Pol-Detson said:
Vigilance, you're certainly right that there is no 'real' mode upon whichl to base space combat, but decades of sci-fi movies have depicted spaceships in certain ways and it would be nice of the system allowed for that. The least Wizards could have done was make the rules compatible with their own vehicle system; space combat has more in common with a car chase than a 12th century melee, IMHO.
Which space combat "model"?
Startrek? That´s usually two ships engaging, firing all their weapons, and at some time, someone will say "let´s TECH their TECH, this will TECH their TECH and we will disable them".

So, until the final TECH solution to the fight, it`s usually a 12th century melee.
Babylon 5? That´s several ships engaging launching weapons at each other and sometimes (but not always) using some unusal tactic or suprising action to win the day. Here, it´s not really a car chase
Starwars? Yeah, that are mostly car chase situations. (Millenium Falcon on the run) But the big engagements are once again - ships engaging each other (maybe with the added possiblity of forcing star destroyers into "melee combats" and getting cover from the Death Star)
Still, the main problems with the current (and most others) are two-fold:
1) Unless everybody is a space gunner/pilot/technie, not everyone in the group is engaged.
2) Tactical solutions to make the combat more interesting do usually not exist. Most the time it is just "hacking each other" with laserbeams. D&D melee combat allows more - and useful - options - tripping, grappling, disarming, sundering, and if you add ranged weapons and spell even taking cover.
Using Real WOrld Physics for combat:
It is possible, but difficult. The current rules lack 3d, that´s one problem, but let us ignore it for the moment.
An explaination: Assume that every ship maneuvers so that it "stops" at the end of its turn. But then the question comes up - Why are they always doing it? (Maybe one reason could be the engine - we don`t really accelerate, but fold/warp space to move, and this mechanismn is without inertia - though this would be a very fantastic/futuristic approach)
Okay, let´s add inertia. Simplest solution (at least I could think off so far): Remeber your "vector" (direction and length of movement), you will have to add it you your next movement. If you have any remaining turns left, you may use it to reduce the vectors length.
In any given round, you first determine the path you want to fly (taking into accound the movement you have left from last round), and than "travel" along it.
This doesn`t account for the two move actions in space combat, maybe you could apply the inertial movement to only one of the move actions (and thus using thrusters to negate it, if possible)
The problem is, if you have to many space ships in combat, this system is really difficult.
But if you do something more abstract (like the nonrevised Starwars Rules), you might get boring space combat.
Hmm. This is quite off-topic, isn`t it?
Mustrum Ridcully