Space combat sims used to a staple of computer gaming, Freespace 2 was perhaps the best of them here is a link to its wiki page http://en.wikipedia.org/wiki/FreeSpace_2 Btw, the source code has been released and game has been heavily modded, do a search on google, you can get the game for free and all the mods that go with it.
I think I may have mislead you guys, the idea is not to replicate something that does not yet exist but rather to create such a system within the game that is highly sensitive to user input and has a great level of depth. I don't quite know how to explain it, and I'm sure someone can do a better job. I will try to explain by an example; the source engine in counter strike source, or half life 2. Counterstrike is a bit of gem because although it may seem like a simple shooter the physics engine within the game is modeled so well and with such depth that the player really needs to familiarize and LEARN it, become accustomed to its complexities to learn how to throw nades properly, how to lead a target on, when to fire, etc. There are no gaps within this game, everything from the rate of fire of weapons, to their weight, reload time, etc. has been modeled.
The idea would be to give the player great freedom in manuevering and just in general existing within the system that is the game. Just as in counter strike the way a player moves before firing will make allot of difference on the target being hit or not. In this game that level of depth would have to come through. I think we have some information on how objects behave in space, to model the phsyics well and then to drop a spaceship with thrusters and some imaginative cannons would be blast if you ask me, and to make this fly might be a bigger challenge than one might imagine. To model things like gravity (if you are near big objects), I am sure there are many variables that exist in space flight and getting something to fly straight. And again it doesn't have to be real, it just has to be cohesive. I think depth is the key, a game like Freespace 2 might have gone to 90% of what I'm talking about, but that extra 10% would be the little subtleties that would immerse a player into the game, give the player the extra sense of control, getting closer to complete control of the system [spaceship] within which they exist within the game (in other games: the character in counterstrike, the KA-50 in Blackshark).
I have been playing computer games since I first had a computer, and as a lover of simulation games it is not really the idea of playing a game that very accurately replicates a real situation that appeals to me, but rather the idea of a game that creates a system within which there are no gaps, within which the player has maximum control. Shame the pc gaming industry is mostly dead, I think it would have responded very well to such a simulation as Black Shark.