I was expecting space flight operation to be more procedural

I'm not talking Flight Assist and Rotation Correction, that is Luner Lander muscle twitch difficult.

I'm referring to the function and operation of the vessel being so simplest. I was hoping for a bit more involved startup and takeoff - landing and shutdown procedures. These ships are extremely high tech so I would think a bit more than just 'hop in and fly away instantly' would be required. I expect this from the likes of No Man's Sky, not a supposed sim.

Takeoff from a planet or space station, it is all easily the same. Shouldn't there be possible atmospheric, temperature and gravity differences which the vessel's systems needs compensation for?

Coming from FSX, I guess I yearn for more ship preparation, non-combat management and tweaking to actually fly these ships. Right now, it seems way too turn-key.

BTW, I know there is a checklist of sorts in game but that is rather uninvolved fluff.
 
The Falcon 4 player in me can't disagree with you.
Although at the same time, precisely because these spaceships are so high tech, you'd expect them to be virtually entirely automated, or for pilot input to be so minimal as to be...what we have right now? :p Of course you could try and justify it a number of ways, but in the end it's a design decision more than anything. Frontier wants to make an accessible space shooter for the masses, not Rogue System.
 
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That kind of corrective action would be appropriate for a crew to undertake .... problem is, I can't see how the future concept of crew is compatible with single pilots, already capable of handling everything, that we have at present.
 
Frontier has decided that the game get a tiny flavor from the sim world, but only that. So yes it's very simplistic to start the ship, you don't need a lot, it's like starting your car. Nice to see more people from the sim community here in ED, maybe in the future FD will add a bit more from the sim world to it.

Cheers! and welcome.
 
<snip>Frontier wants to make an accessible space shooter for the masses, not Rogue System.

I nescessarily disagree, but there's a large gap between "space-shooter-for-the-masses" and "study-full-realism-procedures" like Rogue System, that could easily be covered by Frontier.

The building blocks are already there — we need more stuff to do using the left and right panels.
 
I would defintely like some more in depth systems on our ships (more so for failures) not a priority but hopefully more things will be added in the future. If ED was modable we would already be seeing a lot more depth as far as ship systems. On the flip side I was pleasantly surprised when I first joined beta and realised they had added more hardcore elements 'Ship's mass influencing performance, heat/module management, the ability to shutdown & reboot/restart modules etc etc.

Regarding departure and docking at stations/planets - No issues with it being 'turn-key' as you put it, take the startup procedure on the A3xx as a basic example - Start the APU and use the available bleed air, set each engine to run, the entire thing is automatic... ECAM alerts you to any faults, this is tech from the 80's.
 
I would defintely like some more in depth systems on our ships (more so for failures) not a priority but hopefully more things will be added in the future. If ED was modable we would already be seeing a lot more depth as far as ship systems. On the flip side I was pleasantly surprised when I first joined beta and realised they had added more hardcore elements 'Ship's mass influencing performance, heat/module management, the ability to shutdown & reboot/restart modules etc etc.

Regarding departure and docking at stations/planets - No issues with it being 'turn-key' as you put it, take the startup procedure on the A3xx as a basic example - Start the APU and use the available bleed air, set each engine to run, the entire thing is automatic... ECAM alerts you to any faults, this is tech from the 80's.

I agree, however they could make a very easy system where you need to turn on the the APU, then start each engine, then take off, however then probably a lot of people would complain :D
 
I agree, however they could make a very easy system where you need to turn on the the APU, then start each engine, then take off, however then probably a lot of people would complain :D

No ramp-start procedure please D:
More complex mechanics and avionics when it comes to sensors and stealth though...
 
Yes I'd love more controls and switches but as mentioned before I expect machines to become more and more automated, so I think this stuff is done by our ship computer already.
 
I'm not talking Flight Assist and Rotation Correction, that is Luner Lander muscle twitch difficult.

I'm referring to the function and operation of the vessel being so simplest. I was hoping for a bit more involved startup and takeoff - landing and shutdown procedures. These ships are extremely high tech so I would think a bit more than just 'hop in and fly away instantly' would be required. I expect this from the likes of No Man's Sky, not a supposed sim.

Takeoff from a planet or space station, it is all easily the same. Shouldn't there be possible atmospheric, temperature and gravity differences which the vessel's systems needs compensation for?

Coming from FSX, I guess I yearn for more ship preparation, non-combat management and tweaking to actually fly these ships. Right now, it seems way too turn-key.

BTW, I know there is a checklist of sorts in game but that is rather uninvolved fluff.

IMO calling ED a simulation is stretching the definition of simulation just a little bit after all, it isn't even simulating the galaxy accurately, doesn't claim to. It's a video game. If you like micro-managing may I suggest Kerbal Space Program?
 
I think that the gameplay options should have a combo box:

- Standard Flight model (the current one)
- Simulation Flight model (a more real flight model when you are out of HC or HD)
 
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