News From orbit down to Europa

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I think that comparison pretty much says everything it needs to say.

I'm not trying to have a dig just for the sake of it, but some constructive criticism would be good.

1. Remove the bang from the "loading screen", unless you want to make it as obvious as possible that it's not seamless.
2. Build glide into the transition for loading the instance, at least keep the damn ship moving while the next part is loaded instead of stopping dead in the air/space.
3. Increase LOD. The ground looks OK at some parts detail wise but mostly it's too low poly or resolution. Please at least give us the option to turn it up if our machines can deal with it.
4. Improve the lighting, it looked overcast, how is this possible with only direct lighting from surrounding interstellar bodies, where is the direct light?
5. Add higher frequency detail to the base design. Cargo areas, roadways, lighting, ancillary buildings. The buildings look totally out of place on the surface.
6. Would a base like this not need to emit heat, could we not see some kind of smoke / vapour emissions or haze above the outpost?
7. Increase the ground level detail around outposts or bases if possible to match the poly count / detail of the buildings sitting on top of them.

I'll still be playing regardless of the above and think the mechanics are great, it's the aesthetics that need some love.

I agree with all your points, but I think they need to get the basics right first. I'm sure they are planning on updating the graphics, we are in this for the long run. Anyway if they don't they will get eaten by the competition (Infinity already looks great)...
 
awesome video. can't wait to do it myself. They should put signs near the landing pads with the name of the commander or NPC currently docked there, or the ship name or something.

Noob question: You can land on surfaces right? Not just on landing pads? I can just select a random atmosphere free world and land right? Is there anything to do on an abandoned world besides riding endlessly across rugged landscapes?

Planting a flag should be in it... it just has to be.
 
Is there anything to do on an abandoned world besides riding endlessly across rugged landscapes?
Scanning and gather materials that will be useful for the crafting system. And FDEV hinted that there will be secret things (?) to find even outside the human bubble.
 
Following on from the last peek, here is another unedited video, this time showing some orbital cruise around Europa, then docking at Haberlandt Survey on the surface. Sub-surface scattering is not working on the ice, and a few other things that will be improved.

https://youtu.be/uyPoaVRErE0

It looks good, there's some rough edges:
- short draw distance of surface details
- loading between orbital cruise and normal flight


Can the transition be made seamless so we don't notice a pause to load the P2P instance? :S
 
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Why does the ship slow down dramatically at the end of the glide phase where's no atmospheric resistance to slow it? If it involves automated retro-thrust, can this be switched off? It'd be really handy to be able to zoom around the planet at low altitudes @ 2,500m/s.
 
Why does the ship slow down dramatically at the end of the glide phase where's no atmospheric resistance to slow it? If it involves automated retro-thrust, can this be switched off? It'd be really handy to be able to zoom around the planet at low altitudes @ 2,500m/s.
I suspect the problem with that is that once the glide phase is over the ship is potentially instanced in "normal space" with other players' ships. If two ships were instanced together they could conceivably have a closing velocity of 5000m/s which is way above what the networking code, and possibly the graphics engine, can cope with. Once you're into the zone where "normal" flight is possible, each ship's maximum speed has to be 500m/s for legacy reasons.

I'm interested to know what sort of ship-to-ship interactions are possible in glide mode, though, because it's after the wobbly drop and so must include other players' ships. Direct combat is probably out of the question for the same networking reasons but maybe there's a suborbital version of interdiction, where you can knock another ship out of glide mode using some sort of module?
 
I have a question which I'm not sure has been asked - there are a crazy amount of contacts on the scanner when approaching the base, but the base appears to just have one ship landing and a handful of skimmers. Are all the other contacts ships within the base, buildings and pads or...?

Why would all these structures be able to be selected individually? is this a part of the base raiding mechanic?
 
I suspect the problem with that is that once the glide phase is over the ship is potentially instanced in "normal space" with other players' ships. If two ships were instanced together they could conceivably have a closing velocity of 5000m/s which is way above what the networking code, and possibly the graphics engine, can cope with. Once you're into the zone where "normal" flight is possible, each ship's maximum speed has to be 500m/s for legacy reasons.

I'm interested to know what sort of ship-to-ship interactions are possible in glide mode, though, because it's after the wobbly drop and so must include other players' ships. Direct combat is probably out of the question for the same networking reasons but maybe there's a suborbital version of interdiction, where you can knock another ship out of glide mode using some sort of module?


I would think slowing down the glide speed as it approached the point of normal space would work. I also suspect that glide mode is solo player mode to solve any issues with other players.

