ANNOUNCEMENT Elite Dangerous | Odyssey: Roadmap

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You can steer in glide. This is especially useful when approaching a "search zone".

I used to fly across planets in glide looking for geo sites when they still had the blue circle, much faster than doing it in normal space, just don't try to turn to hard or you start to black out!
 
RE: supercruise from one system to another:
You can supercruise from one system to where the other system should be, within a few km of the system nav marker (in essence smack in the middle of system main star), but there is nothing there until you use hyperspace. And fuel consumption for the hyperspace jump is calculated from source system to destination system.
 
You are wrong, that has already happened. As soon as I have time, I will look for evidence. It should "work", albeit in an inadequate way (no assets loaded).

You can travel to the point where the new system should be, but you won't see anything without a hyperjump, yes the distance has been done, there's just nothing there. Many people have tried, I mean there are 400b star systems, you can't store them all in memory at once so there has to be a loading screen somewhere, and from one system to the next is probably a convenient spot to do it, the procedural key is run and system generated during the jump so only one system is loaded into memory at a time.

So the point of difference is this, you can't travel between systems because the system isn't generated, you can only travel to the point where the system should be, this is easily done by anyone with time and patience, but it is by no means traveling between systems in that meaning of the word, even the star isn't there.
 
You can travel to the point where the new system should be, but you won't see anything without a hyperjump, yes the distance has been done, there's just nothing there. Many people have tried, I mean there are 400b star systems, you can't store them all in memory at once so there has to be a loading screen somewhere, and from one system to the next is probably a convenient spot to do it, the procedural key is run and system generated during the jump so only one system is loaded into memory at a time.

So the point of difference is this, you can't travel between systems because the system isn't generated, you can only travel to the point where the system should be, this is easily done by anyone with time and patience, but it is by no means traveling between systems in that meaning of the word, even the star isn't there.
I can't imagine coding it, but I can imagine a process where the skybox is rendered in the same way as the galactic map and each system's planets etc is streamed in the background if one were to approach it in supercruise. Though, as already mentioned, hyperspace jumps are the best way to go from a system to another and with all the calls for in-system jumps I'd suggest most would prefer to see development resources assigned to making long supercruise journeys less of a factor, rather than more. Still, it would be pretty neat, and a permit lock boundary could be set up to prevent issues of circumventing permit locks too.
 
[...]you can't store them all in memory at once so there has to be a loading screen somewhere, and from one system to the next is probably a convenient spot to do it, the procedural key is run and system generated during the jump so only one system is loaded into memory at a time.[...]
Intresting argument! You need the jump to bridge the time that it needed to generate the new system after dropping the old one from memory. I completely get that! But considering how long it takes to travel in supercruise from one system to another and also taking into account how many details of one or the other system you would see when being in the middle of both, I don't really understand why you can't do the same "swap" as you do during the jump.
 
No, no it doesn't, the glide isn't a loading screen, you can just fly down in real space from station to surface and land at a base or settlement, hunt bio or geo, the glide simply isn't a loading screen.
Really? That's weird. So why do I sometimes get stuck in glide for a couple of seconds then when there's no loading going on?

Maybe I wasn't clear enough. I'm not talking about orbital cruise or the whole glide sequence, but at the end it definitely feels like there's something going on.
 
I don't really understand why you can't do the same "swap" as you do during the jump.
Probably because the supercruise direction can be changed on a whim.
Maybe if the loading of skybox & other assets happened when close enough to the nav target, and temporary hyperspace startpoint created there, it would work.
 
Maybe I wasn't clear enough. I'm not talking about orbital cruise or the whole glide sequence, but at the end it definitely feels like there's something going on.
I think that is creating & populating the "after glide" instance, where ever the glide happens to end.
 
there's a difference between loading basically static assets like those produced by the stellar forge and known station locations at the system level and actually simulating the objects and environments in it.

Elite avoids having to (fully) simulate anything not in your immediate instance. Sometimes this is just a matter of things coming in and out of your instance, but sometimes this requires a re-reference pointing of your player character to a given new reference point.

This reference point change is what happens when you you glide to a planetary surface. The game shifts your reference point and takes on simulating objects in an entirely different way and under different rules.

It's not a seamless transition like you see in something like NMS. NMS makes different compromises than elite chose to in how they go about being able to allow moving around in such a huge ...unimaginably huge environment.

So while the stuff may be there and you could go down to it without such a transition change ...it wouldn't behave or work like the surface currently does in the game.
 
