Please FD make the transitions between SC and normal more like Star Citizen.

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Indeed. As I said earlier, the minimum speed in supercruise is 30km/s. Considering how big stations are, in some situations that gives you a window of several seconds during which you should be able to see the station in supercruise.
And before anyone tries and deny that:
https://youtu.be/soBkDgsmGPU

Think about what you just said again ....

A space station is what a km long at most? So your ship is jumping from 0 km/s to 30 km/s, there is no acceleration, you are instantly going at that speed, or at least the acceleration is so quick that it doesn't matter.(not to mention warping spacetime around yourself). Its not like you are going from 0 to 30 over 10 seconds or something like that.

Bear in mind that 30km/s is 30,000 meters per second (or about 18 miles a second), so yeah spotting a km long space station at those speeds would be like trying to spot an ant on the roadside whilst you are doing 100 miles an hour.

If FD slowed down the SC in/out phase from an acceleration deceleration point of view and then tied that in, then yes they could make a effect work which would be better. TBH the devs are far more pressing matter than that though at the moment.
 
One thing I like in SC that Elite Dangerous doesn't have is that you can make such jumps to planets and stations. In Elite Dangerous you always hyperjump to right in front of super bright stars.

Can we please hyperjump to planets or anything, but stars??

Travelling between star systems needs large gravity wells to aim for. I like the mechanic as it is.
 

Panticus

Banned
You might want to check your data sources, because you now look very foolish.

This weekend on Steam alone player numbers reached 2016 record highs, in both Average Concurrent (3780 and rising) and Peak Concurrent (8915), while the Players Per Fortnight reached a 6 month high (96k). Player data not included and is unknown: standard/EDFX/Oculus launchers, and Xbox.

Traffic on the Elite Subreddit has increased by 80% during the past 9 days: now 28k unique visitors daily.

Elite is (re)gaining players.

But not feeling foolish. Strange.
 
Travelling between star systems needs large gravity wells to aim for. I like the mechanic as it is.

Maybe so, but do you like staring at a bright lightbulb every few minutes? Try repeatedly staring at the real sun. Then do that in a dark room with a big screen in Elite Dangerous. That's not fun or pleasant imo. It's very annoying and hurts my eyes. It would be pleasant if we can exit hyperjump next to a star and look at space.

A2NMOtLLX9-2.png
 
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I agree that smoother transitioning without the dead stop right before exiting supercruise would greatly improve the game. Right now I'm stuck frozen in space sometimes for anywhere from a few seconds up to several minutes waiting to drop into glide or to a station. Dropping into glide on planets seems to be the most affected by this right now. Its completely off putting at times.

On a side note ... in systems with multiple stars like 300,000Ls away could greatly benefit from in system hyperspace jumps, there is a star there to aim at after all. 20min or more supercruise journeys are not fun and do not enhance my "immersion / gameplay" its boring. I say this as someone who does enjoy the supercruise part of the game. Just not the ridiculously long trips especially when there is a star i could hypothetically jump to.
 
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Maybe so, but do you like staring at a bright lightbulb every few minutes? Try repeatedly staring at the real sun. Then do that in a dark room with a big screen in Elite Dangerous. That's not fun or pleasant imo. It would be more pleasant if we can exit hyperjump next to a star and look at space.

https://cdn.drawception.com/images/panels/2013/4-3/A2NMOtLLX9-2.png


Not only that but the magical feeling of looking at a star is taken with the fact that we get so close to them, sure in the future the humans may have the ability to with stand the heat while being so close to a star but try to compare the look of a Wolf star to a Class G, the wolf stars always make me stop and take a look at them before i move to the next system but with others i just divert to avoid the light from those stars specially when iam exploring.
 
A space station is what a km long at most?

Just the docking bay (the cylinder shaped volume housing the landing pads) of the orbis and coriolis stations is longer than 3km from mailslot to the back wall.

The whole station is much much larger than that. The ring outer ring of the orbis stations is 8km in diameter iirc.
 
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Think about what you just said again ....

A space station is what a km long at most? So your ship is jumping from 0 km/s to 30 km/s, there is no acceleration, you are instantly going at that speed, or at least the acceleration is so quick that it doesn't matter.(not to mention warping spacetime around yourself). Its not like you are going from 0 to 30 over 10 seconds or something like that.

Bear in mind that 30km/s is 30,000 meters per second (or about 18 miles a second), so yeah spotting a km long space station at those speeds would be like trying to spot an ant on the roadside whilst you are doing 100 miles an hour.

If FD slowed down the SC in/out phase from an acceleration deceleration point of view and then tied that in, then yes they could make a effect work which would be better. TBH the devs are far more pressing matter than that though at the moment.

