So my game is a space combat game. Its kind of unique in some ways and different in others. It was originally inspired by Digital Anvil's 2003 game Freelancer. The concept of close range dogfights in space and laughably scaled planets and stars really bothers me. In a future space war the distances velocities and scales are bound to be so great that unguided projectile weaponry won't be of any use. Additionally in Freelancer the planets and stars were like toys, just barely larger than the players ship. I've read somewhere about KSP's strategy of creating a large universe with relative precision by situating the camera in a central motionless position and moving everything else around it relative to the player camera. Such a scheme defeats the problem of limited Floating Point precision. I have a hunch that implementing such a system would be difficult and require special translation rotation methods. My hunch tells me basically anything which moves would have to use those methods. Am I right about that? Perhaps the FL flight control scheme is unsuited for realistic space games. It seems more suited for close range fights and action. I don't even think adding some zoom feature and different kinds of weaponry like guided projectiles and super long range lasers would work (or be fun). What's the fun in shooting at a largely stationary target hundreds of miles away and being unable to watch the darn thing blow up spectacularly? I'm stuck on this realism thing, but I'm also stuck on keeping the control scheme I've developed over the past year (I've done other work too ). I really like hard practical sci fi, too. I was also going to ask for a discussion about deciding on the scale of a game too. Maybe that should be left out... I'm unsure but how does one decide on a proper scale for things? As an experiment I created a script which would spawn cubes of ever increasing size up to 1000 units or 3000 units in space. I found it reminiscent of the original game I'm drawing inspiration from. The players ship as it is right now is just a 1x1x1 cube. Perhaps I have a problem of going "out of scope" and trying to hodge podge some features I think are cool together. Thoughts?