Is FA off deliberately gimped to hell?

Flight model is how the ship behaves in its environment. Acceleration, axis manoeuvers, lift, drag, skid. That stuff. Like in newtonian. The way you control inputs is not flight model.

That is the flight characteristics/flight envelope. The flight model (in FBW machines governed by a control law) is the designed behaviour of the machine within that envelope. The control law is what dictates what you can do within that flight envelope.

Have explained this a number of times on the forum. You tend to have 3 laws in modern FBW machines, the lowest (has varying names) is direct law. This is not available in ED for obvious reasons, hence my comment about not being able to pull circuit breakers.

DIRECT LAW. Direct law is the lowest level of computer flight control and occurs with certain multiple failures. Pilot control inputs are transmitted unmodified to the control surfaces, providing a direct relationship between sidestick and control surface

(or in the case of ED, between sidestick and thruster output)



I thought they changed that in Beta 2.

Edit: Yeah that was Beta 2.

No that was a different patch, this was something only a few cmdrs knew about. Got stealth patched once people started posting about it on the forum. It was essentially a bug in fa-off. As mentioned, you had to boost, then hold the vertical thrust, as long as it was held you had unlimited boost.

making the input hard to control is not.

Nothing hard about it. Having the freedom to manually control damping is exactly what many of us like about FA-OFF. That is not to say I am against having a mode that blends FA-ON & OFF
 
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The quotes from Mike Evans are interesting.

"If we corrected rotational velocity for you the game would become a FPS in space which wouldn't be difficult to master at all"

I don't agree with this at all.
For me the fundamental mistake was to apparently not even try to make combat engaging at a standstill. It's not just Elite: Dangerous, other space games I've played also have this notion that, movement aside, combat gameplay should just be holding down the 'fire all your guns' key and waiting to see whose HP*DPS product is larger. It's not necessary. Active, reflex-based defensive decisions (timing/positioning of shield power) and constant decision-making of what weapons/abilities to use can have just as high a skill cap.

But since they were committed to making offence and defence really thin, all that was left was movement, so they had to make it artificially difficult to move your ship.
 
No that was a different patch, this was something only a few cmdrs knew about. Got stealth patched once people started posting about it on the forum. It was essentially a bug in fa-off. As mentioned, you had to boost, then hold the vertical thrust, as long as it was held you had unlimited boost speed.

I do think I recall some mention of that. Probably took them time to finish plugging all the holes in the speed wall they spent the late beta and gamma building.

I'm surprised gravity can still be used to exceed them.
 
I do think I recall some mention of that. Probably took them time to finish plugging all the holes in the speed wall they spent the late beta and gamma building.

I'm surprised gravity can still be used to exceed them.

It did feel like cheating. In the end I started recommending it to newcommers, NPC's just couldn't keep up with your ship. Am surprised too about exceeding limits when in a gravity well. Although as I demonstrated in this video, you have to trick the thrusters, again applying vertical thrust allows you to travel at thousands of m/s, I think the highest reached is around 14,000m/s (might have been patched out)

Source: https://www.youtube.com/watch?v=v-pCSKy5gL4&list=UUXm79fS4PrZYTT_SxqSI7zQ&index=26
 
My latest tests with fast ships (boost above 500mph), makes me conclude that FA-Off is indeed a tool for certain specific moments; when you need to take advantage of the direction you're going, but point your ship elsewhere. Other than that, boosting with FA-On gives you the optimal turn rate and movement that you can achieve with your ship. I have been trying to find answers against the damn jousting combat style, where both ships like to boost and turn around to have time and target for gunfire. FA-Off doesn't seem to give an answer to this. It's better to wait until you are crossing your foe's ship, when he probably boosts to make a tight turn around, and Boost while pressing up and pitching to keep under his belly with a fire solution.
Using FA-Off and boosting around always leaves me too far from the enemy. Also, boosting to counter speed in the inverse direction acts more like a break than a hastened change of direction. There's a lot of drag to consider.
 
It appears to me that FA off is deliberately gimped in at least 2 areas.

1. No rotational damping. The key advantage of FA off is translational inertia. I.e. once you are going in one direction you keep going in that direction until you counter it. This is what enables you to fire in a direction different to the one you are moving in. What is not as useful in FA off though is rotational inertia, i.e once you are rotating in one direction you have to apply opposite rotation just to stop spinning. There is a really obvious reason why this isn't useful, because even with FA on you can still preserve whatever rotation you like by simply holding the mouse/joystick away from center. Having to manually reverse every rotation in FA off is just more than doubling the effort to control the ship's facing for no benefit whatsoever.

It may be that there are marginal cases where someone might want no automatic rotational damping in FA off, in which case the obvious question is why isn't there a control binding to enable/disable this?

2. Yaw effect. How come roll and pitch can spin a ship 360 around its axis in 1 second flat whereas yaw rotation authority is at least an order of magnitude reduced even with FA off? This makes lateral strafing in FA off impossible as you are unable to effectively control your facing. Of course you can strafe, and then roll and pitch to adjust the facing, but then since you've rolled and pitched you can no longer strafe in the same direction, or to put it another way it's impossible to strafe and hold the nose on target. You can strafe vertically of course, but that's not remotely natural, after all our eyes are side by side not one above the other.

Is there any legitimate reason for either of these seemingly contrived restrictions?

