

Thank you, that’s good to know about the initial scaling, I’ll set it to 100% instead of 50%, also knowing you have to exit to adjust is good to know, I’ll make a proper dedicated exit button on the settings page. As stated previously this is what I’ll do regarding ship rotation and size:
The ship size I will be scaling up by about 20% on screen, along with adding a white arrow that points in the direction it’s facing, similar to the yellow force arrows which can be toggled on and off, and I’ll add a feature to separate the toggle so you can turn off force arrows while keeping the direction arrow.
I won’t be making ships a certain shape to make them easier to know which way they’re pointed. Because space has no air, no need for aerodynamics.
There’s an entire replay system where you can see all other player’s runs, easily by clicking the leaderboard runs, or going to a user’s profile history. If you’re playing the easy map and it’s too easy, and you’re sitting waiting for 2-3 minutes, check out the fastest run which are around 25 seconds on both Prime and Reach. I’m glad you found the more difficult maps more enjoyable. The easy maps are genuinely meant to be for people who have no concept of orbital mechanics at all. Where as a map like Apollo is for someone skilled in capturing a moon’s orbit manually. So if you want a challenge then do the Apollo map, you’ll be burning and rotating in all directions.
You can also make your own maps with the map making system! https://slingshotspeeders.com/m/vnocbt8g





Yea the Rocinante is a cool attempt to design a hard physics combat ship, a part of the inspiration for the game was the slingshotter Belters not the MCR. Manéo is remembered.
Check out the Y Que. https://expanse.fandom.com/wiki/Y_Que
I’ll be working on a very short rapid tutorial explaining as much as I can and put a tutorial button on the main home screen.