Yeah , that is the conventional way to do .
Most of games that are like Vegastrike propose 2 different gameplay :
_Arcade mode
_Simulation mode
I found that a lot of things are wrong with Vegastrike , where the basic things seem to be inverted.
For example , it is said that VegaStrike is a simulator . ( in fact , the word simulator is not used , but " sim ", that really mean simplified simulator ) .
What kind of things are really simulated in VegaStrike ?
The physics , but i haven't checked to what point ( i guess forces and mass of objects with collision effects ) .
But no inboard systems ( ok , you have missile bays , turrets , radar system and comm but really simplified ).
I think vega strike is actually a arcade game that would like to be a simulator , but not really because a simulator is so boring ...
An other inverted thing is that if Vega strike is designed for teens , with simplified gameplay ,
why the Options are not displayed in a menu , instead of a XML file ?
Because it's a game made by gamers that are also programmers , and the game was done for themselves initially .
I can understand all what you said about the simplified gameplay , and i like it too , if it don't kill
the simulation stage .
Like you , i think that a game must be a game , so yeah , as there is different types of gamers,
have an option that separate the two modes would be a way to don't loose one or the other part
of gamers .
I think that the Campaign mode could be the right place to introduce the real sim , with a progressive learning path . ( through missions like the tutorial for example )
In such campaign , you'll learn all the tricks of space technology , and be able to command units
when you'll learned their operational limits ( that is for the STG part ) .
In an other hand , you could load a mission and have dogfight in the 2 minutes that follows .
To finish , i agree with your idea of settings :
So setting that option to high or complex, it would (for example) have the user control engine and shield states individually/manually (among other individual ship function states).
There is already in vegastrike this kind of idea :
<section name="physics">
<!-- Note: Tractor duplicated in "graphics" section -->
<var name="tractor.scoop" value="false" />
<var name="VariableFuelConsumption" value="true"/>
<var name="enough_warp_for_cruise" value="2000"/>
<var name="warp_perpendicular" value="80"/>
<var name="warp_orbit_multiplier" value="20"/>
<var name="default_interdiction" value ="0.01"/>
<var name="AsteroidWeaponCollision" value="true"/>
<var name="debug_performance" value="false"/>
<var name="warprampuptime" value="5"/> <!-- in seconds -->
<var name="WarpMemoryEffect" value="0"/>
<var name="warprampdowntime" value=".5"/>
<var name="autopilot_ramp_warp_down" value="false"/>
<var name="warpcruisemult" value="15000"/>
<var name="warpregion0" value="1"/>
<var name="warpcurvedegree" value="1.3"/>
<var name="warpMaxEfVel" value="29202510832.6"/>
<var name="warpregion1" value="5000000"/>
<var name="warpMultiplierMax" value="300000000"/>
<var name="warpMultiplierMin" value="1"/>
<var name="warpbleed" value="50"/>
<var name="minwarpeffectsize" value="100"/>
<var name="maxwarpeffectsize" value="3000"/>
<var name="planet_ejection_stophack" value="100000"/>
<var name="planet_collision_docks" value="false" />
<var name="reactor_uses_fuel" value="true"/>
<var name="unit_collision_docks" value="false"/>
<var name="only_hangar_collision_docks" value="false"/>
<var name="dock_to_area" value="false"/>
<var name="auto_pilot_termination_distance" value="2500"/><!--fixme?-->
<var name="auto_pilot_planet_radius_percent" value=".2"/>
<var name="planet_port_size" value="1.2"/>
<var name="UnitTable" value="1"/>
<var name="insystem_jump_or_timeless_auto-pilot" value="false"/>
<var name="combat_speed_boost" value="1000"/>
<var name="runtime_compactness" value="1"/>
<var name="velocity_max" value="300000000"/> <!-- important for Vega Trek!! -->
<var name="warp_energy_multiplier" value="0.12"/>
<var name="debris_time" value="15"/>
<var name="debris_mass" value=".000001"/>
<var name="near_autotrack_cone" value=".9"/>
<var name="close_enough_to_autotrack" value="4"/>
<var name="slide_start" value="2"/>
<var name="slide_end" value="0"/>
<var name="speeding_discharge" value=".25"/>
<var name="reverse_speed_limit" value="0.1"/> <!-- 0-1 percent of normal thrust, stops ships from flying backwards -->
<var name="difficulty_based_shield_recharge" value="false"/>
<var name="difficulty_based_enemy_damage" value="true"/>
<var name="difficulty_speed_exponent" value="0"/>
<var name="inelastic_scale" value=".50"/>
<var name="collision_inertial_time" value="1.25"/>
<var name="minimum_time_between_recorded_player_collisions" value=".1"/>
<var name="minimum_collision_velocity" value="5"/>
<var name="component_based_upgrades" value="true"/>
<var name="ai_pilot_when_in_turret" value="false"/>
<var name="atmosphereheight" value="10"/>
<var name="game_speed_lying" value="false"/>
<var name="gun_speed_adjusted_game_speed" value="true"/>
<var name="gun_speed" value="1"/>
<!-- REAL accel is game_speed * game_accel go figure. No nested comments (apparently) allowed by expat -->
<!-- #easier
<var name="game_speed" value="1.75"/>
<var name="game_accel" value="0.75"/>
#end -->
<!-- #easy
<var name="game_speed" value="2"/>
<var name="game_accel" value="0.6"/>
#end -->
<!-- #medium -->
<var name="game_speed" value="2.5"/>
<var name="game_accel" value=".4"/>
<!-- #end -->
<!-- #hard
<var name="game_speed" value="3"/>
<var name="game_accel" value=".3"/>
#end -->
<!-- #harder
<var name="game_speed" value="8"/>
<var name="game_accel" value=".12"/>
#end -->
<!-- #impossible
<var name="game_speed" value="16"/>
<var name="game_accel" value=".045"/>
#end -->
<var name="FuelUsage" value="1"/>
<var name="FMEC_exit_vel_inverse" value="0.000001"/> <!-- 1/1e6 meters/second -->
<var name="AfterburnerFuelUsage" value="4"/>
<var name="missile_bounce" value="true"/>
<var name="BouncePercent" value="1"/>
<!-- the next variable tells what percentage
of normal the shields recharge in a nebule.
Zero means shields do not work in nebulae -->
<!-- the next variable tells how accurately systems shoudl be simulated where the player isn't in. Really you don't need much accuracy -->
How the game is difficult to play depends of multiple factors , but principaly related to physics
and AI .
My goal is to improve the AI , and i'm working on that outside of Vegastrike because too much
things are nested together in the code and don't allow easy modifications .
I don't think Vegastrike will turn one day in a simulator , after all these years ( and good devs ) gone , and the actual community of users .
So for the gameplay/experience in Vegastrike , i suggest a rework of the Menu system for the
" teens " . ( That should be part or made of a FSM too )
Finally I must admit that i am a coder for the " ties " that still can dream .

( i've just understood the mean of " tie fighter " " combattant en cravate "

)
edit : Finally , i just need to know how the Vega strike vessels are working , i can make the checklist myself . And as probably nobody here knows how they are powered ,i will get inspiration with today's theorical approaches to
simulate future technology .