For the love of god please fix Scarab Maneuverability

I suppose it makes a fine toy for those interested in treating a land vehicle as a jump jet acrobat, but for the bottom tier transport vehicle responsible for scanning, prospecting, running guardian ruins, and getting a player to and from exobiologiy scans, it is not a user friendly rover.

You have to remember that it is the first rover (like a sidewinder) a player will be introduced to, and use as transport.

From a player progression game design perspective - do you really think this should be the starter vehicle? Do you think it should be the only land vehicle equipped with a scanner?

I have asbolutely completed dozens of data runs at science bases, requiring hops, glides, and in air pirouettes - and for those specific carnival ride designed missions, the above ground and skipping maneverability is necessary if not enjoyable.

However, for the bottom end gunt task of getting from A to B, scanning along the way, without having to deal with erratic slide outs, tumbles, stops (this rock will stop you while that one won't, or this has renderered in and this hasn't) the Scarab is a finicky pain in the neck.

Heck, introduce a sports version with the characteristics you love so much and a basic grinder for players that just want to get the job done.

Listing all of the special ways a player can skill up and learn to cope with the quirks of the Scarab, reminds me of all of the FA off bullies, or the gankers blaming people for leaving Open.

The game is in a very mature state with mild updates to be forthcoming, and I don't see any changes for the Scarab on the horizon. Just know that your passionate and successful pursuit of preserving your toy left a lot of players out in the cold.
You need a nimble offroad that can get places. This is the very basic use of the SRV: Exploration. It'd be godawful if mats were cargo, but someone in the design team for engineers actually had a brain because they knew what they wanted in terms of gameplay and they didn't compromise it with engineer stuff. The SRV is the perfect starter vehicle. Imo, engineers should have solely bound to mine and find stuff with the SRV - it was the most promising gameloop item of Horizons. The scanner idea is sublime.
 
Is that something only a few players have achieved or is it possible to an average-skilled SRV driver?
I confess I haven't actually done it myself but (depending on the gravity) you need to be able to get the SRV's speed up to well over 250m/s, stringing together an uninterrputed series of bigger and bigger bounces until finally you don't come back down again. If you judge it just right you can then go into stable orbit and even eventually come back down again. More typically people tend to to over do it, exit the orbital cruise zone (where all the SRV's controls cut out) and then drift off into space. The latter isn't necessarily the end tho - Malic (and a few others) have flown across to other planets or through rings, at least one player got his mates to bat his SRV in through the mailslot of a space station, and Disemboweled Ego famously yeeted his SRV across to the permit locked planet that would eventually be the site for the Proteus Wave (before FD got wind of that and permit locked his launch planet too).
 
Is that something only a few players have achieved or is it possible to an average-skilled SRV driver?
It's a challenge, so the average-skilled SRV driver will need some time in order to succeed.
In addition to Alec's overview - it becomes somewhat easier if you start from a low-g planet and either have high (and I mean HIGH) mountains to start from (don't know if any of these even exist in Odyssey) and/or a powerful geyser to give you a boost.
If you Google "elite dangerous srv into orbit", you'll get quite a few hits.
 
You cannot put any difficulty requirements to that, because the game's designers haven't designed that. Such possibilities happen to exist in the game just by chance, so they are what they are.
That doesn't make much sense. It was discovered by a someone that was able to drive the SRV fast enough to leave the planet, which arguably requires some skill. Whether it was deliberately added to the game or not is irrelevant. That's the great thing about a sandbox.
 
You cannot put any difficulty requirements to that, because the game's designers haven't designed that. Such possibilities happen to exist in the game just by chance, so they are what they are.
It is pushing boundaries when playing. Pushing games to limits is why rocket jumping exists. It is why people do speedruns. This is the real meaning of "emergent gameplay".
 
I say it's just another example how technological knowledge degraded over the centuries :)

Making a tight turn at 30 m/s (108 km/h, 67mph) with only 0.05g downdraft is tricky in any case, but with a few small thrusters here and gyros there, auto-levelling should be easy enough to provide.



No. It would stop trying to bump into the same little rock over and over again. With the assist off, you need to keep a foot on the pedal to drive and don't set a constant throttle.
I am a mouse and keyboard Cmdr. I turned off drive assist. I have my SRV setup just like my ship controls: "W" goes forward but when I press "W" it wants to do 30...not gradually....but NOW! Which is almost as bad as using drive assists....and stop? I really think hateful things about whomever software engineered the driving mechanics.
 
I am a mouse and keyboard Cmdr. I turned off drive assist. I have my SRV setup just like my ship controls: "W" goes forward but when I press "W" it wants to do 30...not gradually....but NOW! Which is almost as bad as using drive assists....and stop? I really think hateful things about whomever software engineered the driving mechanics.
Have you tried going to (from the main menu) Options, Controls, SRV Controls then selecting the + next to Drive throttle and changing the SRV throttle increments to continuous
 
Maybe my perspective is coloured by the fact I use a HOTAS to control it, but I think that the SRV handles surprisingly well when it's barrelling along in low gravity across rough icy terrain at 67 mph. After hundreds of hours driving the thing, the only aspect of the SRV's handling I can't get over is the weird interaction between the wheels and the ground mentioned by @DemiserofD on the previous page. It behaves totally backwards to how it has in every other game I've played with drivable off-road vehicles.

