I was expecting space flight operation to be more procedural

My phone is high tech and advanced.

But it's far simpler to operate than my PC. :p

Saying that, I do love Sims, and I wouldn't mind a bit extra simulator stuff thrown in.
 
I've posted about it in the past and this seems like a great conversation to bring it back up again.

I would love... just LOVE to see an OPTIONAL verbose startup sequence for our space ships. The current pre-flight check lacks the bravado and drama of starting up a real fighter jet.

For reference I've posted this excellent video in the past (F-16 start sequence cockpit view)

Please Frontier.... PLEASE... the inner space nerd in me begs of you xoxoxoxo [heart]
[video=youtube_share;VOeXKWRxaMc]https://youtu.be/VOeXKWRxaMc[/video]
 
I've posted about it in the past and this seems like a great conversation to bring it back up again.

I would love... just LOVE to see an OPTIONAL verbose startup sequence for our space ships. The current pre-flight check lacks the bravado and drama of starting up a real fighter jet.

For reference I've posted this excellent video in the past (F-16 start sequence cockpit view)

Please Frontier.... PLEASE... the inner space nerd in me begs of you xoxoxoxo [heart]

Terrific, thats the way I do it in DCS A-10C or Ka-50!
 
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One more to help Frontier find some inspiration :)

Also possibly one of the most satisfying videos you'll watch all day, hehehe.

[video=youtube_share;ae20L78imO4]https://youtu.be/ae20L78imO4[/video]
 
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.

Ninja'd. I was just looking for this (saw it about 3 weeks ago).

https://www.youtube.com/watch?v=vziIgAtD66s
Advance to 2:40 and be amazed as to how many buttons you can play with. After about 25-30 minutes, you'll just want to push "R" to launch (or select launch if your on a station pad) and just "go" instead of doing all that preliminary work. Granted, I like fiddling with buttons and stuff, but <grind>.
 
OMG.... can nobody read? LOL OPTIONAL.

OPTIONAL.
OPTIONAL.
OPTIONAL.
OPTIONAL.

Just like the current pre-flight checklist... only not terrible and boring :D

Cheers.

READ.

thnx.

-e
 
Reading the first newsletters, I had the feeling they would go for something more simmy regarding at least take-offs and landings.

At first "rotational correction" was a service stations could provide if they were high class. If not, you would have to do without and adjust(I guess even that would shatter many deep-anchored habits for many players!). In the same manner, I wish they would implement flight assist as a module which could take damage during combat.
But this is all about handling gameplay here...

I would also like to see more procedures, more hazards and deeper knowledge of your ship - make the procedures different for each one but eh. Sims are not the core of elite's community. I'll do without, forever.
 
OMG.... can nobody read? LOL OPTIONAL.

OPTIONAL.
OPTIONAL.
OPTIONAL.
OPTIONAL.

Just like the current pre-flight checklist... only not terrible and boring :D

Cheers.

READ.

thnx.

-e

Firstly, read the whole thread, I've already addressed optional. And I'm happy with that.

So...

Omg!
Read
Read
Read

Secondly, again, I'll raise the question. War Thunder has a similar mechanic, limited to different servers, based on skill and choice between arcade/semi sim/full sim. It works there.

How do you address this in Elite Dangerous with a single server, multiple modes and the BGS.

Think about it.

For example. I take the full sim option, I constantly get my rear handed to me in pvp. I have thousands of dollars invested in my sim hotas set up. I blame the casual pvper's and their instant gratification arcade mode. Cheaters!

On the other hand. I take the casual arcade option. I constantly get my rear handed to me in pvp. I have a $20 keyboard and mouse from Wallmart and an old CRT monitor. I blame the hardcore pvpers and their expensive overpriced sim gear that give them an edge over ordinary players.
Cheaters!

Wether I agree or disagree with the implementation of more in-depth flight mechanics. It is only going to serve to split and disenfranchise the Ed community further and will scale on par with the whole Open/group/Solo pvp.v.pve.

Optional might work, in a P2P infrastructure with a community as hostile as this and a developer carrying on like a Mad Pedantic Genie suffering from Aspergers, Turets and Willy Wonky Syndrome with three wishes to give out..

Good luck with that.
 
People have referenced DCS in this thread a few times now, always in the context of the more realistic and complex A-10C, Ka50, and so on, the "study sim" modules. But what about the FC3 modules, the A-10A, F-15, Su27, and similar?

All of those are greatly simplified, systems wise, but (some, at least) feature very solid flight-models. Would something more along those lines perhaps be a decent compromise? Think the F-15C in DCS, where you can start it up & be in the air in 2min, but to fly it effectively in combat still requires that you understand how the radar works, what modes to use, and so on.

I love ED as it is now, have well over 1000 hours in it. And I have a similar amount of time, if not more, in DCS & BMS, so I can appreciate both. What I would like to see in ED is not so much making the ship more complicated to fly - though I wouldn't mind a little more systems complexity - but rather perhaps slightly more challenging things to do with that ship, but things that can be completely automated if the player wishes.

