Supercruise and Time Dilation

Wouldn't it be cool to see the celestial bodies move as they actually would if we approached them in FTL in-system frame-shift drive?

I will give the scientific background below, first a summary of the idea.

Proposal: We don't see celestial bodies as they are, we see them as they were when the light started traveling towards us. An object 600 light seconds away appears to be as it was 10 minutes ago. As we travel faster than light, we move through the light that the object emitted; for example, if we travel 10C, the object we're flying towards would appear as if moving 10 times faster.

Visual: planets would rotate faster, satellites would spin visibly around their gas giant as we approach, or move backwards if we travel away, and return to their position if we go back towards them.

Concordance: the actual coordinates of bodies is computed as now; it's just the visual representation that changes depending with the current distance.

No game mechanic change: This needs not to apply to other objects in frameshift drive, as they are already supposed to move "outside the space-time continuum", so we could simply ignore time dilation for other objects in FTL -- no change in-game to piracy or interdiction mechanics needed.

Technical: Only the visual representation of stationary objects would require adjustment. ED already computes the actual movement of the bodies, and does so with a somewhat precise accuracy. I think there is a tick in the simulation of the positions of bodies every minute. Absolute precision is not necessary, a linear interpolation of the expected position at light-time distance would be more than enough to give the effect.

Navigation: very little would actually change: in manual navigation, we already need to perform constant adjustments to follow the objects we point to, and in FSD assist the computer would simply point at the object where it appears to be from our current position, following the change in apparent position more or less as it does now. The only difference would be that we may 1) need to be a bit more pro-active in following static objects as they change position through time dilation and 2) see some subtle re-alignment of satellites and planet rotations as we approach them -- OR, and that's what I really like -- learn to anticipate where an object will be as we reach it.
[This may be very subtle: let's consider for example a planetary system 6kls out; that's 100 minutes. This means that when we reach the destination, the target planet will be where it would have moved in 100 minutes, or 1h20m, which I expect to be 1-10 planetary sizes. It may be barely noticeable, but noticeable enough in the orbit of its satellites that appear to subtly move as we approach].

Scientific background: There are two possible reasons why we observe a finite speed of light.
1) Either the universe is actually a space-time continuum, where every point is defined by 3 spatial and 1 temporal dimension, which causes objects in different places to experience also different times, or
2) There is a limit to the speed at which a change can be transmitted from a plank-size quantum to another -- in which case, we can REPRESENT the structure of the universe AS IF it was a spacetime continuum.

In both cases, general relativity provides a mathematical/geometrical 4-dimensional representation of the universe as space-time, which is in case 1 exactly matching the ontology of the universe, and in case 2 representing it well enough at a macroscopic scale to match our computations with the observed effects.

As we travel faster and faster through space, we also travel through time. Proxima Centauri is not "just" 4.2 light years away, it is ACTUALLY 4.2 YEARS away in time. Moving at the speed of light means to arrive there INSTANTLY, and INSTANTLY move into the TIME of Proxima Centauri, which is 4.2 years away from our time.

Now, this would be impractical in-game: things happening at a every starport would actually happen at different times: you subscribe for a community goal that lasts a week, go get some cargo in a system 40ly away, and when you come back to deposit it after 5 minutes on that same starport, 80 years have passed.

For this reason, we can imagine that hyperspace jump break the space-time continuum somehow.

However, the in-system FSD works differently, and time dilation through destinations is still acceptable. Moreover, seeing the system spin faster as we approach or return back to what it was when we move away would be incredibly cool :).
 
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Let me leave the actual physics of a presumed Alcubierre type drive aside for a moment1. Just how fast would an observable object travel? Earth does roughly 1 degree of orbit per day, and you fly out to her from the jump-in point in either 400 lightseconds or maybe 1 minute of real time. During those 6 minutes, Earth will have covered 1/240 degrees of her orbit. Do you think that sort of movement would actually be visible?

1 i.e., I can't be bothered with it.
 
I know - there are a few new stations around Neutron stars and black holes that complete their orbit in less than a minute. But at the ponint where their position actually gets resolved from their parent body and you have a chance of seeing them move - how close are you and how fast are you moving?

Usually, every time I actually can see a body/station moving, I have to be close enough to also be deep inside the parent bodies' gravitational field, so my speed is <<c.
 
Bodies do move. And those that move quickly are entirely perceptible. It's not uncommon to have to "chase" a station on approach in supercruise.
Mitterand Hollow.
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Noticed too. Bodies do move, mainly interest points and stations; they appear to stop moving when you are in drop range, but I think it's due to the normal simulation rather to a time dilation mechanics.
Truth to be told, that's what prompted me to think it would be cool to have a real time dilation visual in-system FSD. Little would change with respect to how things work now. Just you may notice some planet-satellite sub-system to be a bit less static as you approach, and maybe, you may notice planets spinning a bit as you approach the surface (if they are small and rotate fast enough).

That would be a subtle effect, but not more subtle than noticing the stars outside the cockpit are actually the constellations we observe from Earth (if you are near the Sun system). Or the darkening of the view if you turn too sharp in a planet flight (excessive G force).

I think it would be an additional piece of realism that would go unnoticed for most, but would cause awe in any player noticing it.
 
Technical: Only the visual representation of stationary objects would require adjustment.

It would be a royal pain in the butt to implement, actually. A planet you see is implemented as an object in scene graph, and basically your proposal requires recalculation of ALL system bodies every frame while you fly around. It could also be disorienting. For fast moving bodies this will be worse, as you'll be chasing things that aren't there.