My general response to this so far has been,

1) It's better to fly if you can. If speed is of the essence, use the jump jets to hop between rough patches of ground and over small cliffs.

1) Don't go flat-out on the throttle, unless ground conditions are smooth enough to permit doing so without constantly spinning out. Keep an eye out for large rocks and similar obstacles and be prepared to activate the jump jets to avoid them.

2) If the SRV starts spinning out, hit the reverse gear to slow down and avoid becoming completely disoriented. Being in reverse gear in these situations kinda-sort of fixes the tendency for the SRV to move opposite to your intended steering.
 
My CH Flightstick Pro doesn't have that twist. :) I use my CH Pro Throttle for throttle.
Get yourself some CH Pedals to complete the set. Steer with those. It works brilliantly.

I steer my SRV with CH Pedals, and this matches the muscle-memory of using them for the yaw axis in my ship, so it comes naturally. Doing this also frees up my right hand to look around me using the mouse while I’m driving, which is a pleasure. I don‘t use my CH joystick (Combatstick) while driving the SRV, except when aiming and shooting at something with the plasma-repeater turret which is very effectively controlled with a joystick (my right hand transitions easily from mouse to joystick when I switch to turret mode).

I use the mini-stick on my CH Throttle for the SRV’s thrusters, which again exactly matches translational thruster control (vertical/horizontal/diagonal) on my ship. So again no seperate muscle-memory to develop there.

You should give it a try.
 
2) If the SRV starts spinning out, hit the reverse gear to slow down and avoid becoming completely disoriented. Being in reverse gear in these situations kinda-sort of fixes the tendency for the SRV to move opposite to your intended steering.
Counter-steer works to limit spinning (it'll often turn it into a slide, which can then be recovered without losing much speed). Handbrake can help in some situations.
 
Counter-steer works to limit spinning (it'll often turn it into a slide, which can then be recovered without losing much speed). Handbrake can help in some situations.

I'll give the counter-steering a try next time I'm driving. My instinct is, if I start spinning out to the left, is try to correct it by throttling down and turning right, which usually just means I turn left even harder (huh?!). Hitting the reverse at least stops the counter-intuitive turning response.
 
, if I start spinning out to the left, is try to correct it by throttling down and turning right, which usually just means I turn left even harder (huh?!).
Pretty sure that's what I do except for the dethrottle (and that's what countersteering is, though more commonly used for motorbikes - pushing the left handlebar forward [which turns the wheel to the right] starts you turning to the left).

My throttle is nearly always pinned. I suspect releasing the throttle is not what you want to do. :)
 
Pretty sure that's what I do except for the dethrottle (and that's what countersteering is, though more commonly used for motorbikes - pushing the left handlebar forward [which turns the wheel to the right] starts you turning to the left).

My throttle is nearly always pinned. I suspect releasing the throttle is not what you want to do. :)
Fun irl fact, to turn even bicycle you need small amount of countersteering. Saw nice youtube video about that. They made special bike which allows locking the direction of handlebar. Say like you can turn it only to right....and then they asked test subjects to turn bike to right. Everyone of them fell....
 
Maybe my perspective is coloured by the fact I use a HOTAS to control it, but I think that the SRV handles surprisingly well when it's barrelling along in low gravity across rough icy terrain at 67 mph. After hundreds of hours driving the thing, the only aspect of the SRV's handling I can't get over is the weird interaction between the wheels and the ground mentioned by @DemiserofD on the previous page. It behaves totally backwards to how it has in every other game I've played with drivable off-road vehicles.

My general response to this so far has been,

1) It's better to fly if you can. If speed is of the essence, use the jump jets to hop between rough patches of ground and over small cliffs.

1) Don't go flat-out on the throttle, unless ground conditions are smooth enough to permit doing so without constantly spinning out. Keep an eye out for large rocks and similar obstacles and be prepared to activate the jump jets to avoid them.

2) If the SRV starts spinning out, hit the reverse gear to slow down and avoid becoming completely disoriented. Being in reverse gear in these situations kinda-sort of fixes the tendency for the SRV to move opposite to your intended steering.
Hmm, I've never tried trowing it in reverse to get out of a spin. I drive a manual car so it hurts just thinking about it but I'll give it a try. One thing I've noticed about the SRV and the one thing I wish they'd change (aside from giving it a muffler anyway) is the scripted responses to traction. Once the SRV reaches a certain lateral velocity and degree of rotation there seems to me no way to pull it out of the spin. The most annoying part is the end when it comes to a full stop. In racing games if you spin out, you can just continue the spin and right the car after you've lost enough speed to regain traction and continue forward. Not with the SRV though, not even on ice in 0.02 G. You can't even do donuts, just 180s. If they removed the end of that script, I'd be happy, even if it sends me off a cliff sideways... which it probably would.
 
Back
Top Bottom