This is just a small tweak which does the following..
Additions:
Implemented Velocity Limit - This is based on relative velocity so it may be prone to chaining effects but in short term it should be useful. A default velocity is defined as a value of 5000sqrt(1/mass) therefore a 7000 tonne vessel should be around 60m/s whilst a heavier vessel of 14000 tonnes will be about 40m/s. These speeds are adjustable per ship by the player in its current form but it should help eliminate overspeed issues (ie. when fleets are heading towards each other at >100m/s and their efforts to slow down are comically ineffective).
*Fixed rotation on initiation bug - Fix is a generous term but ive put a limit on the maximum appliable impulse, in some instances it was applying a rotational velocity change per frame greater than 1rad/s, a limit has been moved from 1000rad/s to a much more sensible 0.5rad/s impulse which frankly is still very high. The real issue is somewhere deep in the maths where its generating these numbers from a zeroed state, the solution here does result in the frame missing rotational acceleration but these seem to be very rare so it shouldnt have a big effect. On plus side for multiplayer the result was always reproducable which means my lockstep multiplayer build should work well at least for like for like cpu types (need lots of players to test all this of course!)
Changed files in this update