http://www.robertsspaceindustries.com/It's "supposed" to be a space sim. Somewhere between the head dev implicitly admitting that WWII speeds are required for gameplay (easily visible already in the preview/concept trailers, same for weapon projectiles), but also making pretty credible impression that he knows and wants real physics (though even that's arguable - he says attitude thrusters don't look good if they're set 1:1 in the graphics to what they're actually doing in the physics (constant microbursts), but
look at this and ask yourself if that wouldn't look pretty cool).
You guys could set em straight if you looked at at least one thing they don't seem to have much grasp for (from a quick skim of their discussions:
ctrl+f "merge" gives only a few hits in only 2-3 posts in whole discussion here) advanced high speed dogfighting. It shouldn't be too hard to figure out (even with some mild deus ex, see
good guidelines here and elsewhere in that AR/PR website, esp the quick & dirty heuristics in the short "Establishing limits" section) a good physics/technology scheme that favors classic purists' dogfighting tactics/gameplay, both in low speed as in that vid and at mind bending high speeds you oughta have in a freakin Sci Fi space sim.
The game already looks set for successful crowd funding, but there's a link in the above website and at kickstarter (search for star citizen) if you'd say yes to various toys for various amounts of your $$$.