While I am at it. Are voxels being put ona ship being added to a group and all being controlled that way? If so it is ineffecient and will fail with large projects by causing lag. Not all blocks have to be loaded either, only visible ones, though I am sure that wont help much with calculation math either since it will take nearly as much. Is it not possible to have a the ship made into a 1 solid object after building by putting faces to the visible points in one single geometry object, the math wouldnt be all that hard for you guys? Yes it would make it so ships cant be destroyed as dynamicly but it would make very large projects worthwhile and attract more interest then destroying small scale ships while also peeking interest in the idea that some smal noob wont be able to come by and take down a cruiser just because it is a bit faster because armor would be calculated as a whole and not block by block.
Simply, the way it is now will always fall short of the reqs perfomance wise to build larg projects and atually fly them. I can easily provide a ship to prove this.
Missles should not destroy everything instantly because large missle arrays then cause lag. Send the blast point to another thread and calculate the coords for the blast radius on that thread then retrieve it from the main thread and damage only so many blocks at a time. This would buffer out the terrible missle lag.
Shields scale better to large projects if they were half or full blocks that cover a certain part of the ship. It makes large ships be able to utilize shields without the ugly shpere on sphere or giant blocks of shields while reducing render times. Shield generators when stacked increase the amount covered.
Are their any intentions on a star map to be able to map out discovered sectors? Pretty essential for navigation.
Tractor beams would solve the ship out of reach bug where you can not get back to a knocked ship without leaving the sector, building tow ships is just with giant hooks is just odd and will elude most people.
Wouldnt saving entity locations and making entities only visible based on a visible radius be a bit more efficient then sectors the selves? Sectors should not be loaded areas but guidelines for spawns and navigation. This would give a better feel to the idea that its space.
Beacons/lights should hav a control module.
Turning modules to increase turning rate would be nice for large projects as well, but not really that important.