Thanks MantaBase and uniderth for your interest and your great review. I'm so glad that you're enjoying!
I will respond briefly to your cuestions:
MantaBase said:
Fun little game. SInce it is unity can't you make a web app
Sure! Now I'm working in the iOS version, then Windows, and then web. I'll have to check if it can work with WebGL or needs to go with the Unity plugin. Then I will think if publish it in standalone.
uniderth said:
There was only one glitch I noticed. Whenever I approached the hanger deck I would see a random shuttle jump across the screen through the ship and towards the planet. It only lasted a couple of frames.
Yes, it is an old animation system I used and have not updated. It also produces some weird jump with automatic camera. Now I use the internal animations Unity for almost everything, with its state machines, which are very useful. In future versions will use only that system.
Controls:
- Allow toggling of up and down. I'm used to pulling down to get the ship to go up. (…)
On the control and realism, my point is that the current control of the simulators is based on the joystick of real aircrafts. In the 23 century that's ancient history, and the controls are more abstract, apart from the technical constraints, and very 'assisted' by computers. I would like to delve into this aspect in future versions: When we see Sulu pilot we don't see him with a joystick, is pressing and sliding some 'abstract' controls, maybe establishing paths and speeds relative to the movement and rotation of other vessels or objects. I think this will be very interesting way and distinct from the classical simulators.
Meanwhile, yes, I will include the option to reverse the vertical control

Camera:
A small glance of this concept is the behavior of the camera. You have no direct control of the camera, but it keeps oriented so that you always have in sight your own ship and the target you have marked. Once you get used makes sense, and it thus always keeps a nice view…
Now its fully automated, but in the future will have more precision options.
(…)How many times does the Enterprise break?(…)

Yes, now the story, as the game itself, is just schematic, just an excuse to provide some fun and basic explanations on the situation and controls.
Rather than delve into the details of the simulation (although I like the idea of 'fine' maneuver controls) I intend to expand the contents, adding some other large ships (both rescuing and being rescued) and some orbital station. Of course we would have to travel from one to another maneuvering through asteroids…
Surely the thing damaged would not be the 'automatic landing system', but the 'middle range tractor beam', as Scotty can reverse our direction when we are too far away, and he can also lead us to the landing platform when we reach the entrance to the hangar.
In fact, the excuse is not so much to justify the manual landing, as to justify that Scotty (a rookie in these conflicts, as the player) is at the controls of a shuttlecraft.
The intended future argument is that things are actually worse. In short, a serious cosmic anomaly is destroying the planet and also affected the Enterprise. While Scotty repair it, we will rescue other ships and defend them (including own Enterprise) from the collision of asteroids and other debris and threats.
…and all this could be tremendously fun in multiplayer
Yes, the Enterprise texture is something old and I also cheated a little with the bump of the Galileo. Sure can be improved.
Thanks again… and LLAP!