Emergent L33tness April 23, 2009 cliffski I was just testing a new laser blast graphic I added to the game, and had two big fleets of cruisers and frigates flying towards each other blasting away like mad, and noticed that the front frigate (which was under serious attack) seemed to be drifting backwards. This puzzled me, because although i did once code support for reverse thrusters, I turned it off, and knew anyway that ship didn’t have any, Then I realised that it was the physics of the blast effect. The number of enemy blasts piling onto the ships hull was not only damaging it big time, it was knocking it slightly backwards. I had forgotten that could happen :D I wish this game was finished already so I could just sit down and edit some cool videos of stuff like that… One of the main changes today was for fighters. To get a better sense of huge ships, I scaled all the fighters down by a fair chunk. Now when you add a fighter squadron, you get 16 ships instead of 9, and they are smaller. It does seem to look a lot better. The cruisers never looked big enough before. The AI is pretty fast and it doesn’t seem to matter with a few hundred ships per side, even with all guns blazing.