Working on a game I'm so far calling "Force". The goal is to mix the impossible of both high speed gameplay and arcade simplicity but sim-like depth with 6DOF movement, real subsystems, a simulated atmosphere, complex ground friction for driving and drifting, torso-twist, BVR and electronic warfare, zero-G combat and nimble close combat with rich ranged combat.
And some how, its all honestly coming together very nicely though very slowly -- though the videos here are just individual feature testing for the most part.
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"Why clippy?" -- I don't want AI where it shouldn't be.