There’s a reason they’re currently disabled by default 
Interceptor Mod 01
Physics and Thruster mod with and some other tweaks:
Not sure if FighterThrusters.xml is just for particle effects or actual thruster particles.
FighterThrusters.xml
<Group ID="0" DeltaIntensity="1.0" AngAccFactor="5.0" >
<Light Intensity="87000.0" Offset="0.00015" >
<Color X="0.76" Y="0.87" Z="0.70" />
<FadingSize Min="0.1" Max="0.2" />
</Light>
<Particles Name="Particles/Thrusters/Main_Drive/Effect/P_Small_Thruster" SizeScale="0.25" />
</Group>
<Group ID="1" DeltaIntensity="1.0" AngAccFactor="8.0" >
<Light Intensity="15000.0" Offset="0.00025" >
<Color X="0.77" Y="0.91" Z="1" />
<FadingSize Min="0.1" Max="0.2" />
</Light>
<Particles Name="Particles/Thrusters/M_Jet/Effect/P_Mjet" SizeScale="0.04" />
</Group>`
Fighter.xml:
`<PhysicsBody Type="Box" >
<SidesSize X="0.0061250944" Y="0.00253546643" Z="0.0082096823" />
<Offset X="0" Y="0" Z="0" />
<Mass>18.0</Mass>
<Collisions>true</Collisions>
<Bounce>0.0</Bounce>
<Friction>0.1</Friction>
</PhysicsBody>`
`<Physics>
<RampUpFactor>4.0</RampUpFactor>
<LinearThrust X="2.8" Y="2.2" Z="3.0" />
<RotationThrust X="0.00175" Y="0.00200" Z="0.00150" />
<RotationStabilizer X="0.333" Y="0.333" Z="0.333" />
<MaterialType>Metal</MaterialType>
</Physics>`
It handles beautifully, will do another test with some turning and rolling tomorrow, check out that SPEED!
NOTE: The settings above are slightly altered from the settings I used in this clip, so the results may be slightly different.
Ohh
a speed you say 
What is the speed at which the thrusters can keep up with the input ?
(you know… like now its 300m/s in vanilla)
Looks like terminal velocity is about 1.4km/s at ground level … if that’s what you are asking.
HUH?
Explain to me like I’m a 6 year old. 
They just keep up? Depends on altitude and flight path, 1.41km/s to 1.59 km/s, if I understand your question correctly.
Yeah i think that is it. I always thought that term terminal velocity involved freefall.
Well… ehmhmh:
When teensy space shippy goes speedy, itsy bitsy speedier than the cuttsy thrusters…sorry i cant do this 
I said it badly… when you travel in vanilla Battlescape near surface at subsonic speed and try sharply change your heading. Ship responds instantly. You can observe it on your prograde vector indicator. It will be almost glued to your crosshair. However once you go faster and try to turn your velocity vector will start severely lag behind. The translational thrusters cant keep up.
Yes there are lot of things that are cause of that like drag, however i think that since lift is not in the game currently, it is mostly thanks to thrusters, that ship keeps your nose and velocity vector really close, until you reach certain speed, then you experience good old newtonian slide. And that was the value i was asking for.
It should be smooth but it seems, that there is very noticable jump at speeds around 300m/s
I’ll test this tonight and let ya know.
The behaviour you are observing is due too two things.
First, the sound Barrier is in the prototype.
Secondly, there’s a bug where translational thruster input is decreases the higher you set your target speed.
Interceptor Mod Video 02: 1000m/s speed gain over last video
The answer is in the video. (watch it full screen)
@karacho says hi at the end.
its looking good!
just the afterburner seems to be too strong.
Much better! 
This ship is fucking awesome!!
Oceans on Cinder …
http://imgur.com/j4ArzuN
http://imgur.com/ui3ykCN
http://imgur.com/yeE15zZ
On medium.
So a couple of us on Discord were moaning about the snowline being too uniform, next thing you know we’re modding the prototype with show related stuff…
Dione in front of saturn:
Would be even cooler to get the ring to cast a shadow on the planet and vice versa.
I am confident that if we could still change the fov in the client config file and changed the position of the sun we could recreate this image quite accurately:
How cool would it be to make a video that starts exactly with an almost exact view of dione like the nasa picture Fading from nasa picture to ingame and goes on to approach and landing on the surface of the moon?!
So @inovaeflavien gave me the pleasure of having access to a very early build of the IBS modding SDK/API. Currently it’s a bit difficult to get everything running, the learning curve is somewhat steep, took a few days to get everything working. End result is below, the API currently provides only a few callbacks, so there is really nothing that can be used to make a mod right now.
Can you read ship info or stats? Would be cool to create a ship system info screen for a second monitor.
Not yet, what you see is all there is atm, though Flavien is planning some more functions.
/edit
The modding API has been updated with additional functions, so I made a radar mod. If anyone wants to try the mod, PM me.