There is also matter of NPC ships which should also be subject to time dilation.
 
It would be a royal pain in the butt to implement, actually. A planet you see is implemented as an object in scene graph, and basically your proposal requires recalculation of ALL system bodies every frame while you fly around. It could also be disorienting. For fast moving bodies this will be worse, as you'll be chasing things that aren't there.

There is also matter of NPC ships which should also be subject to time dilation.
1) as for the implementation, The simulation already does that. Objects already move in real time, you can verify that when chasing a starport (because it actually moves quite fast w/respect to the planet around where it orbits), and it suddenly stop moving as you enter its reference frame -- as noticed by other posts in this thread too. So, all you have to do computation-wise is adding a factor on the computation of where you see astral bodies in their orbit depending on the distance in light second; very trivial.

2) The chasing effect would be there, but minimal, again not harder than chasing a POI or a starport orbiting around a planet right now. You do it without even noticing when manual, and it's done for you in autocruise. Also, the effect would be negligible when getting near, i.e. when precision counts.

3) as for the NPC, I already specified they're in FSD too, so relativity doesn't count for them, we'd just leave them as they are RN.
 
1) as for the implementation, The simulation already does that. Objects already move in real time,
It doesn't. Instead of normal process, where you calculate absolute position of a planet with a formula, you would need to iteratively resolve the position, because planets move in curved path. I.e. start with absolute position, calculate light delay, adjust perceived position, repeat the process for perceived position several times, until error becomes small. This is very different from what the game does with orbits normally.

However. The problem is that on solar system scale the effect is too small. I asked a chatbot about details, it responded with this:

---
  • Small Angular Shifts: Let's calculate some examples:
    • Jupiter seen from Earth (Avg Distance ~5 AU, Δt ~33 mins = 1980s, v_transverse ~13 km/s):
      Displacement = 13 km/s * 1980 s ≈ 25,740 km
      Angular Shift ≈ (25,740 km) / (750,000,000 km) ≈ 0.0000343 radians ≈ 0.002 degrees.
      This is far smaller than the resolution of the human eye (about 0.02-0.03 degrees for sharp vision). Jupiter itself is only about 0.01 degrees across!
    • Mars at Opposition (Close Approach ~0.5 AU, Δt ~4 mins = 240s, v_transverse ~24 km/s):
      Displacement = 24 km/s * 240 s ≈ 5,760 km
      Angular Shift ≈ (5,760 km) / (75,000,000 km) ≈ 0.0000768 radians ≈ 0.0044 degrees.
      Still only about 1/5th the apparent size of Mars (0.006-0.007 degrees) and well below human visual acuity.
    • The Moon (Distance ~1.3 light-seconds, v_transverse ~1 km/s):
      Displacement = 1 km/s * 1.3 s ≈ 1.3 km
      Angular Shift ≈ (1.3 km) / (384,000 km) ≈ 0.0000034 radians ≈ 0.0002 degrees.
      Completely imperceptible.
---

You're free to verify the numbers. The conclusion is you won't see a difference.

It would become much more interesting at galactic scale, but see the point about about resolving position. At galactic scale it will become incredibly complex.
 
I'd like to see this on an interstellar level. Like, if there was a recent supernova you could go to a system several ightyears away and see the star as it used to be, then see it become a black hole as you jump closer to it. You could have scheduled tourist trips to nearby star systems timed to take place as the light from the explosion reached them, so that passengers could witness the event 'live'.
 
Y'all took a hell of a round the houses way to work out that if you fly from a star to a body 499ls out, you'll only see that body apparently move 499 seconds along the orbit. It's really not gonna make a difference at system scales. The orbital period of a body 499ls out is about a year. Because guess how far out the Earth is.
 
In a single-player game, this could be a feasible idea, but not in a multiplayer game where everyone has to be in sync with the in-game time.
 
In a single-player game, this could be a feasible idea, but not in a multiplayer game where everyone has to be in sync with the in-game time.
I don't think the idea is terribly likely to be implemented (in fact the devs probably thought about it years ago and chose "no") but there wouldn't be any sync issues because it's purely about where the body/object would be drawn on the screen - not where it actually is in space.
 
Does anyone know by what means we travel near, at and beyond 1c ingame. Is it like Warp in Star Trek by distorting the shape of the space-time continuum locally, do we fold space like in Dune (most likely not since that rather relates to “teleportation” then actual traveling through space - "traveling without moving") or some other form of hyperspace-travel - how does it ‘work’ in ED?

I’m just guessing here, but wouldn't the different forms of superluminal travel have different effects on light?
 
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Does anyone know by what means we travel near, at and beyond 1c ingame. Is it like Warp in Star Trek by distorting the shape of the space-time continuum locally, do we fold space like in Dune (most likely not since that rather relates to “teleportation” then actual traveling through space - "traveling without moving") or some other form of hyperspace-travel - how does it ‘work’ in ED?

I’m just guessing here, but wouldn't the different forms of superluminal travel have different effects on light?
It is supposed to be based on this concept
 
Explain to me how we can accelerate factors of c in mere seconds without becoming a stain on the cabin door, then we can move onto other matters. XD
Based on the name of the drive, I think the concept is that it shifts the frame of reference around you, kind-of like you're standing still and the universe is moving. Does it make sense? Who knows!
 
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