The timer is worse than pointless...

Actually, I'm pretty sure that the documentation says that the timer displays how long it will take you to reach your destination at your current velocity. Since your auto-throttle is constantly adjusting your velocity, it leads to a perceived inaccuracy in the timer. I bet if you get close to target, then throttle back to minimum 30kms, the timer will accurately count down second by second?

Very good point, also time dilatation.
 
If it was real physics the timer would reduce as you approached a destination with a constant acceleration (slowing down is still an acceleration) based on the force your ship's thrusters can exert on it's own mass.
Frontier give you this tool (which although inaccurate is nevertheless useful) to hide whatever toy physics their black-box FSD uses.

There are far worse issues in the game than this. ;)
 
This is pretty much how it worked in Elite 2 / 3. While I'd love that, it wouldn't be quite as interesting in this version, as our approach vectors are usually just straight lines, since gravity doesn't exert a force on us directly.

IMO, the problem with the timer is that it's either the wrong metric to use, or it's not correctly implemented - we fly in curved space due to effect of most object's mass on SC, but the timer assumes completely flat space. The timer really should either be improved to show 'time to destination at current throttle', or be replaced some other metric.

I beg to differ - I quite often use curved line approaches and myself would greatly benefit from knowing if the line I'm taking will let me land or take me on an approach that would end up overshooting.

I'm not entirely sure how gravity does work in SC, but I'm pretty sure it has an effect. Passing close to a planet certainly slows you down - I often use it when I know I'm going to overshoot - aim to skim past the planet surface causing the ship to decelerate much quicker than it would have in a straight line. Also avoiding masses is valuable, as is taking a perpendicular route to escape a body's gravity - if there's a planet between me and my destination, I will be taking a curved route around the planet to try and maintain distance and avoid any slow down in my SC speed...
 
Except it obviously isn't. If a timer reads 0:06 for one minute - that's accurate? Nothing to do with many forces at work, but shoddy programming at FD that doesn't take into account the variable speed that they have put into SC.

I am fine with removing it - sick of the sight of the thing - it clutters the target reticule unnecessarily.

You Misunderstand its function

It is a timer, but not a fixed timer i.e not a clock where it takes 1 minute for the second hand to go all the way round.

Its a "relative" timer saying how long you will reach your destination AT YOUR CURRENT SPEED.

As you accelerate/decelerate towards an object your speed is constantly changing, hence the timer adjusts to take into account this speed.

If you manually adjust the throttle to keep the same speed you will notice that the timer does go down, and it takes that time to reach your destination.
Doing this is rather pointless however because when you reach your destination you will be going too fast and shoot right past it.
 
man people cry about the wierdest things.. time/acceleration/distance are the 3 factors they have to account for, aside from max velocity, there is very little time in game when we are at a constant speed as we tend to be accelerating or slowing down, we are also constantly changing distance to target, so it makes sense that we have time to the target destination as that tends to be the most relevant value, especially as we are all governed more by time than anything else. but hey, to hell with a real scientific or mathmatical approach, lets dumb it down or make something up, we could even use crayons.
 
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Except it obviously isn't. If a timer reads 0:06 for one minute - that's accurate? Nothing to do with many forces at work, but shoddy programming at FD that doesn't take into account the variable speed that they have put into SC.

I am fine with removing it - sick of the sight of the thing - it clutters the target reticule unnecessarily.

I've generally found when the timer reads 0:06, it generally means 0:06. If it's taking much longer than that, it means you're taking the non-optimal "cruise control" method of throttling down to 75% at 0:07. I use the planet's mass shadow to decelerate my ship instead. It's a much faster way to slow down, and IMO a lot more fun too.

The problem isn't the timer. The problem is the fact that our ships don't stop on a dime. There is no way for the timer to take into account all the variables that are involved, including mass shadows, the amount of time it takes to decelerate, and how changing your throttle can affect that.
 
Having thought about this for... 10 minutes, this is something that I think I'd like to see implemented;

Rather than the simple timer, could we have an, er, approach vector display (if that's the right description)?

What I'm thinking is along the lines of the classic Aliens landing sequence "we're in the pipe, five by five" - very much like what's shown below:

View attachment 15688

So the two main things - your angle of deviation from the destination, and your speed, both can be more elaborately detailed in the rectangular path than with just numbers (plus it looks much prettier and more... "technical").

