Excited to hear that you have balance and, I assume, location based torque forces in the works I have been working on a similar system for my 3D space game and would like to hear more about how you are implementing it. Are you doing it with center of mass calculations and relative positions of engines to the center of mass?
Yes. I forget the exact formula but it's something like move force = sin(thruster angle - angle to cg) * thruster power and the rotational force is the opposite of that times some multiplier. That's really all you need and everything else takes care of itself.
I added some test items around the planet for my ship to pick up. The ship I'm testing with has two cargo holds. I haven't had much time to test and I'll need to do some tweaking tomorrow but what I did discover is that if a ship designed to be around 70 tons picks up two objects around 100 tons each it's going to have a real hard time escaping a planet's gravitational pull. I also forgot to add a CG recalculation on item pickup so I'll have to fix that tomorrow.
I'm also going to tweak the controls tomorrow to be mouse based instead of keyboard based. I've used this before and it works really well. I was trying to hold off because I was afraid it'd take away from the realism but right now the ships are so hard to control it takes me forever just to collect an item floating around.
Excellent. If your cargo hold gets breached, will you be able to see your cargo go tumbling out into space, or will it not be tracked?
Yeah, you'll start losing cargo and you'll see it floating off into space. Not all at once, of course. I think somewhere around 30 percent damage you'll start seeing a small chance every second or so that cargo will fall out with the chance increasing up to 100 percent once your cargo hold is destroyed.