SpaceCat But obv collision avoidance is off when the "attack marker" (i alsways forget how you actually call it) is near or even overlapping the targets circle - because you can ram, push and clinge ships perfectly!
In your example saved games, the ship itself is very close, but the attack marker ("ghost") is very far away.
SpaceCat Thanks for finetuning, but i wonder wouldn't we want to have collision detection OFF in attack mode completely?
I don't think so. Unless you've deliberately issued an attack order really close to the enemy, I think you want your ship to avoid colliding with it.
SpaceCat Also the point/time ships start turning when you give an move order with a rotated destination still leads to controversions between players. Some want it earlier or even instant - others want their ships to turn late or not at all until arrival.
If you have a proposed solution to this problem, I'm all ears. The problem with computing that algorithmically is that it's just really hard to do -- I've tried.
One possible idea is that right-clicking works as it does now, strafe also works as it does now, but explicitly using the move command always rotates (or at least uses a much smaller strafe distance).