I solved part of it... The problem was the amount of force being applied.
When I set it to a normal amount of force (250-400, about the same amount the ship gets when you're thrusting) the ship refused to move. But if I upped that amount to say, 100,000 -- suddenly the ship moved just a little bit as desired.
I think this might have to do with the amount of time before the bullet is destroyed (a tick, two?) -- Because when I removed the bullet destroy action and just let the bullet fly right through the player's ship, suddenly the ship would move -- even at low force values of 200 or so... I *think* because the bullet and ship are interacting for more ticks in that scenario. (This is all just my guess, what the hell do I know??)
Anyway, the code to move the ship now looks like this:
Ship1: Add force 100,000 towards (Ship1.X + cos(Bullet.Angle), Ship1.Y + sin(Bullet.Angle))
Seems to work anyway...
But I also need to apply some amount of torque to the ship so it's angle is changed as well as it's force... The net result of these two lines of code should be a physics version of the "bounce" action from custom movement.
Unfortunately, I can't figure out how to calculate the angle of the bullet vs the angle of the ship to make that torque direction look believable.
Is there a way to do that?? I'm guessing by using math which I suck at?? Thoughts???