Just had a go with the new modules...

In left side panel when you go to Navigation or whatever, it is the second option, supercruise assist. Instead of picking a station etc as target, you can choose to SCA.
Even then, that assist only saves you from 1 click. Disengage hyperdrive. Why would I supercruise at 75% speed? That takes forever! When I push throttle down all the way, there is an annoying beep for 20 seconds. I only bring it back to the blue area when there is 7-8 secs ETA. For me, the module is more annoying than useful.

Ah, that's how you do it. Thanks.

[Edit] To answer your questions, it is a newbie module, so why would you want to use it? So I've tried it to see what happens and I can see that for a newbie it would be very useful in the initial stages but it's sufficiently annoying enough to make a commander stop using it once they gain a little proficiency.

I'd say 'well done' to FDev for this one.

The same for the ADC. Fun to try out but although I've fitted one, the auto launch is turned off.
 
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I have 3 CMDRs... ive used it once

I have quite a complex HOTAS & Rudder setup, wish I could modify preflight to only check the main flight controls before launch. Anyone with a HOTAS knows what it is like to launch, only to find thrusters etc are unresponsive due to a USB port playing up or an unintentional disconnect. Rare, but more than once is enough when you have a launch timer ticking down and a station ready to open fire on you.
 
Nothing to do with your mental state, although I am worried about you lack of ability to understand something so simple. 75% throttle manages your speed, what we didn't have was a course hold function (The ship will adjust course to track your target) now we do. At no point was there ever a suggestion that the ships guidance from A-B would be fully automated.

I don't know, why you Always call it Course hold function??? As i understood, it can also bring you in a stable Orbit around a planet! Is that only a Course hold function? Not in my reality! ;)
 
Release the joystick, the ship will maintain a heading (eventually drifting off course) The new function maintains the course/track to the target, it does this by making minor heading adjustments to maintain course to the selected target.

Have you never noticed that you have to make minor adjustments on supercruise trips?
This is true, but you still have to pay 100% attention during assisted supercruise, in case you need to make minor adjustments to speed or heading because of planets being in the way, so there's no real difference/advantage.
 
I don't know, why you Always call it Course hold function??? As i understood, it can also bring you in a stable Orbit around a planet! Is that only a Course hold function? Not in my reality! ;)

Not sure if it would make adjustments to avoid anything (haven't tried putting it into orbit) pretty sure it just enters orbit and maintains that track around the body. But I agree, the part where it transitions to Orbit is definitely not a course hold function :)
 
This is true, but you still have to pay 100% attention during assisted supercruise, in case you need to make minor adjustments to speed or heading because of planets being in the way, so there's no real difference/advantage.

Am guessing you are not a trucker. To someone like me doing this 4+ years, it makes a big difference.
 
I've made more than enough journeys to be qualified enough to have an opinion. Instead of focusing on me, focus on the discussion.
 
As is binding a key to 75% throttle? Why waste the time on a feature that is already in game and then defend the devs for wasting time adding it.

I believe the idea was not to provide a solution for people being bored with supercruise but helping newcomers who don't understand how to bind a key for 75% throttle.

The SCA will also drop you out of SC at the destination star port or put you in orbit of the body
A 75% key will not

As to why, if you are reading the codex or flight manual or looking at the Galaxy map, it will still drop you out rather than just keep going at 75%
 
As to why, if you are reading the codex or flight manual or looking at the Galaxy map, it will still drop you out rather than just keep going at 75%
I'd be careful doing that, I tried that and ended up crashing out of supercruise because there was a planet in the way.
 
Okay, something else that's really annoying. I used supercruise assist to approach a planetary base. It approaches and enters orbit, that's cool. I know it doesn't go to the base for me, but when I go to approach, whenever I hit the blue zone it starts to pull back up into orbit again. I have to then go back to the menu and select the target without SA to deactivate it.
 
I have a feeling more noobs will die because of these new modules than without them. Blown up in the station for loitering and flying straight into the sun in SC.
Well done.
 
I'm very pleased by the amount of civil discussion in this thread in lieu of elitism and scrub-kicking.

I'm a mouse-and-keyboard scrub. And I'll be the first to admit it. I hold a full-time job and don't care enough about Elite to want to spend every in-game second staring at the screen, just the important bits. Thus, something like SC assist that allows me to do other things I like more during the boring bits will always be a plus in my book.

It's an optional slot, so it doesn't do anything to hurt the veterans of the game.

And while not having SC assist may have forced new players to learn, what virtue does it have once you know how to do it manually? I would say that the new SC assist module helps many more veteran players ease the dullness of grinding than it will hurt new players by offering a crutch.

... The fact is these are N00b mods, mods that once the player gets experienced, will be unloaded, sold and never purchased again...

In conclusion, this new module will have a lasting place on my trade T9 to make long journeys a bit more palatable and because I don't care about the literal 2T of cargo I'm giving up.
 
I'm very pleased by the amount of civil discussion in this thread in lieu of elitism and scrub-kicking.

I'm a mouse-and-keyboard scrub. And I'll be the first to admit it. I hold a full-time job and don't care enough about Elite to want to spend every in-game second staring at the screen, just the important bits. Thus, something like SC assist that allows me to do other things I like more during the boring bits will always be a plus in my book.

