Sinned: thanks! I try not to spam bay12forums.com with every update, but will post about this project every few months to catch people like yourself
etgfrog: tell me about your project? *gets a pad and pen ready* kidding around! actually even if someone set out to make the exact game I or someone else is making in the end it would end up different. During development projects tend to change, ideas show up (for some reason often when I'm brushing my teeth or washing dishes). There's evolution, there's bugs that end up features. etc. The huge time it takes for something to be made also means that things get constantly dropped, changed, evolved. But seriously I'm curious about other projects so share if you can
Rex_Nex and Audioworm333: thanks!
Akura: thanks! what is ackward about changing the view? can you think of ways to fix this? does some other game do it better? I tend to use both the right mouse button to turn and the W A S D Q E keys to strafe around to change the view. The zoom in/out speed I think needs to be increased.
Good idea about right clicking on list to set targets. Will do. Luckily this solves the issue below.
"I would also like it if trying to center on an enemy unit from the unit list didn't cancel your current selection."
So as you noticed currently left click selects objects making them the "selected object", but if nothing is selected then the "selected object" is the ship that the player is controlling.
The selected object will get issued orders. However if the selected object is an also what you right clicked on - this will make the selected and right clicked object the player ship's target. Right click and hold also changes the view, and clears the target if right clicking on an empty spot. So there's a ton of stuff that these two buttons do based on context.
Luckily your idea of right clicking on the object list will not result in added complecity to the already complex shenanigans of the above.
Ship AI: the fighter ship AI (currently) has actually only 3 predefined maneuvers
chosen at random. Two of them it turns off its thrust correction (aka Smart Thrust) meaning that it can change orientation without changing where it is going. So it can rotate to its target (thus line up for shots) while avoiding it. So usually it doesn't collide (especially with non-moving objects). Because during combat objects tend to move during a fighter to fighter combat you don't often notice the 3 very static maneuvers
Damage is turned off for collisions until I come up with a fair (non-insta blow up) outcome. Some sort of a formula which takes speed and mass of objects into account, does some reasonable damage but is fairly trivial (hate the auto explode of X3). Although truthfully having one of the objects blow up would make things so much simpler (one couldn't get stuck on the other), I don't want to go this route. The AI needs a ton of work on path finding and getting out of jams. What's neat if you watch in tactical mode is that the ships will bounce off one another (thanks to the physics engine) which I think is really cool (here's a you tube vid:
http://www.youtube.com/watch?v=-xk-Yu8QS88).
I'd love to add another meanuver where the AI fighter gets on the ship's rear and stays there. This may not be very practical with the "somewhat newtonian physics"
Friendly fire causes damage (and actually happens very often). What never damages a ship is its own guns or missiles. Because for now I didn't teach the turrets a smart way of avoiding this (I may not bother with this, as there's so much more important things). I consider this something for the player to manage (positioning), what eventually should be seen is formations (ala Homeworld, but a bit more basic) which will hopefuly limit this and add another cool thing to the game.