@Buckeye, thanks for the insight, indeed you went a bit too simulation there, since my ships are only fixed shape bodies with predetermined thruster powers and directions (for the behavior and emitting particles etc), I only need to know how to evolve from A to B, using these constraints in a way that looks and feels good. Plus, most movement should happen within the amount of game space that fits the screen, so each move shouldn't be big in magnitude. However, you got some nice tips there, which I will certainly consider!
@Orymus3, yes I use vectors for moving towards the target, and will indeed follow the tip to keep adapting my "forward" vector over time, until it faces the right direction to the target. I guess now I just want to find the algorithm that makes it look/feel more interesting.
For example, ships with thrusters on the front and sides can easily do a straight path to the target location, with velocity varying through the course, as the ship rotates (assuming different thrusters have different strengths). Other example is a ship with just a thruster in the back which will need to start accelerating to whatever direction it is facing, and then use the inertia and its tilting feature to start curving into the right direction.
I know there are gaps in the logic because physics, but I primarily want the game to feel good, rather than give orgasms to physicists ^^
Was just browsing through this sound library and it sounds fantastic!! I am by coincidence making a space game with a really low budget and this comes really handy. Definitely will use part or all the pack in the game and be sure to give you credit in the game.
Perhaps if things go well I can make a donation in the future. Either way, a big thanks for this amazing work!