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Do the games use Elite (original) / X-Wing physics (constant thrust = constant speed) or do they use Frontier: Elite 2 physics (constant thrust = constant acceleration) ?
This question / problem has been solved by Avogadro6image
I've only played the first and second game but the physics are like in X-Wing, not Newtonian like in Elite 2.
Post edited November 13, 2015 by Strijkbout
Yeah it's 'arcade' physics, not like I-War. There's some basic acceleration and you have lateral thrusters.

Bear in mind that since you spend much of your time in X3 under auto-pilot + time acceleration control the flight model isn't all that important. Dog fighting feels like X-Wing as the poster above has said.
Is X-Wing like, but with some inertia when you make close turns.
X:btf and X2 have arcade-ish physics, à la X-wing\Tie\Wing Commander 3-4. X3:R, TC and AP use a different engine which does feature a small amount of inertia (like Wing Commander 1-2) but nothing like Newtonian physics. There is no fuel, all ships have their own max speed limits and tend to gradually stop on their own when engines are powered down.

Also the universe is not as huge as in Elite, X uses a series of hundred of small maps (about 50x50 km on average) featuring a few stations and asteroids but not much else to see. You won't be able to land on planets or pass near a star except in a few plot missions (and even then, they're just cutscenes). It kinda feels smaller and less ambitious in size and scope.
It's devoid of actual space physics, a very sad fact about the X series in general.