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Later on, I released the source code for the way flight works in this: https://github.com/brihernandez/Freel... Once I got all the Freelancer models exported, I couldn't stop myself from trying to emulate Freelancers idiosyncratic physics. After some work, I got to the point where you can literally take values from the shiparch.ini for any ship in Freelancer, and then plug them into the ship physics component I've written. The result is accurate enough that you could theoretically test fly ships in here before plugging the values into Freelancer. To test the robustness of what I had built, I tried plugging in the values for some Flak 88 ships, because in my experience those were some of the most different flying ships from vanilla. Much to my delight, they were just as twitchy and slippery as the 88 Flak ships in Freelancer. About the only inaccuracy I can find is a minor discrepancy in turn rate due to not knowing what the rotational_inertia value does (and thus not implementing it), and the fact that my ships don't auto-roll into a turn. The end result is that my ships end up turning ~2-3% quicker in a flat turn compared to vanilla. Due to a lack of auto-roll, maneuvering in here is more akin to flying in cockpit view than in third person view. The auto-roll is a tricky thing to code in as it requires me to write an AI that can effectively fly the ship completely on its own, as well as a complete re-write of the camera system. Both things would be fun to do, but they are not trivial additions, and physics-wise the ships are spot on. Other quirks this simulates are the odd way engine kill works, and the way that engine kill interacts with the thruster. After writing this, I finally understand why it works as oddly as it does, even if it doesn't make sense in terms of real space physics. Things get out of hand very quickly if engine kill allowed you to use your thruster in a truly Newtonian way. I'm also pretty happy with the engine effects and the way all the sounds work together. I think the engines really sell it and make the whole thing feel good. The effects work was fun, with the trails composing of separate engine, cruise, charging, and ribbon trails that are managed by a parent EngineTrail component. The effects and sounds are affected by the state of the engine as well. It’s a great interplay that looks and feels right, and just like the real game. Cruise itself is "hardcoded" like Freelancer, meaning that you define the cruise speed versus a cruise thrust. There's actually a good reason for this, as in order to smoothly reach cruise speed, you have to actually ramp up the ship thrust to a derived cruise thrust rather than simply switching to the cruise thrust value. Overall, I'm really pleased with this. There's a lot of interesting interplay between systems that I hadn't anticipated, and I learned a lot about not just how Freelancer's ships fly, but why they have a lot of the odd and quirky behaviors they do. EDIT To those asking what happened to this project, or progress on it, I never intended to remake Freelancer or anything. All I was interested in doing for this project was recreating Freelancer's very specific brand of weird when it comes to its physics. Although I did admittedly get a bit carried away in the presentation. This project is effectively "done" and has fulfilled its purpose.