Magical space thrusters.

My manouvreing thrusters can land me safely on a 6G planet but take me 13 seconds to reach a top vertical speed of 200mps in open space.


Why?
 
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'Cos as a pilot you like your body fluids where they usually are.

Also a question for FDev, When will you be bringing redouts/blackouts back? Y'know it used to be a thing. A good thing.

I blacked out during too steep descent on 0.25G planet yesterday. So threshold is still there.

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My manouvreing thrusters can land me safely on a 6G planet but take me 13 seconds to reach a top vertical speed of 200mps in open space.


Why?


Because it's a game? :)
 
My manouvreing thrusters can land me safely on a 6G planet but take me 13 seconds to reach a top vertical speed of 200mps in open space.


Why?

Partly because the planetary approach suite supposedly changes the thruster configuration. Which is at least partly believable. And partly because this is essentially a knife fighting simulation and as such arbitrary limits are placed on how the knife fighting can occur. Mass is still mass in space, however. In space, weightless != massless. ;)

We've not figured out how to near-instantly accelerate without causing the meat-puppet driving to either pass out, or become liquified. Pitch up hard enough during planetary arrival in freefall and you'll red/ black out as it is. This isn't exactly unrealistic as g-force is still a thing, because mass vs acceleration, yadda yadda.

So as much as it seems arbitrary, because it absolutely is as far as actual ship handling goes, there's still actually some basis for it. Unless you can also near instantly decelerate, it'll be impossible to react to an event. Cue much crashing into the things and stuff.
 
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I know but it is too lax.
It is. I guess Mike Evans haven't got around to introduced it as part of gameplay - it can be a bit annoying for casual players - still, it is not removed so hopefully it's sensitivity could be pushed up a bit.

(This is part where Mike Evans usually posts some useful dev info here. Pretty please? :))
 
Maybe because these thrusters are not designed for speed but for power? :)
Just like a ferrari vs a bulldozer :D the bulldozer has more power but can't speed up fast.

And for this thing with 9.77g gravity and blackout/redout....i really guess that we have some sort of artificial gravity / anti-gravity and inertial dumpers in our ships :)
But it's only my imagination for the immersion. Without this, nothing here would make sense :D
 
You can still black out, but only under exceptional circumstances. I'm told a Vulture doing a boost turn can black you out. And I was recently in just a pretty ordinary Python, landing on a planet and I overshot the station. So I rotated 90 degrees and pitched around while still in Glide at 2500m/s and started to fade out before the glide aborted.

As fo the OP's question, your ship's thrusters are not always operating at their maximum thrust. For most ships, particularly the smaller ones, they're capable of pulling a lot more than 6 Gs when on full power.

So when an Engineer tinkers with your thrusters, they aren't really improving the thrusters themselves. They're dialling back the safety margins to give you better boosting from the thrusters you already have.
 
So when an Engineer tinkers with your thrusters, they aren't really improving the thrusters themselves. They're dialling back the safety margins to give you better boosting from the thrusters you already have.

Then why do they need all those parts and materials to remove a safety override?

(Because you completely made up a handwavium explanation, i know.)
 
Be careful what you wish for

Please stop lobbying for the game to be less fun. The immersionists won the vote to remove instantaneous ship transfers. I just wonder how many of you are going to regret that decision when you are sitting at a spacedock waiting for your ship to arrive.

The dogfighting in the game might be nonsense, but it's really really... good. I really do not want to be playing a new version of Frontier: Elite II

If you want realistic Newtonian physics in a dogfighting game why don't you go to the Kerbal Space Program forums and lobby for their game to include more Frontier: Elite II features?
 
Then why do they need all those parts and materials to remove a safety override?

Of course they don't "need" all that stuff. Some of it, possibly, but not all of it. I mean, come on, they say they "need" 1 tonne of computer monitors (a.k.a. "modular terminals") to improve our thrusters, or power distributor, or shield booster?

Liars.

