I was expecting space flight operation to be more procedural

OP, if you want first person Space Kerbals, or DCS in Space, then there is one game that does this: Rogue System

It is on Steam now. Early Access but already has funding to complete the Core Game.
One of the other Expansion modules will make it multiplayer.

Go and have a look, make your own mind up:

http://store.steampowered.com/app/366000/

EDIT: It is also being designed to be moddable.
 
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As somebody who isn't really a sim person -- I only played them back in the 80s because they had 3D graphics -- I'd just say, speaking only for myself, that adding complicated start-up and shut-down procedures would make me stop playing the game. It's a very niche thing.
 
It's a video game. If you like micro-managing may I suggest Kerbal Space Program?

DCS/FSX/Assetto/Kerbal etc etc, they are all video games too, you won't get a type rating from 1000 hours flying the A-10 at home. Is your only definition of a true simulator something that rivals multi million pound CAE simulators? ED at heart is a space simulator (with quite a bit off depth in many areas) the OP is simply talking about the lack of depth in certain areas.
 

The Replicated Man

T
"No way to control it; It's totally automatic!" - Automatic The Pointer Sisters (GTA Vice City days) cough cough
 
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Honestly, I wouldn't mind if there was (much) more fiddling with the ship or its subsystems. And I also wouldn't mind if it was all optional, perhaps even giving a small advantage over the full-auto-dumb way it is now, kind of like FAOff is sometimes advantageous in flight. Ah, well, one can dream... [sad]
 
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.

A lot of people call this game a simulator but they never played a simulator before. This game is an arcade and I also hoped for a lot of more gameplay flying a space ship from the year 3000.

I play DCS World and I wanted a more complex gameplay, not as the complexity of dcs but at least much more than what we have because atm the game in general is a joke.

Elite is what it is, an early arcade game with spreadsheet with fighting numbers.
Don't expect the game to change very much because I'm waiting since Beta 2 years back and is exactly the same.

As mentioned early, Rogue System has more an approach like DCS but its really early in its development. Also Im looking to Star Citizen maybe they achieve a spot between gameplay flying a ship with some dynamic.
 
Some 'games' are better simulators than others.

Snippet straight from the Rogue System steam page:

'Our goal is to depict the possibilities of space exploration & combat within a realistic environment- to emphasize the "science" in science-fiction.
Key features to include: proper orbital mechanics for all objects in space, detailed ship system control, functionality, inter-dependency & damage reaction.'

Rogue System is a 'game' but it makes it as realistic as possible.
IMHO it is the only one that does from a first person perspective.
 
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OP, if you want first person Space Kerbals, or DCS in Space, then there is one game that does this: Rogue System

Was going to post this. OP, you should really have a look at it, it's exactly what you seem to be after. The downside of course is that there's no game yet around the ship modeling and flying, and with a single dev, any additional feature will take a while. Pretty cool project though.
 
I also come from a simulations background.

At a systems level, the ships are simply represented, and I get the feeling that this was always the design and gameplay intention. Certainly seems in line with the earlier Elite games.

The real simulations aspect seems to be in the galaxy itself, and was a major selling point for me. This is part of why I enjoy supercruise so much. It's as close as I can get to actually experiencing the scale of the simulated galaxy in Elite. For me there is little so enjoyable as supercruising with the system lines ON, seeing the structure of the bodies and their orbits, and now in Horizons being able to fly directly down anywhere on a planet, get out, and drive over it's features in detail.

I'm quite happy to see the depth and quality of the galaxy being pushed forward in 2.2 and I'm sure beyond.

On the whole I can deal with most of the simplified gameplay elements, so long as those elements maintain a strong sense of reality and integrity of the galaxy, and it's scale, as the backdrop.
 
... 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.
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... As mentioned early, Rogue System has more an approach like DCS but its really early in its development. Also Im looking to Star Citizen maybe they achieve a spot between gameplay flying a ship with some dynamic.

Rogue System appears to be a bit..make that..way too hard core. A bit of a balance shift more towards sim is more what I was thinking when I started this thread. Right now, the sim part of this sim game seems rather lacking.
 
Flight simmer person here would love to see more flight sim mechanics used in this game there should be more dynamic flight rules used when we get atmospheric planet landings in what ever time ED has set for it.
 
Was going to post this. OP, you should really have a look at it, it's exactly what you seem to be after. The downside of course is that there's no game yet around the ship modeling and flying, and with a single dev, any additional feature will take a while. Pretty cool project though.

Personally I don't see any downsides, it is in development. It already has funding to complete the Core Game which covers your concerns. The two Expansions will get made, with more sales the sooner they will be in play.
The next update will add elements for the component bay and EVA, both are elements that are needed to carry out repairs.

OP, right now you can learn to pilot a functional spaceship. All those buttons to things, and procedures are required for some.
Navigating about planets and docking is fun. There are some tutorials and a mission and sandbox, for now.

For now we pilot the old fashioned way, hands on manual. Ship Onboard Intelligence (SOI) will be added later.
OP, if you really want what you say you do.....there is only one solution.

Get in the cockpit and learn to pilot the best simulated spaceship you will ever find in a game.
 
As a player of sims from Digital Integration's Tomahawk in the '80s, through to Steel Beasts today, I'd love more systems modelling to be included in the game. However, that would then leave any system open to the 'reduction-to-the-absurd-extreme-realism' argument that, by 3300 ships would probably be flying themselves, without any human intervention whatsoever. Which may not make a great game. :)

Some of the early iterations of iBeta Falcon 4's struck a nice balance for me between precise simulation of systems, and giving a casual player enough to do that task saturation in a stressful environment was possible.
 
OP, if you want first person Space Kerbals, or DCS in Space, then there is one game that does this: Rogue System

It is on Steam now. Early Access but already has funding to complete the Core Game.
One of the other Expansion modules will make it multiplayer.

Go and have a look, make your own mind up:

http://store.steampowered.com/app/366000/

EDIT: It is also being designed to be moddable.

Rogue System looks great, thanks. I know that ED cannot be like that for a variety fo reasons but it could go some of the way. I personally really dislike the Space Air that slows you down after boosting etc.
 
In Rogue System all the buttons are real, they have a purpose.

As the pilot you need to learn your ship systems and dependencies, and any associated operational procedures.

You fly by operating the ship. It is as realistic as it gets.
 
As a player of sims from Digital Integration's Tomahawk in the '80s, through to Steel Beasts today, I'd love more systems modelling to be included in the game. However, that would then leave any system open to the 'reduction-to-the-absurd-extreme-realism' argument that, by 3300 ships would probably be flying themselves, without any human intervention whatsoever. Which may not make a great game. :)

Some of the early iterations of iBeta Falcon 4's struck a nice balance for me between precise simulation of systems, and giving a casual player enough to do that task saturation in a stressful environment was possible.

Ships Onboard Intelligence (SOI) has not been implemented in Rogue System yet. For now we must pilot with hands on.
It is worth doing and learning it the 'old school' way, if your SOI is damaged then you have a better survival chance knowing how to fly 'old school'.
 
As somebody who isn't really a sim person -- I only played them back in the 80s because they had 3D graphics -- I'd just say, speaking only for myself, that adding complicated start-up and shut-down procedures would make me stop playing the game. It's a very niche thing.

SOI will do it all for you when it is implemented. If that is how you want to pilot your ship.

EDIT; I'm talking about Rogue System's SOI (Ships Onboard Intelligence).
 
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