The Jovian Incident: Post #11

I worked more on the physics, solving the issue with a solution I thought up of while in the shower. It didn’t hit me until then that ‘speed is relative’ involved getting the differences in velocity and not just speed. So now the physics collision are surprisingly accurate, well as accurate as I can muster. I’ve also made the brain dead NPC actually do something now, to test the physics calculations I’ve had the NPC constantly angle toward the player and move at 50% throttle. It’s pretty entertaining.
I’ve come across an issue, however; it appears that occasionally, something occurs and forces either one or both ships to fly at ridiculous speeds. I’m not sure what the problem is, but I should create a maximum speed either way.