Fuel scooping comes to mind. Currently, you get close enough to the star to suck down hydrogen without burning to a crisp, and that's it. How about you have the option to do it manually, where you need to fly a profile through the upper atmosphere of the star, where you need to maintain a certain speed and follow a projected flight path, and need to deal with turbulence and so on, but this allows you to scoop 20% faster? A similar mechanic could work for atmospheric flight when that is introduced, where you can either use "assisted mode", which is very forgiving and easy to do, or you can have more manual control which allows you to maintain slightly higher speeds, but you need to consider stall speeds, worry about a proper re-entry profile so you don't burn up, deal with turbulence, and so on.

I can imagine it's not easy to do implement, and I'd rather FD focus on getting core-features into the game that *everyone* will benefit from - space legs, landing on planets with an atmosphere, etc - rather than adding optional features that 90%+ of the playerbase will not bother with. But I most definitely *would* enjoy a few more pilot-skill based things to do in the game.
 
Hello,
I've researched FSX and used Prepar3D for an EC145 demo Sim to be shown to a Govt customer, but I've never used DCS.
So I was just wondering if DCS provides dynamic missions, NPC Mission givers, detailed environment rendering (FSX seems to do a good job of this) of multi gaming maps, in flight refueling mechanics (I've very sure this should be possible), a dynamic persistent environment, all running from a notebook?

Thanks.
 
Firstly, read the whole thread, I've already addressed optional. And I'm happy with that.

So...

Omg!
Read
Read
Read

Secondly, again, I'll raise the question. War Thunder has a similar mechanic, limited to different servers, based on skill and choice between arcade/semi sim/full sim. It works there.

How do you address this in Elite Dangerous with a single server, multiple modes and the BGS.

Think about it.

For example. I take the full sim option, I constantly get my rear handed to me in pvp. I have thousands of dollars invested in my sim hotas set up. I blame the casual pvper's and their instant gratification arcade mode. Cheaters!

On the other hand. I take the casual arcade option. I constantly get my rear handed to me in pvp. I have a $20 keyboard and mouse from Wallmart and an old CRT monitor. I blame the hardcore pvpers and their expensive overpriced sim gear that give them an edge over ordinary players.
Cheaters!

Wether I agree or disagree with the implementation of more in-depth flight mechanics. It is only going to serve to split and disenfranchise the Ed community further and will scale on par with the whole Open/group/Solo pvp.v.pve.

Optional might work, in a P2P infrastructure with a community as hostile as this and a developer carrying on like a Mad Pedantic Genie suffering from Aspergers, Turets and Willy Wonky Syndrome with three wishes to give out..

Good luck with that.

Did read the thread... you have just completely missed my point.

However not to digress too distantly from the OT. This issue of how to mitigate the divergent methods of gameplay is very simple. Developers like Turn10 with the Forza franchise already do this. The core "flight" model (for T10 it would be the driving model) remains unchanged. However the player has a set of 'assists' which they can add or subtract thereby allowing the user to customize the amount of effort needed to pilot the vehicle. In Forza I can jump online and race against a full grid of human opponents who may perhaps have all of the nanny assists turned on, but I can elect to turn them all off just for myself in the options screen and create a much more challenging experience for me personally. For those seeking an even playing field with balanced starts there is CQC. The Asymmetrical nature of ship-to-ship combat in Elite is a core design pillar... not a design flaw. Don't expect this to change.

Also I'm not sure why you think the Elite community is Hostile. Compared to the vast majority of gaming communities I've been a part of this has to be the tamest bunch of the lot :)

-EJIRO
 
Did read the thread... you have just completely missed my point.

However not to digress too distantly from the OT. This issue of how to mitigate the divergent methods of gameplay is very simple. Developers like Turn10 with the Forza franchise already do this. The core "flight" model (for T10 it would be the driving model) remains unchanged. However the player has a set of 'assists' which they can add or subtract thereby allowing the user to customize the amount of effort needed to pilot the vehicle. In Forza I can jump online and race against a full grid of human opponents who may perhaps have all of the nanny assists turned on, but I can elect to turn them all off just for myself in the options screen and create a much more challenging experience for me personally. For those seeking an even playing field with balanced starts there is CQC. The Asymmetrical nature of ship-to-ship combat in Elite is a core design pillar... not a design flaw. Don't expect this to change.

Also I'm not sure why you think the Elite community is Hostile. Compared to the vast majority of gaming communities I've been a part of this has to be the tamest bunch of the lot :)

-EJIRO

Where did I miss your point?

Forums are a perfect example of hostility. I can only base my experiences on that.

I haven't played Forza so I can't relate the issue with it. However, your experience and explanation of the game mechanics and how 'assists' work has answered my question to a degree.
Obviously it works well in that game.
Thank you.
 
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.
we have players that cant even obey the speed limit properly and players than cant execute the simplest of evasion methods and you want a more complicated proceedural system lol
 
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ED isn't a sim though. The galaxy is accurate sim scale, and the astronomy stuff. But flight, and everything else, is pure gameplay.

And you are basing this assumption on our vast 'Real Life' Space travelling experience?

Our Space travel now is comparable to the first steam powered cars that are ancestors were driving around the 20's and 30's. (look at the controls of the latest cars on the road, Driverless, distance controlled, Electrical drive)

Who knows what space travel will be like in 3300+? It could well be like ED?
 
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