Flight Assist and Planetary Landings
Knowing this subject's come up a time or two, I wondered whether it would be better to start a new thread or add to an existing one, and it's probable I made the wrong decision.
My reasoning was this: I do want to make a point that others have made, but I also wanted to make a lesser suggestion and ask a question; so I decided to err in this direction.
Getting on with it, my only gripe about this otherwise very impressive game is the flight dynamic. I want to add my voice to those who've asked for a de-linking of the Flight Assist functions. I'd like to see FA given separate modes for rotation thrust damping only, linear thrust damping only, both on or all off. I'm working on learning to fly without FA, just because I want to, and I rarely switch it on unless I've really screwed things up. But I can't shake the sense that it's far more difficult than it ought to be or could be. It does impact on the immersion for me, because rotation damping is a basic gyro mechanism. There's just no good reason why ships in 3300 wouldn't be able to do it, and it's a pretty frustrating lack.
But okay, say we don't want to decouple these functions, and Flight Assist will stay mostly as it is. What about this: add in a Kill Rotation function (a la Martin Schweiger's 'Orbiter') - a keypress that, when activated, will stop all rotation but will then release, putting the ship back to full FA:Off? I know that switching FA back on will do this, but it also kills linear motion and puts the ship back into aeroplane mode until it's turned back off. If you do it quickly it can work fairly well, but again, it just seems more difficult than it needs to be.
All right, so assuming we don't even want a Kill Rotation key. What about this: allow the inversion of the 'Hold' function on Flight Assist Off? So that Flight Assist only activates when the button is held down, rather than switching off while the button is held down? (If this feature is present already, I missed it, so I'd appreciate a pointer).
Finally, a vaguely related question:
Given the current flight dynamic, and the suggestion that a future patch will introduce seamless planetary landings, I'm curious how we think they're going to be seamless.
At the moment, the flight model denies access to a large band of speeds. Bearing in mind I've only flown cheap ships so far, my normal-thrust speed tops out at around 300 m/s - but my minimum speed in supercruise is 30 km/s. The former seems far too slow to make approaching and landing on planets anything but a trudge, while the latter is far too fast to manage an approach. So given the condition that landings will be seamless - i.e., the game won't just flick from 'in space' to 'in atmosphere' like 'Evochron: Mercenary' does - how will ED implement this?