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I have a question which I'm not sure has been asked - there are a crazy amount of contacts on the scanner when approaching the base, but the base appears to just have one ship landing and a handful of skimmers. Are all the other contacts ships within the base, buildings and pads or...?

Why would all these structures be able to be selected individually? is this a part of the base raiding mechanic?

Quite possibly they are the generators, gun turrets, skimmers etc. Letting you know what you still have to zap, if you were the zappy sort of player.. :)
 
Quite possibly they are the generators, gun turrets, skimmers etc. Letting you know what you still have to zap, if you were the zappy sort of player.. :)

Good point - that's a lot of blips to blap.
 
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First Off So Much Awesome... Can't Wait...

Now From the start of the Glide at 1:06 internal Temps are at 30, At the end of the "Safe Entry" glide at 1:37 temps are up to 42. Looks like your engines are heating you up to slow your Big Butt down to flight speed and i bet the steeper you come in
The Hotter your Seat Gets... The angle of the Dangle and all...

I think it looks Awesome...
 
I would think slowing down the glide speed as it approached the point of normal space would work. I also suspect that glide mode is solo player mode to solve any issues with other players.
Yes, that might work. There's some slowing down at the end of the glide phase (it's not instantaneous) so having it happen earlier and for longer might feel less jarring. It's still "braking with no friction" though so one way or another it's realism being trumped by the realities of the underlying code.

We don't know enough about how the various phases are implemented to really say. If the glide phase just serves as a buffer between the vast velocities of orbital cruise and the 500m/s limit of normal flight, maybe we can't have much in the way of manual control. If we did, we could keep the ship above 500m/s until right over the base, thus avoiding many of the defences (if indeed such defences are restricted to "normal" flight).

The whole glide phase thing is a massive grey area, because as far as I know it wasn't even mentioned anywhere until the sneak peek video. I was certainly under the impression that it would be orbital cruise, possibly with some velocity bleed, all the way down to the point where a normal flight instance would be generated. Glide mode is something wholly original and unexpected.

Hopefully only two more sleeps until much of this is answered...
 
I wonder, is it possible to exit from orbital cruise or glide into normal space at any time (like currently from SC to normal space) and start free fall with FA off?
 
View attachment 77941

I think that comparison pretty much says everything it needs to say.

I'm not trying to have a dig just for the sake of it, but some constructive criticism would be good.

1. Remove the bang from the "loading screen", unless you want to make it as obvious as possible that it's not seamless.
2. Build glide into the transition for loading the instance, at least keep the damn ship moving while the next part is loaded instead of stopping dead in the air/space.
3. Increase LOD. The ground looks OK at some parts detail wise but mostly it's too low poly or resolution. Please at least give us the option to turn it up if our machines can deal with it.
4. Improve the lighting, it looked overcast, how is this possible with only direct lighting from surrounding interstellar bodies, where is the direct light?
5. Add higher frequency detail to the base design. Cargo areas, roadways, lighting, ancillary buildings. The buildings look totally out of place on the surface.
6. Would a base like this not need to emit heat, could we not see some kind of smoke / vapour emissions or haze above the outpost?
7. Increase the ground level detail around outposts or bases if possible to match the poly count / detail of the buildings sitting on top of them.

I'll still be playing regardless of the above and think the mechanics are great, it's the aesthetics that need some love.

All of these please!
 
Scanning and gather materials that will be useful for the crafting system. And FDEV hinted that there will be secret things (?) to find even outside the human bubble.


awesome. great. now i can't wait anymore.possibly alien artifacts with certain hints to future updates?
 
Also the textures and granularity of the "ice" surface really looks exactly like "rocky", just whiter. I was hoping for a more "real" looking ice sheet texture tbh. Possibly, smoother and flater at spots. Hard to explain.

there is no sub surface scattering in these previews as David Braben said. here i just rendered this as an example:

ssc0001.png


the material on both these blocks is exactly the same except the near block has sub surface scattering. Notice how light seems to penetrate a certain distance 'into' the cube, scattering as it does. This gives a much more 'ice like' appearance and adds a lot of depth.

I imagine the Ice worlds will look much better once sub surface scattering is added. personally i love how it looks now anyway. i didnt like the purpleish look from the first video but the 2nd video where he landed looks very much like the real Europa to me
 
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yes thanks for posting, this image is the perfect example. you can see here how the light penetrates the ice and gives it the appearance of depth.

I really think people are getting ahead of themselves complaining about things like the ground appearance when we havn't actually played it yet..
 
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People like complaining though, it gives them a sense of purpose. Complaining about something that isn't even available is even better.
 
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