This is an old topic. Again, speeds are set to make the game playable, or a movie watchable. It's not meant to be 'realistic'. What TG SHOULD have done, though, was add some '0's to the range counter to give a more exagerated impression of speed. I noticed that's what a lot of other 'space-sim' type games do...there's more '0's counting down so it makes you THINK you're flying faster, but I've noticed you really aren't actually MOVING any faster. In the KLINGON ADADEMY demo, for ex., SURE the range counter is rapidly counting down 10s of thousands of kms., BUT the ships don't LOOK any farther out than the 2-km. XWA range and you really do not FEEL that you're moving that fast...it's a cheat...if you were REALLY moving at (similated) relativistic speeds there would be no game to play. And, in the Star Trek shows, you always hear them call these hundreds-of-thousands-km. ranges, then you cut to the exterior view and you have the 2 ships practically nose-to-nose!...again, the cheat. They need to make the game playable to a VAST market...not just the hard-core gamers. Having said all that....XWA should have given you re-chargeable afterburners like all the other space-fighter-sims, to liven up some of those in-mission dashes.
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