It's an optional slot, so it doesn't do anything to hurt the veterans of the game.

And while not having SC assist may have forced new players to learn, what virtue does it have once you know how to do it manually? I would say that the new SC assist module helps many more veteran players ease the dullness of grinding than it will hurt new players by offering a crutch.



In conclusion, this new module will have a lasting place on my trade T9 to make long journeys a bit more palatable and because I don't care about the literal 2T of cargo I'm giving up.

I dont think anyone is insinuating that it's hurting anyone, it should just be made clear to folks that these modules designed for the most part toward newer players not veterans. I think alot of people, including myself have lost sight of that fact for a while because of the fact that, 1) they are modules and 2) apply to some of the most basic gameplay functions, which of course, new players need more help with. Those two points being the reason why I think folks need to stop saying this is a GENERAL quality of life upgrade when it's not.

If this was about general quality of life upgrades, then it would have just been added to the ship and not as modules. So after doing some pondering I was trying to think what the logic of them being modules is. And it's to get the new player use to the concept of outfitting, to understand that a ships functions change based on what modules you have equipped.

Because if not that, then I go back to, if this was a general QoL upgrade, why make such things modules to begin with?
 
Not managed to get the SCA working yet. I get the Hyperspace Dethrottle Engaged message but nowt happens.

For SCA you need to enable it in the Navigation tab. There's a button for SCA.
As for Dethrottle, I noticed this as well. No difference with enabling it, except seeing the message in the panel. I'm using HOTAS, could be that throttle lever is auto-engaging it?
 
So after doing some pondering I was trying to think what the logic of them being modules is. And it's to get the new player use to the concept of outfitting, to understand that a ships functions change based on what modules you have equipped.

Because if not that, then I go back to, if this was a general QoL upgrade, why make such things modules to begin with?
I think you've answered your own question in part, but it goes beyond the mechanics of outfitting IMO. The module is not as efficient at acceleration and deceleration as a human pilot. I suspect this is deliberate to some degree, to encourage players to learn whichever technique (loops, geobraking, riding the SLOW DOWN warning threshold) best suits their flying style. The prize for learning to fly manually and dumping the SCA is an empty Class 1 module slot, which is valuable space on a starter ship.

If the SCA was built-in rather than module-based, seasoned players would complain that it's a wasted feature that's always there but permanently disabled. And new players would not be rewarded with the Class 1 slot for learning to fly.

Having said that, I disagree that it's wholly a module for noobs. For exploration I think the module will find significant popularity among pilots like myself who have not mapped some valuable worlds orbiting secondary stars because of excessive supercruise times, but who will happily sacrifice some speed for the ability to have the ship fly itself to the destination. All we need is a Millennium Falcon-style "We're coming up on Alderaan" alarm to draw our attention back from Netflix.

I also imagine Hutton Orbital may shift a few more mugs now that pilots no longer have to manually keep the ship pointing at Eden for 45 minutes. Probably not in Open though.
 
I think you've answered your own question in part, but it goes beyond the mechanics of outfitting IMO. The module is not as efficient at acceleration and deceleration as a human pilot. I suspect this is deliberate to some degree, to encourage players to learn whichever technique (loops, geobraking, riding the SLOW DOWN warning threshold) best suits their flying style. The prize for learning to fly manually and dumping the SCA is an empty Class 1 module slot, which is valuable space on a starter ship.

If the SCA was built-in rather than module-based, seasoned players would complain that it's a wasted feature that's always there but permanently disabled. And new players would not be rewarded with the Class 1 slot for learning to fly.

Having said that, I disagree that it's wholly a module for noobs. For exploration I think the module will find significant popularity among pilots like myself who have not mapped some valuable worlds orbiting secondary stars because of excessive supercruise times, but who will happily sacrifice some speed for the ability to have the ship fly itself to the destination. All we need is a Millennium Falcon-style "We're coming up on Alderaan" alarm to draw our attention back from Netflix.

I also imagine Hutton Orbital may shift a few more mugs now that pilots no longer have to manually keep the ship pointing at Eden for 45 minutes. Probably not in Open though.

But that's just it, by that logic, the SCA is more training wheels then "cruise control for cool", and thus is intended to be discarded due to it's inefficiencies and limitations. As someone who explores alot and i mean ALOT, I'm doing DW2 just to give you an indication. Supercruising long distances are a no brainer and require zero input, I'm not exactly sure what problem in this scenario that SCA is supposed to handle, even the "being off course" claims don't seem to make alot of sense, if you put the small dot on your target, you generally wont veer far enough off course to really matter.

Based on what the devs said in the livestream, and taking into account the limitations of function, I am getting the feeling that it's meant primarily for new players, not the general community. I mean sure, if you or anyone else FINDS a use for it, then good for you, but I'm saying that these modules are training wheels mods NOT real QoL improvements for everyone.
 
As for Dethrottle, I noticed this as well. No difference with enabling it, except seeing the message in the panel. I'm using HOTAS, could be that throttle lever is auto-engaging it?
This is my thought also. I imagine it works very well for keyboard/mouse and gamepad users. Nothing moves my hardware throttle back, so it stays on full speed unless I move it.
 
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