Does anyone remember when?

ED is still a great space simulator in many ways, just not what I like or was promised at the KS, I never understood why an auto pilot never was added?
I don’t remember an auto-pilot being mentioned at KS, but that was a long time ago.

Doesn’t the ship ‘auto-pilot’ is you choose to pilot your ship borne fighter!
 
It's a space flight and combat sim, they've already added supercruise assist and even auto-launch to go with auto-dock. If they remove all flying of your ship, then what's the game meant to be about?
in MS Flight SIM, i can use a full autopilot so what is flying a airplane in a REAL simulator all about? I found that question mute to be honest, people can use it or not, nothing is take from other players and it was in the original Elite game, and the combat is just very very basic to be honest and need a lot of development.

I don’t remember an auto-pilot being mentioned at KS, but that was a long time ago.
it was a part of the wish to have multiple star jump automated, like robotic crew members etc. a lot was cut and a lot no one ask for was added.
 
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Not sure if this is sarcasm or for real?
I used the words game and sim as people call it what they want to. So if I call it a game others may say it's a sim. if I call it a sim, others may say say it's a game. I'm not bothered what others want to call it, each to their own but it is a brilliant piece of coding. No other game/sim captures me like this software and I have a lot of tripe which I have wasted money on but certainly not this one.
For me it's a simulation of life in space with a full to scale galaxy. The devs have the flight mechanics spot on in my opinion, making the game an enjoyable experience. Unfortunately for me, and I will guess that the vast majority of us don't possess the skills of Buzz Aldrin.
 
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I think the auto dock was in at the start.
Supercuise Assist was a later QoL addition.
It was as you said. In addition, it was quite famous how it could kill ship while docking (bumpin into station walls or not hitting mailslot), due it had not worked as "expected" at first, and for quite of while too... it took a lot of time and patches to get it "right" for Fdevs.

Supercruz assist and adv. dockin comp, was added few years later after relase, certainly quite bit of time after horizons launch.









Meanwhile, a moment of silence for memory of galaxy map route ploter, wich had like 100ly range(at relase), and it took about month or two to get that patched, extended into 1000ly, wich still did not work in core, where is extreme amount of stars per sector cube, and we had to manually jump by selecting each star. Getting into SagitA* was pain, once inside core.

Or 30-40 SCB python or conda bulids in first months of relase. Orginal pre-nerf python too. At un-engineered era, relase version of python was SSS+ tier ship, compared to rest, and only conda was able to challenge it, yet I think python was better(it could match it at amout of SCB's, well as it was a lot faster and handled like stock viper). Later on, with relase of HRP's and MRP's along shield boosters but before horizons, the hulltank meta too. Also railguns only had 31 ammo back then, do not foget about these too, when vulture and FDL was added in first as well. Orginal pre-buff FDL was diffrent beast too, with size less plant and it handled more like mamba, and it required actuall power managment.


Notable old CG's would be the first one after wings update, the first conflict of Lugh. It was first CG after we, cmdrs gained ablility to wing up, and it was first time when I died and tasted defeat in PVP combat, where conflict zones was full of cmdrs of both sides. Fun times.



Anyone recalls any of it?
 
It was as you said. In addition, it was quite famous how it could kill ship while docking (bumpin into station walls or not hitting mailslot), due it had not worked as "expected" at first, and for quite of while too... it took a lot of time and patches to get it "right" for Fdevs.
It's still broken. Auto-launch with a laden T-9 often rams you repeatedly into the wall below the slot.
 
Meanwhile, a moment of silence for memory of galaxy map route ploter, wich had like 100ly range(at relase), and it took about month or two to get that patched, extended into 1000ly, wich still did not work in core, where is extreme amount of stars per sector cube, and we had to manually jump by selecting each star. Getting into SagitA* was pain, once inside core.
I wonder if it was just inefficient or whether or not it was actually trying to calculate the optimum route, which is actually a very difficult computing-intensive problem, and was replaced with one that wasn't quite optimum but was perfectly adequate in the vast majority of cases.
 
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