News for hackers. Stuff that matters.
Re:Carl Sagan's idea for Contact video game (1983) [video] by EvanAnderson on Friday November 13, 2015 @08:57PM (#10564001)
I was pretty disappointed about this. The predecessor games to Elite Dangerous, Frontier and Frontier First Encounters, had a Newtonian flight model (and an optional "time acceleration" feature to artificially shorten intra-system flight time).
Re:Carl Sagan's idea for Contact video game (1983) [video] by Freaky on Wednesday November 18, 2015 @10:24PM (#10592539)
Rogue System looks promising as a semi-realistic combat space sim: http://imagespaceinc.com/rogsys/

Pioneer also exists as an open source Frontier remake, with the same sort of flight model and universe: http://pioneerspacesim.net/

Re:Carl Sagan's idea for Contact video game (1983) [video] by Mithaldu on Friday November 13, 2015 @09:15PM (#10564067)
Same, it's why i retracted my original backing. I do understand the issue they faced, since they wanted to make a multiplayer game. But they sacrificed their original fanbase on the throne of that.
Re:Carl Sagan's idea for Contact video game (1983) [video] by tlarkworthy on Saturday November 14, 2015 @02:59AM (#10564903)
realistic physics is mega boring in space games. The first elite was much more fun with arcade physics. Frontier combat was rubbish, you just yoyo'ed past each other with 5 seconds of shooting between oscillations. That's with a human pilot driving.

Realistically a space battle would be, does the evader want to evade and has more thrust? => they evade, else, the attacker approaches and both get to shoot until one is dead. There would be no real combat other than weapon size and armour plating. I don't think there would be space dogfights as the onboard computers would just be able to track each other too accurately / apply optimal game theoretic evasions given the constraints. Boring ... might as well play spreadsheets.

Re:Carl Sagan's idea for Contact video game (1983) [video] by Mithaldu on Saturday November 14, 2015 @04:46AM (#10565113)
They are boring when the player's tools and gameplay are not adapted to a situation involving relativistic distances. In space warfare sensors, delay of signal reception, interpretation of sensor input, projection of positioning both human-based and automatic, as well as weaponry built and programmable to relate to all of these things become much more important than:

See, point, shoot.