Thu Feb 20, 2003 6:14 am by c^2
I-War 2's physics model rocks! It is, beyond a doubt, the best part of the game. It really contributes to tactics, makes gunnery and evasion quite a challenge, and certainly adds to the immersiveness of the game. That, in fact, is probably the most important aspect. Your ship doesn't "magically" go wherever it's pointed, like most other space sims. Actually, that's not entirely true. It will go will you point it, but only after your flight computer uses your retro and manuvering thrusters to cancel out your movement vectors in other directions, which gives a much more realistic feel that most sims. And of course, you can shut the computer off and fly totally by hand if you want.
You can also control your side thrusters manually, allowing you to strafe, and perform some really neat manuvers.
I simply can't stress how much the newtonian physics model in I-War 2 adds to your "suspension of disbelief" and the immersiveness of the game. In fact, given I - War 2s rather mediocre storyline, it's the game's saving grace.
I wish FL's developers had taken the newtonian physics route, but hopefully the rest of the game will outweigh that.
In summary, I-War 2 was a somewhat boring game with a kickass physics engine(though the soundtrack was great also, as well as the technology behind the ships and weapons, the developers put alot of thought into how the stuff worked) and FL looks like it will be a kickass game with a boring physics engine.
You can't have your cake and eat it too, I guess.