I hate supercruise

Just to be devil's advocate, I don't understand the distances argument. We've made up light speed travel. Why not simply have two speeds, standard and jump-space? Why can we not simply be jumping from wherever to wherever? Or from wherever to nav beacons placed at numerous and varied locations throughout known space? What 34th century rule is there in tech that jump drives are only capable of jumping from anywhere to directly in front of one star per system? The argument seems strong for this type of thing in untraveled systems, but not populated ones. That being said I'm not vehemently opposed to the SC, it just seems odd.

It's the rules as set down by The Braben, blessed be His name.:p It's how the designer envisioned it. There's no "rule" per se, just how Mr. Braben and team designed the game. And I'm glad he designed it this way. I think SC is great. Sure, it can get boring at times. This is space travel, after all. Try jumping into the Proxima Centauri system sometime (or don't, actually, you'll be bored to tears). One of the stations is .22 ly from the jump in point. Takes 90 minutes to fly there. I was up to 1700c at one point.
 
If you don't like long supercruise use thrudd's trading tool.

It has the station distance included in the data for each system. So you don't have to do a bunch of calculations from the system map to figure it out. Quite handy and easy enough to check being a web based too. You can do it on your phone or tablet.
 


It's the rules as set down by The Braben, blessed be His name.:p It's how the designer envisioned it. There's no "rule" per se, just how Mr. Braben and team designed the game. And I'm glad he designed it this way. I think SC is great. Sure, it can get boring at times. This is space travel, after all. Try jumping into the Proxima Centauri system sometime (or don't, actually, you'll be bored to tears). One of the stations is .22 ly from the jump in point. Takes 90 minutes to fly there. I was up to 1700c at one point.
Actually, they explain it more than once... of course people whose attention spans are compromised by a 3-5min SuperCruise won't actually read that stuff. It's not "simply" Mr. Brabens weird mind.

You Always(!) end up in front of a star as the JUMP needs to have a Mass (as in huge gravitational object) to lock on to. A planet won't suffice, and neither a station.
I'm not sure, if the gravity well of the sun is "pulling" you out of SC or the nav buoy triggers the exit, but they actually thought about it, and at least "made up" a mock logical explanation.
 
I love supercruise. This is essention of this game.

I never saw better space-travel method in any game. It giving pleasure of travelling.
 
Personally I like overshooting, now and then, space tires squealing - sort of like an Ervate Drift.

Me too, makes it more interesting! On release week I moaned about SC, but now I live in a system which has only short hops to the Docking stations its fine and dandy, I think it was only that starting system where you had a 100,000ls journey to the port and it took forever that soured it for me.
 
This thread keeps staying up, so I finally succumbed to the cries of anguish within and fixed the title. Sorry for possible confusion.
 
Me too, makes it more interesting! On release week I moaned about SC, but now I live in a system which has only short hops to the Docking stations its fine and dandy, I think it was only that starting system where you had a 100,000ls journey to the port and it took forever that soured it for me.

Yeah, going back to what I said earlier in the thread - it's actually fun to play around in SC. Sure, flying more than 1500Ls can be tedious - that's when you look at your routes/map, check the forums, arrange your playlist etc... Anything under 1000Ls or so and you're mainly figuring out the quickest way you can go by manipulating speed and vector.

Coming back on yourself seems to bleed off speed more than simple deceleration, and pulling into a planet's gravity even more so. It's hard to get right (I wonder if some new HUD feature could alleviate that a bit, providing more information on deceleration, vectors and ETA, like some sort of vector approach/ILS HUD), but when you do, it's very possible to hurtle towards a station/planet, and curve around the planet, pulling out and letting gravity slow you down at an accelerated rate - with the upshot that you're more likely to overshoot or end up waiting for the FSD cooldown after getting too close to the planet...

But when you get it right it's fantastic, just like nailing a 4 boost docking manoeuvre in a Clipper - hairy but so, so satisfying.

I don't know how they'll alleviate the long distance issue - because travelling over a few thousand Ls is a bore, and moreover, waters down any profit that was to be made from the trip. Something needs to be done about that, but I'm not really sure if the market needs a change or is SC will need changing - either way, some love for the long distance systems would be nice.
 
ED is A SPACE SIMULATOR...FD has made concessions to make ED more fun for the massess but simulators dont hold your hand.

No. The devs in the past have quite clearly stated that the game is NOT a 'sim', and for all kinds of reasons.

Non-newtonian physics, speed limits, 'planes in space' yaw nerf, lack of HUD vectors, space dust, etc.

I would sincerely hope for anybody that wants to play the game that Frontier has made 'concessions to the masses' (what a novel concept!)

Because otherwise, the servers will get switched off when the playerbase dwindles to the last few loyal ultra fans.
 