The rectangular path would show if you have the capability to change the craft orientation in time to reach the destination - heading straight to the target destination you would be in the middle fo the path. Veering off from the straight path would send you further towards the edge of the rectangular path - moving out of the path signifies that your craft does not have the turning speed at the current rate of deceleration to be able to pull back into line - so you must slow down or risk overshooting.

Speed (or more accurately your rate of deceleration) could be signified by rectangle colour, or distance apart - either way, a bold reference to your speed and whether you're over or under the optimal speed would be useful up on the main HUD screen as well as being down on your throttle near the scanner/radar.

The question then arises as to whether this could take into account gravitational forces from planets etc, and how easy it would be to implement given the framework that's already been set by FD.

It could also help with docking, giving the same kind of vector approach, warning if your current rate of acceleration is goign to throw you out of the "pipe" and smack into the station walls.

Maybe as an upgrade module, class 1 or 2, like the discovery scanner - not to take control of the ship like the docking computer, but to give guidelines which can help people dock more quickly and efficiently...?

e: granted the pic shown is of a planetary descent, but the vector approach would work equally as well for a station in orbit - or any other destination while n SC.

so you want something that LOOKS more technical, rather than the application of a proper physics model supported with real mathematics, and extra assist on landing, cos well, reasons of appearance again and simplification, lets take any sense of piloting skill out of an already pretty straight forward system, not too mention cluttering up the ui even more *throws hands in air and mumbles to ones self*
 
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the timer is the best and most useful thing ever!

Hit 75% throttle mapped button at 6s and it's smooth sailing to destination!
 
so you want something that LOOKS more technical, rather than the application of a proper physics model supported with real mathematics, and extra assist on landing, cos well, reasons of appearance again and simplification *throws hands in air and mumbles to ones self*

...I never said that my idea had to dumb down SC or eschew any physics models, or even change the way SC works other than giving some guidelines on when you're moving "out of the envelope". If anything it gives people the opportunity to use gravitational effects to their advantage as they'll be better able to visualise the effect planets have on their approach - something that is to all intents and purposes "invisible" right now.

How that can be construed as dumbing down is beyond me.
 
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...I never said that my idea had to dumb down SC or eschew any physics models, or even change the way SC works other than giving some guidelines on when you're moving "out of the envelope". If anything it gives people the opportunity to use gravitational effects to their advantage as they'll be better able to visualise the effect planets have on their approach - something that is to all intents and purposes "invisible" right now.

How that can be construed as dumbing down is beyond me.

because those factors are things that many players take the time to understand and utilise, and something all players should be learning, you know, as pilots, in a game that is about piloting ships in space.

*sorry for any ire that may be seeping through in my post, thats not aimed at you, only on my 2nd coffee of the day and the title of the thread irritated me lol
 
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You must not know about the 10-second rule. I found this in another thread, can't remember the author but wish I could give him credit for this very powerful information. When you're heading into a system at full SC throttle, just keep an eye on the time index so that when it reaches ten seconds :)10), you knock the throttle to 1/2 in the blue zone, or a hair under a half. That will start your deceleration (maybe sooner than you would have done) and give you a perfect vector into safe disengage range without having to fuss with the blue vertical lines. Try it! Works like a champ every time.

Thanks. I do know how to reach my destination as quickly as possible. That isn't really what the thread is about though.

If you want to reach your destination as quickly as possible, don't use this method. It's the slowest way to get to your destination, since you'll be decelerating for two minutes. Even overshooting and looping around is faster than this method. The fastest (and hardest to learn) method is to get as close to the planet as possible without dropping out of supercruise, and use its mass shadow to slow your ship down in a very short amount time.

The timer works..just like this....patiently wait for the off ramp bit...:

https://www.youtube.com/watch?v=sCzgdF_WjOg#t=243

Thanks for that. :)
 
Except for the fact that if you get to 0:06 on approach and just leave it there, your on a really good track to destination without any further throttle adjustments. If you get down to 05 you're probably heading for the loop of shame...

And, as the OP said, that's utter nonsense! "Let's leave the time at 0:06 forever"??? NO!!!!! The asymptotic nature of the deceleration is shocking, and the problem is that the time to the destination EXCLUDES the 1Mm bubble into which you can safely exit SC. Especially outside of gravity wells, we should be capable of decelerating properly to our destination.
 
the timer is the best and most useful thing ever!

