Mass/scale hierarchy.
Right now the notional mass of the ship with some upgrades can be more than a planet's mass, which is a Crime Against Science as per spoiler #121.
It also complicates is_gravitated_by
for #124 (closed) and in general doesn't help to do #120 with physically sane scales.
I would say that is_gravitated_by
would be a believable optimisation the bodies of some mass ignored everything of mass 1000 times less.
The problem is: the current intended behaviour (not always the implemented one) is apparently to have the following mass tiers:
- Stars
- Planets
- Moons (?)
- Stations/Portals · Asteroids
- Ships
It would be nice to have a separate solution to somehow limit interaction between the asteroids.
Having a reasonable span of masses, of course, implies having a large span of orbital periods. So #123 (closed) would become needed early (or maybe the first systems need actually smaller stars?)
If we consider a real-scale Solar System, I would say that an inhabited ship doing more than 10–20g of acceleration raises some suspicion and >100g triggers my «likely crime against physics» feeling unless a very convincing explanation is given. 100g means that Earth–Sun distance can be flown (from low-speed start) in at least sqrt(2*l/a)≈17 000s
(in-game), which is almost half an hour of wall-clock time (unless you have the underclocker upgrade). The speed at the end of such a flight is ~ 17 000 km/s
, so any Earth orbit is a slow start with mere 10 km/s
speeds.