It's difficult to judge the flight model with some of the bugs CIG are currently fixing in ESP and IFCS, but I have thoughts (don't we all). Combat often devolves into circle strafing, feeling like an FPS without any cover. -Suggestion: Right now the thrust power on all vectors feels very even. If SCM thrust values were reduced for strafe vectors, I think we'd see significant changes to how players naturally engage in dogfighting. High acceleration values cause over-reliance on ESP, giving a twitchy 'arcade' feel to combat. However, high acceleration rates are important for evasive maneuvers. -Suggestion: Reducing SCM strafe thrust values will address the first half. For the second, perhaps we can keep the boost/afterburner accelerations high for strafing, but greatly increase the heat output and fuel consumption of strafe boosting. If it's unsafe to boost strafe for more than a second, this will keep evasive maneuvers as a more active choice, rather than just constant boost strafe wiggling. Long distance flight (such as orbital flight) feels inaccurately slow. The ISS orbits at over 4km/s, our fastest ships can't exceed 1.4km/s. -Suggestion: Consider drastically increasing the max afterburner speed, while making it incredibly fuel inefficient to change course at these speeds. If we also drastically increase the fuel consumption and heat for boosted strafing, this actually makes an AFB runaway quite a dangerous last resort as you'll be moving in a near straight line away from your pursuers who will be right behind you. A major consideration for this solution is that it may require increasing weapon range and more importantly, the range of combat in general, which could have downstream impacts on network performance. Those are my three main concerns. If you have other criticisms or a different suggestion to these, feel free to post something constructive. I may try to gather them up and edit them into the OP. Edit Additional comments from the thread: Extreme pitch/yaw speeds on small ships contribute to twitchy combat feel and reduce engagement in classical dog-fighting. -Suggestion: Exaggerating angular inertia in space could be an effective solution that wouldn't compromise on the sense of simulation. Not necessarily slowing rotation speeds, but giving them a slower acceleration and deceleration. This would encourage careful adjustments and make pulling a full 180 slightly less precise, maintaining a significant but not insurmountable edge for a pilot that manages to engage a target's six.