Um, it's an alpha game dude.
Okay, so, how does that change the matter? In which way does it change the facts I've pointed out?
Not sure why you are making excuses and diminishing all suggestions and criticism by pointing out the obvious (that the game is still in development) and then expect any development to happen if every criticism and suggestion made is simply argued by "it's alpha".
The fact that it is an alpha means that people can and should contribute to its development by making suggestions, criticizing some portions of the game, finding bugs and reporting them, etc. Don't you agree?
I will respond to 2 and 3 and leave 1 for our graphics guy.
The Roche limit is in fact implemented, as described in posts here and on steam, but it is by default not enabled because of visual issues. Current implementation instantly break a body, around the Roche limit for solids, which looks visually jarring.
As to falling into a black hole or colliding with its "surface"; if there is no fragmentation due to high gravitational gradient, as there should be, and when we currently do not model relativistic effects, then obviously collisions and very close orbits are really never going to be right by any measure of right.
Rather than be disappointed by that, take comfort in the fact that this is currently an "early access alpha" which we constantly work on and add to, and we are well aware of the current shortcomings, which means that we do intend to improve along the way.
Apart from the black holes, which are by far not the most polished element, how do you like Universe Sandbox² so far?
Well, I did not see it (Roche limit) in the game and I found one older forum post which said it's not implemented yet, so I assumed it wasn't. I'll check it out and see what happens if enabled.
Well, it's not that they aren't right, it's just that IBCO and ISCO are not taken into account yet, or at least it seems so. Because I could push an object all the way to the event horizon, when it would reach event horizon; it would collide. Orbit stays fine. I'm just pointing it out as something to look out for.
Well, my 'disappointed' was due to the fact that I could not see Roche limit or any of its effects happen at all, however, now I know that it's thought of and, in a way, implemented. I understand that it's alpha, I am just pointing out things I've noticed.
I like the game a lot. It is obvious that there is a lot more to be added and that the game is in development., as some parts are extremely detailed, others are very much blank; but so long as the game is actually being actively developed, which I am sure it is, it is all fine.
My only actual concern, which I didn't mention in the original post, goes as follows:
The game is a universe sandbox, it is not really a 'simulator' as for such simulations it takes a supercomputers, but it is doing very well for some smaller simulations. However, we are on a scale of solar systems and galaxies here, on such scales the timelines are a thousand, a hundred thousand, a million and a billion years in span. For the reference; it will take approximately 5 billion years for our Sun to reach its red giant phase. How do we fast forward that much with all simulations going on as maximum fast-forward is much lower.
Do you have any plans for making that sort of timeline work with, for example, a simulation of a complete solar system without moons? Maximum step I can do with a solar system without moons is approximately 23.5 years/sec. At that rate, to get to see the Sun's red giant phase, it would take me over 5 years of running the game non-stop.
So, yeah, any plans for such gigantic timelines? Such as ignoring some unnecessary simulations (that are constant) or making multi-core use of CPUs more efficient? I'm pretty much just guessing at this point, since I don't know the exact limitations, I just know that it has to do with the precision of calculations and how the precision is a lot lower when things are going faster.