Hit 75% throttle mapped button at 6s and it's smooth sailing to destination!

indeed :) at that point i know ive safely maximised my speed to target, and im now reducing speed and distance, at the correct rate, to avoid overshooting in my Space Brick :)
 
If you want to reach your destination as quickly as possible, don't use this method. It's the slowest way to get to your destination, since you'll be decelerating for two minutes. Even overshooting and looping around is faster than this method. The fastest (and hardest to learn) method is to get as close to the planet as possible without dropping out of supercruise, and use its mass shadow to slow your ship down in a very short amount time.

Thanks for that. :)

I tend to push the timer till its around 4, then arc into the stations planet keeping the timer bouncing between 4/5 by the adjusting size of my flying arc.
then try to fling around the planet which really pulls your speed down and come out facing the entrance to the station doorway.
always feels way faster than the fly in a straight line at 7 approach.

I keep meaning to do a timed run to see how much faster but will admit I've never got around to it.
 
because those factors are things that many players take the time to understand and utilise, and something all players should be learning, you know, as pilots, in a game that is about piloting ships in space.

*sorry for any ire that may be seeping through in my post, thats not aimed at you, only on my 2nd coffee of the day and the title of the thread irritated me lol

I feel we might be derailling this thread a little now, but at the same time discussing alternatives can't be that off topic tbh - and fair play to you for apologising for the tone - you don't get that a lot on the interwebs :)

I enjoy piloting the ships, and I enjoy SC - I would enjoy it *more* if I could see the effects of gravity better than just a general "oh, my ship won't go quite as fast anymore" - imagine seeing the vector approach twist/be pulled in a direction according to how close you pass to a planetary mass - I'd have thought that without changing SC's core attributes this would be a great addition, much more interesting than a simple countdown timer and a blue dot.

Also my recommendation that it would be an optional module would mean that it (to some degree) would be a small sacrifice in terms of either cargo or ship performance, and would be totally optional. Different cost level modules could even give more/less detail and information.

I dunno, I just can't seen any downsides to the idea, tbh - though "gwyn a gwel y fran ei chyw", or "the crow always sees it's offspring as white", if you get my translated Welsh idiom...
 
I tend to push the timer till its around 4, then arc into the stations planet keeping the timer bouncing between 4/5 by the adjusting size of my flying arc.
then try to fling around the planet which really pulls your speed down and come out facing the entrance to the station doorway.
always feels way faster than the fly in a straight line at 7 approach.

I keep meaning to do a timed run to see how much faster but will admit I've never got around to it.

I'm still refining my technique, but I've generally found my mass shadow braking method takes about 30 seconds from "0:07," usually because I don't get close enough and overshoot a bit. My best time was 0:13 when I nailed it perfectly, sliding right into the station. Needless to say, that was a great feeling.

Don't want to talk about the worst time, because that involves actually hitting the planet, doing a couple percent damage to my Cobra, and a very long climb out of the planet's gravity well. :(
 
I'm still refining my technique, but I've generally found my mass shadow braking method takes about 30 seconds from "0:07," usually because I don't get close enough and overshoot a bit. My best time was 0:13 when I nailed it perfectly, sliding right into the station. Needless to say, that was a great feeling.

Don't want to talk about the worst time, because that involves actually hitting the planet, doing a couple percent damage to my Cobra, and a very long climb out of the planet's gravity well. :(

It is a great feeling when you nail it, isn't it?

Just wait till you have a 'Conda or a Type-9. They steer like bricks in SC, and when you hit a planet you're talking multi 100k credits of damage :(

e: and the loop of shame is furking massive.
 
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The timer is awesome, you just need to have a system.

I pretty much only use the timer, the only times I overshoot is if I am distracted by something out of game now.


MAX Throttle…
Timer hits ten seconds – if I am coming in hot then throttle down once, if coming in slower wait until 9 seconds
Timer hits 8 seconds – nudge down one notch.
Timer hits 7 and sticks – do nothing / sweet spot aim for this
Timer hits 6 – throttle down again (maybe)

Timer hits 5 – your gonna overshoot, throttle down and dive to allow speed to reduce, try and get it back to 6 as that is as fast as you can be going and not overshoot.

A notch for me is 12.5% btw..

Before I “got” this I would overshoot quite frequently as I was only really looking at the speed indicator. I find speed is only really useful when you are comming right up on the safe escape distance.
 
That's a bit complicated, Urk, for me.

MAX throttle, wait until you hear the 007 music, hit key bound to 75% throttle, wait for blue bars, drop out of SC.
 
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