They're just tricking us into bringing them stuff they can use for their own special projects. Or maybe, like Rocket from Guardians of the Galaxy, they just think it's funny having us space jockeys run all over known space looking for a bunch of useless trinkets that they say they "need".

Or look at it this way. If they really, really "needed" 1 tonne of modular terminals (or whatever) to mod your ship and they actually used all of them in your ship, shouldn't your ship's mass increase by 1 tonne afterwards? It doesn't, so they don't.

If you knew that getting better thrusters was just a simple matter of switching out a couple of computer chips and tweaking some software, you'd probably try to do it yourself, rather than fly over a hundred LYs to get an Engineer to do it for you. So the secret is kept, in order to maintain the Engineer's prestige and mystique.

It's also a safety thing, from the Engineer's perspective. Having to bring "engineer requirements" makes it seem like the engineering can't happen without those requirements, so a rich kid landing with a hold full of gold (or credits) and wanting to simply buy mods, or a neanderthal goon sailing in with a horribly beweaponed battleship and threatening to blow up their base if they don't hand over a modified shield, or laser, or whatever, is not going to happen. A thousand angry space jockeys would descend on Engineer bases and wreak havoc if the truth ever got out.
 
"Design". But that's basically like driving a Mercedes Benz car with automatic mode. There is a manual mode but the system will take control from time to time and prevent a risk or do something you usually can't do. The system basically controls the car in automatic mode and manual mode to a degree. Same for you ship, it sometimes takes control (FAon being automatic mode and FAoff being manual) to achieve what you shouldn't achieve. Manouvering thrusters overheat on high G worlds especially on heavy ships. Likewise FAoff won't do that and overuse the thrusters but it sill slow you down no matter what when exceeding your speed limit. Every ship in Elite basically is from Mercedes Benz. The system always has the last word. :p
 
The thrusters are also working much harder on planets.

Try this in Clipper for example:
- Go to any planet with low-moderate gravity
- Try doing a 90-180° turn with flight assist on (blue zone or otherwise)
- Enjoy going over 100% in heat
 
Then why do they need all those parts and materials to remove a safety override?

(Because you completely made up a handwavium explanation, i know.)

Because it's a game.

It's a make-believe universe that has some parallels to our own, but because it's also a game, some of those similarities, no matter how realistic, aren't 'fun' or rewarding. We can argue about highly immersive pooping in space if you want, or how we should be forced to spend 30-60 minutes going through a full pre-flight check every single launch because you better believe that's the sort of thing that happens.

Here's the start up procedure for the Boing 747-400. Imagine this sort of thing, every single time you just want to leave a station or base:

- http://www.freechecklists.net/getDoc.asp?fpath=resources/747checklist.pdf

How about the Airbus A320?

- https://flyuk.aero/assets/downloads/resources/checklists/UKV-PRD-A320-CHECKLIST-V1.0.pdf

People demand "immersive" play and have no idea what that actually entails. Just what they imagine it should be. Here's the thing. Imagination seldom has a 1:1 relationship with reality. This is why all of about eleven people playing Elite: Dangerous will continue to do the pre-flight check after the first time.

The above? Pilots are required to complete these checklists for correct operation of the aircraft. Lives depend on correctly following the same checklist. Every. Single. Flight. They don't get to imagine it. They must do this. Every. Single. Flight.

The big thing about people demanding "immersion" - is it's almost always entirely contextual. Draw the line at an engineer screwing with engines, have no problem skipping pre-flight checks. lol
 
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Maybe because these thrusters are not designed for speed but for power? :)
Just like a ferrari vs a bulldozer :D the bulldozer has more power but can't speed up fast.

And for this thing with 9.77g gravity and blackout/redout....i really guess that we have some sort of artificial gravity / anti-gravity and inertial dumpers in our ships :)
But it's only my imagination for the immersion. Without this, nothing here would make sense :D

Im glad you laced you comment with smilies or I'd be forced to talk physics to you ;-)

You can still black out, but only under exceptional circumstances. I'm told a Vulture doing a boost turn can black you out. And I was recently in just a pretty ordinary Python, landing on a planet and I overshot the station. So I rotated 90 degrees and pitched around while still in Glide at 2500m/s and started to fade out before the glide aborted.