Have you even watched the video? I'm growing tired of having to deal with people who don't even have the courtesy of taking a minute of their worthless time and at least pay attention to what they're commenting on. Go watch the bloody video. The station is clearly visible at 93km in normal space (it's a -g Orbis, the big torus is 4km wide), and it is then moving CLOSER to me. At its closest it is about 20km away from me, and it is not visible, when it was perfectly visible from 100km away. Are you seriously considering yourself so blind that you couldn't spot a 4km object moving at 30km/s across your field of view over 3 seconds?
 
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Oh god, even after NMS failed promises and lies, people still believe in marketing hype...

I hope not, but SC can and up like NMS...
 
I wonder if it'd be possible to do a "speculative load/join" to prevent the instance-switching freezes.

If you have a station/signal source/planet targeted, then as soon as you get with [x seconds] of it, the game will attempt to connect to the instance in the background, without disconnecting you from the supercruise instance. You're added to the new instance in a 'pending' state, so you remain invisible to players in that instance.

Once you reach the drop point, you switch instances. You don't have to wait for the connection as you already have one, just load the player/object list from the new instance. If you changed your mind and didn't drop in, your connection to the new instance is disposed of as soon as you un-target.

This of course assumes the 'critical time path' is finding the new instance and connecting to it, and not the loading of textures/models etc.
 
Now, look at your speed!

When you jumped to Supercruise you immediately hit 154km/s, and as you started the jump at 6km from the station this meant you shot past the station in 0.03896103896 seconds.

To put it in perspective if the game was running on your system at 60fps then the station would only be displayed on your screen for less than 3 frames (2.3 to be exact). This is why it appears to disappear.

That was a good catch about the 154 km/s speed on the HUD, there are a few reasons for that. First, it wasn't 154 km/s immediately upon entering SC, I still accelerated from 30 km/s to that speed once SC was entered so there would have been at least a few station frames that should have been rendered before I reached that SC speed. The difficulty with showing this with a few screenshots is timing the exact moment when I enter SC because there is always a slight delay when I press F10 to capture a screenshot and that is enough to delay the screen capture by a few hundred ms (whatever my ping is plus my actual timing and reaction time). If you do this yourself and watch how SC entry actually happens however (or watch the video posted by Jukelo) you will see that there are zero frames of station being rendered. There's also the issue that I shouldn't have been able to GET to that speed pointing directly at the station, I was too close and there was no way I could have avoided impacting with it. If the station was still there to affect me in SC I should have either hit the station or immediately become masslocked but I flew right THROUGH the station as if it wasn't there. My screenshots weren't timed precisely enough to show this exactly but it was still clear from my screenshots and initial SC trajectory that the station cannot interact with you once you enter SC. I clearly flew right through the station with no effects whatsoever (no physical interaction or masslock) and Jukelo's video shows the station clearly disappearing and the position is only marked by a "dot" on your HUD once you enter SC. The station doesn't exist as a 3D model in SC, doesn't physically affect your ship and doesn't masslock you.

Think about what you just said again ....

A space station is what a km long at most? So your ship is jumping from 0 km/s to 30 km/s, there is no acceleration, you are instantly going at that speed, or at least the acceleration is so quick that it doesn't matter.(not to mention warping spacetime around yourself). Its not like you are going from 0 to 30 over 10 seconds or something like that.

Bear in mind that 30km/s is 30,000 meters per second (or about 18 miles a second), so yeah spotting a km long space station at those speeds would be like trying to spot an ant on the roadside whilst you are doing 100 miles an hour.

If FD slowed down the SC in/out phase from an acceleration deceleration point of view and then tied that in, then yes they could make a effect work which would be better. TBH the devs are far more pressing matter than that though at the moment.

If you watch the video that Jukelo posted you'll see that it clearly shows the transition from an actual rendered station in normal space to a HUD dot once you're in SC. Not only does he start far enough away for the transition to be obvious you can also clearly see from the HUD marker that he is flying past a dot and not a station once he enters SC. The HUD marker is still well within his field of vision for several seconds before he passes the station in SC and the distance is short enough that the station should be a visible rendered 3D object at that distance and not simply a dot on the HUD. I couldn't show this properly with my short sequence of screenshots (due to timing issues with catching the exact moment I entered SC with a screenshot) but Jukelo's video shows that there are zero frames of station rendered once you enter SC. This is not true for other physical objects like planets and moons (and even Engineering bases) so the station not being visible is SC is clearly a limitation of how the game is programmed.

Have you even watched the video? I'm growing tired of having to deal with people who don't even have the courtesy of taking a minute of their worthless time and at least pay attention to what they're commenting on. Go watch the bloody video. The station is clearly visible at 93km in normal space (it's a -g Orbis, the big torus is 4km wide), and it is then moving CLOSER to me. At its closest it is about 20km away from me, and it is not visible, when it was perfectly visible from 100km away. Are you seriously considering yourself so blind that you couldn't spot a 4km object moving at 30km/s across your field of view over 3 seconds?

