Glad to hear you guys are still working on this, three years after your original announcement.
I mentioned this previously in the thread:
I'm also still unsure why we need infantry combat in a space simulator. "How would you model attacks on bases?" Simple enough--simulate the infantry combat to a level good enough for a flight sim. Plenty of flight sims have simulated tank and infantry combat (for AI) without completely recreating them.
It doesn't seem that I ever elaborated, so I'll do so now.
No offense, but I think you guys are starting from the wrong end of things, and should've started with this:
Space and interplanetary combat is still a long way off, but I'm confident we'll get there
Ground- and air- based combat is all fine and dandy, but when it comes down to it Orbiter is a terrible platform for that sort of thing. Orbiter is first and foremost a
space simulator. Adding sweet aircraft AI and sweet weapons still leaves Orbiter far behind where combat air simulators were a
decade and a half ago, as far as the experience to the user goes. With no (collidable) terrain, flying a sortie through a canyon to avoid AA is kind of pointless since there's no risk of hitting the wall. With no separate water/land, there's no beach to defend since the tanks could just drive around onto the ocean. With no obstacles for cover, infantry battles are no better than Revolutionary War-era lines of musketeers shooting at each other.
Don't get me wrong, I think you guys have accomplished a lot of cool stuff. I just think you've been putting your energies into the wrong place.
It would be significantly more interesting to have a platform with which to simulate and explore realistic-scale, realistic-physics space combat using conceivable technology. In space, you don't have to worry about terrain, so Orbiter's lack thereof isn't a problem. You also control more of what the user sees and experiences in the Orbiter engine in space, since everything that the user will conceivably interact with is a vessel that can be completely controlled by your plugin, with the Orbiter engine just doing background movement propagation.
Ground/air combat could be abstracted in the manner of a strategy game--the player doesn't need to fully experience that, because in the Orbiter engine, that experience will necessarily fall far short of what the user experiences in things like Battlefield (for infantry) or IL-2 or the DCS series (for air combat). You just need to have points of interest--a launchpad, a runway, a construction facility, whatever--something to launch missiles at or whatever.
The problem is, naturally, that no one really knows what space combat would really look like...but that's where you guys would come in, and provide something that doesn't exist currently at all, rather than yet another air combat sim that can't hope to compete with its competition.