Because the thrusters are set up on all these ships for maximum effect in pitch and roll. The thrusters for yaw are much weaker. I read it in the ship propulsion system specs.
 
Also FA off is a lot easier with a joystick since that naturally auto-centers, but with a mouse trying to cancel rotation in multiple axis by waving it around trying to find the right spot is torturous.

Yes, and I think the design of the FA on/off trade-off is partly about that, too. Since the most powerful weapons are all fixed-forward, combat effectiveness depends hugely on time-on-target. FA-off maneuvering gives better TOT in most situations, so it's an essential combat skill. But mouse aiming is quicker and more precise than a joystick can ever achieve (for similar pilot skill level, of course), so what would otherwise be a clear advantage for mouse+kb piloting is partly balanced by the relatively greater difficulty of rotation nulling with a mouse.

if you want to damp out rotation either flick FA on

Was wondering when someone would point that out. Pulsing FA-on without giving the thrusters time to ramp up quite effectively nulls rotation.

And IMO it's completely ridiculous in a space setting. This is a major reason why I find combat in ED immersion-breaking and don't enjoy it very much. (There's also the whole issue of gatling guns in space).

It only breaks immersion if you somehow expect fully realistic physics in the first place. As the designers intended, it delivers a fun and nicely immersive experience of Star Wars-style swooshing around. I have KSP for playing with physically realistic spaceflight, and I'm here to tell you, both as a Kerbal-wrangler and an IRL physicist, that piloted space combat with real world kinematics is impossible. Given the speeds and distances involved, all such combat will boil down to guided missiles vs hypervelocity projectiles vs directed energy vs stealth. All automated, as engagements will be decided in milliseconds.
 
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No, the reason not to do it is because it's 2019 and the fundamentals of the FA Off mode simply aren't going to be rewritten now. Or in 2020.

Adding optional rotational damping to FA off wouldn't affect the 'fundamentals' of FA off at all, it would behave exactly as before but be actually usable with a mouse.
 
And IMO it's completely ridiculous in a space setting. This is a major reason why I find combat in ED immersion-breaking and don't enjoy it very much. (There's also the whole issue of gatling guns in space). Luckily you can do almost everything in the game without having to fight off too many NPCs if you know how to avoid them.

When I get involved in CZ or Thargoid activity I always remind myself that the game is essentially "space fantasy" rather than "space sim".
But it is a sim. They simulated our galaxy really well. ;)
 
Adding optional rotational damping to FA off wouldn't affect the 'fundamentals' of FA off at all, it would behave exactly as before but be actually usable with a mouse.

The fundamentals of FAoff is that it is all down to the pilots ability to control his ship with the controls he has available FAon is where the computer takes over whilst the pilot determines where to go, what you are suggesting is a hybrid between the two as half of the work is done by the computer while the rest is down to you that is a big enough change to be a difference in the fundamental nature of the thing.

It is so fundamental a change that I as someone who would have to hunt through his key bindings to find the FAoff control might look at trying it.
 
Oh my gods. You have to use curves? I thought you were supposed to be good?

Only the ones available with the Target software coming with the T16000 :D
But hey, at least I put some effort into making it work.
And I seriously don't think I'm good, I still get killed by the top tier PvPers x)

Adding optional rotational damping to FA off wouldn't affect the 'fundamentals' of FA off at all, it would behave exactly as before but be actually usable with a mouse.

Oh that's why you think it needs a change.

Tbh, I couldn't care less since I fly stick, but maybe ask the higher tier PvPers (Rinzler, Hazzmango, Harry Potter, a whole bunch of Nomads, etc...) how they do it. They have their aim and their flying on point.
Afaik it's down to how you set up your mouse, relative on or off, don't remember. Ask around, search for vids, visit the PvP related discord servers, join the Galactic Academy Discord, they have a bunch of good pilots using M+KB as well.

It's a shame we can't set FA-Off as the default, and have the ability to map a button to turn it on only while pressed. We can do it the other way around, with FA-On as default, and the button briefly switching it off... Pity there's no option for this.

I have seen and written a number of threads myself about this, but so far, there has never been a number of interested members high enough to get Fdevs attention. It would be a very nice change for toggle-flying and boost bleeding maneuvers.
 
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Yes, and I think the design of the FA on/off trade-off is partly about that, too. Since the most powerful weapons are all fixed-forward, combat effectiveness depends hugely on time-on-target. FA-off maneuvering gives better TOT in most situations, so it's an essential combat skill. But mouse aiming is quicker and more precise than a joystick can ever achieve (for similar pilot skill level, of course), so what would otherwise be a clear advantage for mouse+kb piloting is partly balanced by the relatively greater difficulty of rotation nulling with a mouse.

Relative mouse with pitch and yaw on mouse. (not pitch and roll)

By far the easiest way to fly fa-off.
 
I thought this was about “revlative mouse on/off toggle button”. Clearly no one at FDev flies FA off.
If they manage to get out of the mailslot without clipping any ship, corner, wing or the toastrack, it's already a great performance on their side xD
 
FAoff is awesome as is. Off-topic, FAoff mamba or FDL is so much fun. Gimbals really help. You have to use boost alot though, so you need a good PD.

I don't think it needs changed. It's already a powerful tool as is. The more fluid and eratic movements make fights much easier since you can really stay on target much more effectively while still being able to dodge hits.
 
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