit suit. Au revoir.
So gravitity is NOT a drag. You just have to look at our satellites which are going in circles around the earth, and the gravity force is NOT in the direction of the motion nor in the opposed direction (that's why it's a circle and not an ellipse)
I'll admit I was misusing the term 'drag', but i've moved beyond that. Now the topic at hand has been "Does gravity act upon an object with mass?" warp seems to think not.