Patch Notes Update Horizons Beta 4 Incoming - 4pm GMT

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Yes, also them making the planetary approaches more seamless than space based ones feels a bit weird. It only makes the space based approaches feel even more out of place.

Smoothly approaching a planetary settlement while an entire planet is being generated in front of you. No problem.

Smoothly approaching a space station. Nope.

;):p

Yes agreed, can't see any reason why it wouldn't be possible to apply to station approaches as well. Would make them much more seamless, although I personally don't have a massive issue with them myself.

[CYNIC MODE] Maybe we will get it for Season 3 [/CYNIC MODE]
 
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Yes, also them making the planetary approaches more seamless than space based ones feels a bit weird. It only makes the space based approaches feel even more out of place.

Smoothly approaching a planetary settlement while an entire planet is being generated in front of you. No problem.

Smoothly approaching a space station. Nope.

;):p

Let's hope that with FDevs iterative development approach we'll get to see this one day (in season 2 :) ) Please MBrookes: put it in your backlog!
 

Mark Allen

Programmer- Elite: Dangerous
Oohhh...nice!

If this does what I think it does then please apply something similar to space based transitions when dropping out of supercruise.

Give us a "glide mode" along a motion path between the location we pressed the button and the location we and up at near a station, CZ, ring system or other POI.

Pretty please...with sugar on top! :)

Not for 2.0 obviously...but sometime "soon". ;)

Glide was a pretty late addition to 2.0... pleased with how that one turned out though!

Using it for station approach has already been raised internally, no promises/ETA though as there's a lot of hurdles to get over first. For starters the speeds/distance discontinuities that need smoothing over are several orders of magnitude bigger. Rings are a slightly more awkward issue: the ring generation doesn't really keep up with moving at glide/supercruise speeds when you're close in to the ring, which is one reason we shortcut past the last few hundred KM - It needs a fair bit of work, and I think the department of shiny things has higher priorities at the moment ;).

The changes in this beta should actually help transitions in other cases a bit, they just weren't the primary focus this time - something I'd certainly like to come back to again, and at least more of the groundwork is now there :).
 
"Added fuel efficiency benefit to synthesis"

Any chance of getting a synthesis for added "boost" ? So we can jump higher / longer duration burns etc?
 
Thanks for another update, but may I ask about the exploration rank increases for discovering materials and for driving the srv? Do these also get a 200% increase with Li Yong-Rui rank 5 bonus and if not, should they?
 
Glide was a pretty late addition to 2.0... pleased with how that one turned out though!

Using it for station approach has already been raised internally, no promises/ETA though as there's a lot of hurdles to get over first. For starters the speeds/distance discontinuities that need smoothing over are several orders of magnitude bigger. Rings are a slightly more awkward issue: the ring generation doesn't really keep up with moving at glide/supercruise speeds when you're close in to the ring, which is one reason we shortcut past the last few hundred KM - It needs a fair bit of work, and I think the department of shiny things has higher priorities at the moment ;).

The changes in this beta should actually help transitions in other cases a bit, they just weren't the primary focus this time - something I'd certainly like to come back to again, and at least more of the groundwork is now there :).

Thanks for the reply!

Glad it's on the map internally (which I didn't doubt)...I'm sure you'll sort it out eventually. If for no other reason than to get me to shut up about it! :D
 
Maybe this will help Hoddd9000...

"Texture optimisations to aid streaming"

We'll see eh! ;)

Let's hope so! I'd rather they didn't just blame it on low-end graphics card being terrible, as this affects me on all quality settings. If they don't fix it, I'll just have to wait for my new shiny R9 380 and see it it helps... :(
 
Glide was a pretty late addition to 2.0... pleased with how that one turned out though!

Using it for station approach has already been raised internally, no promises/ETA though as there's a lot of hurdles to get over first. For starters the speeds/distance discontinuities that need smoothing over are several orders of magnitude bigger. Rings are a slightly more awkward issue: the ring generation doesn't really keep up with moving at glide/supercruise speeds when you're close in to the ring, which is one reason we shortcut past the last few hundred KM - It needs a fair bit of work, and I think the department of shiny things has higher priorities at the moment ;).

The changes in this beta should actually help transitions in other cases a bit, they just weren't the primary focus this time - something I'd certainly like to come back to again, and at least more of the groundwork is now there :).


I made a thread about this a long time ago that Sandro commented on - actually the whole idea was similar and would use the interdiction mechanic of being in that "in between supercruise and real space" and all we needed to do was properly align the ship with the approach vector and wait.

Sandro

"Hello Commanders!

First off, purdy darn cool idea.

However, without wanting to rain on everyone's parade, I think it's important that we understand the super cruise exit sequence is technically pretty scary. From what I gather there's a brutal amount of heavy lifting going on under the hood, and all sorts of complicated shenanigans.

So, I'll make sure that this idea gets booted around, but absolutely no promises (certainly it would not make release - sorry), because "this ain't like dusting crops, boy!" (sorry, couldn't resist!) "


SjNL8Ja.png


https://forums.frontier.co.uk/showthread.php?t=66411&page=5&highlight=solution
 
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Glide was a pretty late addition to 2.0... pleased with how that one turned out though!

Using it for station approach has already been raised internally, no promises/ETA though as there's a lot of hurdles to get over first. For starters the speeds/distance discontinuities that need smoothing over are several orders of magnitude bigger. Rings are a slightly more awkward issue: the ring generation doesn't really keep up with moving at glide/supercruise speeds when you're close in to the ring, which is one reason we shortcut past the last few hundred KM - It needs a fair bit of work, and I think the department of shiny things has higher priorities at the moment ;).

The changes in this beta should actually help transitions in other cases a bit, they just weren't the primary focus this time - something I'd certainly like to come back to again, and at least more of the groundwork is now there :).

Sounds promising... thanks Mark!
 
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