I feel ashamed. OpenGL played tricks on me, and the "front" vector of the display and the "front" vector of the ship got out of sync once you left the x-z plane, i.e. flew up or down. I don't feel ashamed for the hideous ways of OpenGL so that the "front" vector of the view transform somehow isn't dir4ected to the middle of the screen and one needs the inverse transform (what sort of logic is behind that?), but that I didn't notice the problem throughout 5 release. Sigh. And when I noticed, it took way too many hours to come up with a solution.
I've published r006 now, with fixes for the "forward" problem. The ship should now always fly there where the center of the window is. Tilting and rotating looks a bit odd, but I think it is correct - the ship rotates around the ships "up" vector, and tilts around the "right" vector, which often ends at an odd position in regard to the systems ecliptic, but as far as I can tell, it's calculated correctly.
http://sourceforge.net/projects/solarex ... x_GL/r006/Also, the new system map and a fixed equipment shop panel are included. You can buy and sell resource harvesting drones in this version, but there is no UI yet to activate or deploy them. And no graphics. Also, your ship will still fly by magic if you sell the drive. And the drive doesn't need any fuel, even if you keep it ... lot's of small things left to do.
In soviet russia, code debugs you.