Watching planets loom towards you out of the gloom of space, is still an impressive experience even though I've been playing since beta. The sense of vast gigantic scale this game imparts at times still stuns. Flying down in close to planets until you hit the drop out zone is pretty darn amazing. The level of detail on the planet surfaces is simply stunning, even boring old ice planets look bloody cool up close.
Absolutely. Also, IMO one of the best things FD did was giving us the ability to turn off the orbit lines in supercruise. While those lines are there it definitely feels as though you're flying through an planetarium or digital orrery, and the planets are often reduced to glorified place-markers for the bits of yellow line that you're heading to. But with those lines turned
off the illusion is so much stronger. Distances feel more significant, planetary movements somehow more graceful. Even the sometimes apparently sluggish accelerations and decelerations of supercruise travel seem more fluid and contextual. It's hard to explain why, it just
is. Despite the various game-changing improvements to everything from UIs to AIs that we've seen since alpha, this remains to me one of the most significant.
I urge anyone who hasn't already tried turning off orbit lines to give it a go; at first it's very odd because you also lose the zone warnings around stars and planets which makes it very easy to get too close and crash out of FSD. It also makes it slightly tougher to approach a station from the planet side because you can't immediately see its orbital path; you have to fly slightly wider and variable approaches to judge the relative positions of the planet and station.
But you quickly learn to compensate and again it all adds to the illusion; rather than just "aim slightly away from the line", fuel scooping becomes a nervous game of balancing fuel flow against heat and a judgement call of "just how much of that corona do I want filling the screen?", while planets become real worlds floating in space and not just disruptive masses to be avoided. It's wonderful.
Now if only they could do something about the illusion-shattering "freeze, wobble and drop" of supercruise exit, which only ever serves to remind me that I'm moving from one instance to another. But given all the networking stuff going on under the hood, I suspect there's no real solution to this.
It just boggles my mind that FD have not made a feature out of this, as the planets are the game's most amazing assets.
IIRC there was talk back in the Kickstarter days of using the procedural galaxy (or a re-seeded variant to avoid game information leakage) as an educational tool, accessible outside of the game using a "go anywhere" interface similar to
Space Engine. But I'm guessing the loss of offline mode pretty much killed that idea. Which is a shame, because the whole Stellar Forge really is impressive. Often I still have to remind myself that every star I'm seeing on screen is "real".