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Notes -
Yeah, that's fair, especially the frustrations about the game itself not really existing. Having some level of self-imposed limits on guns and ship complexity can keep a server moderately performant even with bigger ships -- I have had several 2m-5m kg multi-ship combat scenarios that were reasonably playable physics-update wise -- but the lack of reason to do it is more serious for the game.
It's realistic that space doesn't really have a ton of choke points, but it has a very First Year No Man's Sky feel to it, without a lot of the charm that NMS had. Keen's put into a wide variety of game modes that just don't really exist in the vanilla game. Even with Contact finally adding a reason to actually use the combat system after literally ten years, it ends up resulting in a couple dozen randomly-placed encounters with nothing but GPS waypoints to push toward them. MEMS and similar mods show solutions to these things, and I can understand not wanting to be quite as overwhelmingly common as in those mods, but it's disappointing in many ways.
KSP is definitely more 'complete' as a game (and more realistic, as you mention on the orbital mechanics stuff), even if some of the mechanics in the non-sandbox mode are kinda dumb. In exchange, it's a good deal more limited on the construction side.
They're a lot smarter than Connectors, but there's some hilarious stuff that happens if you have too many around, or if certain blocks are on the subgrid (eg, magplates, short wheel suspensions, rotors oh god rotors).
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