As fo the OP's question, your ship's thrusters are not always operating at their maximum thrust. For most ships, particularly the smaller ones, they're capable of pulling a lot more than 6 Gs when on full power.

So when an Engineer tinkers with your thrusters, they aren't really improving the thrusters themselves. They're dialling back the safety margins to give you better boosting from the thrusters you already have.

That is a very interesting point of view. Makes it a little easier to swallow.

Then why do they need all those parts and materials to remove a safety override?

(Because you completely made up a handwavium explanation, i know.)

Because you are not their only project. You see, they are selling a line of self-branded products at ultra-high margin in their spare time, so all they need to do is slap their funky label on some base parts, tweak the performance with their homegrown epic-grade firmware and resell them giving them enough money to build a 3km high phallic symbol in the centre of their base. ;-)

Please stop lobbying for the game to be less fun. The immersionists won the vote to remove instantaneous ship transfers. I just wonder how many of you are going to regret that decision when you are sitting at a spacedock waiting for your ship to arrive.

The dogfighting in the game might be nonsense, but it's really really... good. I really do not want to be playing a new version of Frontier: Elite II

If you want realistic Newtonian physics in a dogfighting game why don't you go to the Kerbal Space Program forums and lobby for their game to include more Frontier: Elite II features?

I'm sorry, but please don't try and crowbar Ship Transfer into their thread, there are countless other threads dedicated to that ;-)

I am reasonably ok with the flight mechanics in this game, except for blue zone turning nonsense. (Also a discussion for another thread)

I would rather it be impossible to land on a very high G planet in certain ships, or require ships to land vertically using a special "planetary approach mode" which uses rear thrusters that CAN produce 10g... that would bring some real cool planetary landings watching your ship heat up and your ENG capacitor drain as you got closer.

Of course, the Keelback with its flippy main thrusters would make landing a doddle and stick its middle finger up at all the others.
 
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Because it's a game.

It's a make-believe universe that has some parallels to our own, but because it's also a game, some of those similarities, no matter how realistic, aren't 'fun' or rewarding. We can argue about highly immersive pooping in space if you want, or how we should be forced to spend 30-60 minutes going through a full pre-flight check every single launch because you better believe that's the sort of thing that happens.

Here's the start up procedure for the Boing 747-400. Imagine this sort of thing, every single time you just want to leave a station or base:

- http://www.freechecklists.net/getDoc.asp?fpath=resources/747checklist.pdf

How about the Airbus A320?

- https://flyuk.aero/assets/downloads/resources/checklists/UKV-PRD-A320-CHECKLIST-V1.0.pdf

People demand "immersive" play and have no idea what that actually entails. Just what they imagine it should be. Here's the thing. Imagination seldom has a 1:1 relationship with reality. This is why all of about eleven people playing Elite: Dangerous will continue to do the pre-flight check after the first time.

The above? Pilots are required to complete these checklists for correct operation of the aircraft. Lives depend on correctly following the same checklist. Every. Single. Flight. They don't get to imagine it. They must do this. Every. Single. Flight.

The big thing about people demanding "immersion" - is it's almost always entirely contextual. Draw the line at an engineer screwing with engines, have no problem skipping pre-flight checks. lol

If I'm not mistaken, there is actually a preflight check mode available on the right menu. But your point is valid. The balance between immersion, realism and most importantly playability is important.
 
Because you are not their only project. You see, they are selling a line of self-branded products at ultra-high margin in their spare time, so all they need to do is slap their funky label on some base parts, tweak the performance with their homegrown epic-grade firmware and resell them giving them enough money to build a 3km high phallic symbol in the centre of their base. ;-)

Great answer, now I know what the stick in the middle of the base is :eek:[haha] [up]
 
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