No. The devs in the past have quite clearly stated that the game is NOT a 'sim', and for all kinds of reasons.

Non-newtonian physics, speed limits, 'planes in space' yaw nerf, lack of HUD vectors, space dust, etc.

I would sincerely hope for anybody that wants to play the game that Frontier has made 'concessions to the masses' (what a novel concept!)

Because otherwise, the servers will get switched off when the playerbase dwindles to the last few loyal ultra fans.

Speed limits, sure. most of the other things I can't address, but the physics are totally Newtonian. It's a fly-by-wire system. You turn flight assist off and you have TOTAL CONTROL of everything except maybe speed. You roll left, you keep rolling left until you counter that motion with a roll right. You pitch up, you continue to tumble nose over tail until you apply downward force to the pitch. Using flight assist is the standard way to play, of course. But there are times when I switch off flight assist when lining up for docking. It makes it easier because I can turn my ship without affecting the direction it's going.
 


Speed limits, sure. most of the other things I can't address, but the physics are totally Newtonian. It's a fly-by-wire system. You turn flight assist off and you have TOTAL CONTROL of everything except maybe speed. You roll left, you keep rolling left until you counter that motion with a roll right. You pitch up, you continue to tumble nose over tail until you apply downward force to the pitch. Using flight assist is the standard way to play, of course. But there are times when I switch off flight assist when lining up for docking. It makes it easier because I can turn my ship without affecting the direction it's going.
Speed in any axis is cumulative - the longer you apply thrust, the faster you fly, roll, yaw or whatever.

This is how normal objects behave.

Does your ship behave like a normal object when flight assist's supposedly disabled? Because mine certainly doesn't.

F=MA, P=MV, KE = MV^2, unless you're playing Elite Dangerous, in which case all that goes straight out the window.

ED doesn't fly properly - doesn't even spin properly. If anything, the only thing spinning is a large wooden box 6ft under Westminster Abbey.

Flight assist should be re-labelled with 'low' and 'high' settings, instead of on or off.
 
Speed in any axis is cumulative - the longer you apply thrust, the faster you fly, roll, yaw or whatever.

This is how normal objects behave.

Does your ship behave like a normal object when flight assist's supposedly disabled? Because mine certainly doesn't.

F=MA, P=MV, KE = MV^2, unless you're playing Elite Dangerous, in which case all that goes straight out the window.

ED doesn't fly properly - doesn't even spin properly. If anything, the only thing spinning is a large wooden box 6ft under Westminster Abbey.

Flight assist should be re-labelled with 'low' and 'high' settings, instead of on or off.

I said speed doesn't work right. But with flight assist off, it rolls and pitches correctly. Maybe a bit slow on pitch and yaw, but it maintains the same speed as it had when you release the control until you apply opposite force. Although I do agree that I can't seem to get it to come to a dead stop. But pretty close.

And yes. except for speed, my ship behaves like a normal object when flight assist is off.
 
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I said speed doesn't work right. But with flight assist off, it rolls and pitches correctly. Maybe a bit slow on pitch and yaw, but it maintains the same speed as it had when you release the control until you apply opposite force. Although I do agree that I can't seem to get it to come to a dead stop. But pretty close.

And yes. except for speed, my ship behaves like a normal object when flight assist is off.

Seriously, it really doesn't.

The 'N' wars need not be restarted. Your ship does not behave in an 'N' fashion.

Edit: I tried to rep Mr Vibrating, but apparently I've repped too much recently. Sigh.
 
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or pretty much any other "space pilot" game. Seriously, how many, if any, other games have what you seem to be looking for?
You mean flight assist 'off'? Only ED. Except it's not off, is it - speed doesn't accumulate in any axis. Your thrusters are still applying counter-thrust, even when they're supposedly disabled.

FE2/FFE, Pioneer etc. have cumulative linear velocity, but here we don't even have that...

LOL you make it sound as though i'm "asking for" the Earth... but it's a simple thing. Not as though i'm expecting the engine to solve the field equations in 10 dimensions. Just X=X+1. If only for FA: off mode.
 
can I please just get to my destination rather than all this going past it turn around 5 times before I manage to get there.

Yes supercruise is a pita. In particular when looking for a particular USS... where is the gravity for the USS?
 
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or pretty much any other "space pilot" game. Seriously, how many, if any, other games have what you seem to be looking for?

It works fine in Kerbal Space Program though.

Anyway i have yet to master helix of death approach.
I'm getting better at planet gravity well braking.
I'm good at spiral approach but i don't know if it's faster, also not very usable in truck class ships, but it's good for nimble small ships.

Hmm if only i had manual SC mode where the only slowdown is gravity well slowdown, so i could zoom around target like it's nothing.

Supercruise assist off. :D
 
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