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.
'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.
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?
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?
So threshold is still there.
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.I know but it is too lax.
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?
Also a question for FDev, When will you be bringing redouts/blackouts back? Y'know it used to be a thing. A good thing.
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.)
Maybe because these thrusters are not designed for speed but for power?
Just like a ferrari vs a bulldozerthe 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![]()
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.
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.)
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?
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
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. ;-)