Zerahypt is a really fun game; don't take me wrong on that. However, I happen to remember that it was aiming for physics that are believable (not exactly realistic, but believable.) So, I noticed a few things that sorta broke that believable-ness: First off, the Locust's single-bladed design would rattle itself to pieces in reality, because the blade's center of mass is not directly above the shaft. It would either need a second blade, or a counterweight to the single main rotor blade, in order to remain balanced and not shake itself apart. (I did notice the cool counter-rotating weight inside the shaft... I'm assuming that's that keeps it from torque-rolling; nice little feature.) Secondly, I appreciate the use of differential torque to control land vehicles (it is perfectly plausible), but for vehicles with very long wheelbases, like the Spiffer, it would be very inefficient and unresponsive in reality; causing more tire wear and less actual turning. It would be much better off with a normal steering system; or better yet---four-wheel steering. Also, the aircraft in the game lack any form of visible control surfaces... maybe they are steered with gyros? I don't know, but some ailerons, elevators, and rudder would make it all the more realistic. Lastly, the ZP10 (the bubble-shaped skyfletcher with the pulsejet-like engine) "feels" like it has smooth thrust, yet the visible flames and noise say otherwise. I'd expect it to fly really shakily; being violently thrown forward each time the engine "bangs" and having no thrust at all in between each of them.