Excellent work with the video, I don't have my rig set up to capture videos (and I've never tried Shadowplay) so I couldn't really demonstrate the effect properly with my screenshots as clearly as you could with your video.
 
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Elite had well-defined and achievable goals, used a limited amount of initial funding to achieve those goals and has generally managed to deliver content on schedule. Star Citizen has had an absolutely massive amount of funding (over 100 million so far) and has done none of these things despite being several years beyond it's initial launch date. If they ever do manage to release a final product it will not be anywhere near "feature complete" and will be essentially a "demo" version of what the game was originally advertised as. It's much like the situation with NMS being hyped as a "groundbreaking" game when it turned out to be quite mediocre and disappointing. Not to mention the massive game balance issues with Star Citizen already relying on a "pay to win" model with the ability to buy starships costing $200-300, or even as much as $1000 or more, with equivalent ships only being achievable to earn in-game by investing massive amounts of gameplay time that are not accessible to the average player. That would be like having some players allowed to purchase Federal Corvettes or Imperial Cutters during Elite alpha and then somehow expecting that to work in the same universe as someone staring off in the Sidewinder.

It's several years beyond because the backers decided to go big. It is well beyond what they had originally planned. It was go with what was originally planned, or go for "the dream". The backers chose the dream.

You can't compare this to NMS. We know exactly what we get for our money, and we're on board during the whole development process. Chris Roberts has never disappointed.

Games take a long time to develop. There's nothing else like SC out there. Fallout 4 took 7 years with an established engine designed for doing what it does. CiG has accomplished a whole lot in a short amount of time.

3.0 looms absolutely incredible, and there's nl reason to believe it won't be. They've been very transparent with us, and I'm amazed every patch.
 
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Excellent work with the video, I don't have my rig set up to capture videos (and I've never tried Shadowplay) so I couldn't really demonstrate the effect properly with my screenshots as clearly as you could with your video.

Yes, I find it an extremely important piece of evidence

Thank you Jukelo
 
Elite does slightly disjointed transitions now, live in a game.

SC does smooth transitions in a spooled up demo server with two people in it.

When SC does smooth transitions live in a game then you will have something to compare Elite too.

And that may happen. But I look at it like this. Both Elite and SC are trying to create the same thing. But they are going about it in different ways. FDEV released the core space flight game and universe for people to play in now. They are then expanding on that in stages, introducing more and more aspects of the game. Walking around will come (hopefully), landing on terrestrial planets will come. FPS integration will come. In the mean time you can play the game now.

SC it going to release a much more complete game... at some point. You can do some very limited play in a small test area now, or fly around some asteroids and walk around a hanger or small city area (hows that for disjointed by the way?).

I hope in a few years they are both going strong and are two different takes on living in the future. I will play both. But there is no point in comparing them now. Elite is a published working game. SC is not.
 
It's several years beyond because the backers decided to go big. It is well beyond what they had originally planned. It was go with what was originally planned, or go for "the dream". The backers chose the dream.

You can't compare this to NMS. We know exactly what we get for our money, and we're on board during the whole development process. Chris Roberts has never disappointed.

Games take a long time to develop. There's nothing else like SC out there. Fallout 4 took 7 years with an established engine designed for doing what it does. CiG has accomplished a whole lot in a short amount of time.

3.0 looms absolutely incredible, and there's nl reason to believe it won't be. They've been very transparent with us, and I'm amazed every patch.

I absolutely agree. I watched their Gamescon video and that was very interesting. I don't know how many different stations they will have and how many different NPC mission givers there will be but the way the mission was given was just amazing. The multi-player aspect was pretty good too, although I don't really care playing with someone else. I already have an Aurora in my hangar and I launched the alpha only once so far. There isn't much you can do at the moment but I think that when Alpha 3.0 comes out, it will be more interesting. I'm still deeply involved in ED and I can't spend my time in another game at the moment, due to limited play time. But maybe when 3.0 arrives, I'll give it a try. Lot of people here keeps saying that SC is not ready yet but it's getting close. Frontier took a different approach where they release small pieces over time while Robert Industries wants to have most functionalities already in when they finally release the first public version. I don't think one way is better than the other. Yes, in ED, you can travel to billions of stars but they all more or less look the same. You have access to a lot of stations but they all look more or less the same. You have access to a ton of minor faction leaders in the mission board but they all look more or less the same. Everything is pretty static, no NPC moving anywhere. Lots of possibilities in ED that are not exploited yet. In SC, you have limited possibilities but they are all very deep. Can you imagine getting missions in ED like they want to do it in SC? That'd be awesome!
 
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