Intresting argument! You need the jump to bridge the time that it needed to generate the new system after dropping the old one from memory. I completely get that! But considering how long it takes to travel in supercruise from one system to another and also taking into account how many details of one or the other system you would see when being in the middle of both, I don't really understand why you can't do the same "swap" as you do during the jump.

That would indeed be one way to do it, but why would they? How many people are going to sit there for literally days in SC to get between systems, it would be creating an entire mechanic for something that is basically never used, or maybe used once or twice by edge explorers trying to reach distant systems. Now with FC's in game you can jump to systems that are out of range of any length of SC run due to fuel restrictions, so it would be pretty pointless.

Putting stuff into a game that's never used just creates more complicated code, and then what about permit locked systems? You going to let players SC right to the edge of permit locked systems and then stop them from entering?
 
So while the stuff may be there and you could go down to it without such a transition change ...it wouldn't behave or work like the surface currently does in the game.

Umm, yes it does, exactly the same. Tell you what, drop out of SC before entering glide, some bodies this is only 25-35klms up and fly down in real space, it's exactly the same, no glide but it works exactly the same. It really is the same, in fact players have done this, flown from planet to planet not using SC just to prove it can be done and it works exactly the same. You claiming it it behaves differently doesn't make it true, suggest you present evidence because you really don't know what you are talking about.

Source: https://www.youtube.com/watch?v=XY7E0DEp5yI&t=13s
 
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Umm, yes it does, exactly the same. Tell you what, drop out of SC before entering glide, some bodies this is only 25-35klms up and fly down in real space, it's exactly the same, no glide but it works exactly the same. It really is the same, in fact players have done this, flown from planet to planet not using SC just to prove it can be done and it works exactly the same. You claiming it it behaves differently doesn't make it true, suggest you present evidence because you really don't know what you are talking about.

in real space the transition of instances and the change in physics is less noticeable since it happens slowly and constantly as you move. the change in gravity (surface reference) and surface physics simulation happens at a certain elevation. it's not a gradual reduction, it's an abrupt, there and then not there border. the client has plenty of time and far less of a sphere of simulation it needs to deal with in normal space.

the more visible switch in supercruise is doing the same thing but it has to do more in less time so it basically stops your input for a moment while it gets ahead of your movement.

you can see how the client adjusts what it is referenced to in rings moving thru planets or vice versa or planets moving thru planets. the one you are associated with and moving with is real to your client. the others are not and just rendered visually. because you can only be associated to one thing at a time and that's the only thing the game is going to bother simulating fully for you.
 
in real space the transition of instances and the change in physics is less noticeable since it happens slowly and constantly as you move. the change in gravity (surface reference) and surface physics simulation happens at a certain elevation. it's not a gradual reduction, it's an abrupt, there and then not there border. the client has plenty of time and far less of a sphere of simulation it needs to deal with in normal space.

the more visible switch in supercruise is doing the same thing but it has to do more in less time so it basically stops your input for a moment while it gets ahead of your movement.

you can see how the client adjusts what it is referenced to in rings moving thru planets or vice versa or planets moving thru planets. the one you are associated with and moving with is real to your client. the others are not and just rendered visually. because you can only be associated to one thing at a time and that's the only thing the game is going to bother simulating fully for you.

I've been there, I've done that, I spent years looking for vulcanism before there were POI's in and out of SC hundreds of times a day. The transition point of reference is from the perfect sphere it references based on the center of the body for clients that are far away to distance from the actual ground surface for clients that are close enough for that matter, that's all!
 
Really? That's weird. So why do I sometimes get stuck in glide for a couple of seconds then when there's no loading going on?

Maybe I wasn't clear enough. I'm not talking about orbital cruise or the whole glide sequence, but at the end it definitely feels like there's something going on.
it is a loading screen in my book.
there are loading screens and loading screens tho
in the days of the spectrum a loading screen was a still image,. with ridge Racer on the PlayStation it was a fully playable arcade game. just because we can do stuff when flying down to a planet does not mean loading isn't going on... and when it works perfectly it is almost seamless.... but it definitely pauses when things are not quite fast enough

not a complaint (from me at least) I think it works pretty well.......
 
About the road map.
I started playing NMS a few times, but I quit. I don't like how they fly in space, and space combat, and in general. And the planets are not very interesting to me.
Looking at me EDO, here I have a fully prepared suit Maverick and Combat a bunch of fully modified weapons, and why do I need all this?
There is a fully prepared Artemis with the right attachments and it can be useful to me and do not know.
In my dreams I thought Odyssey would be something like this:
I take a mission to deliver the research diary, I arrive at a point in space, there is an abandoned and broken ship, I in a spacesuit fly up to it, I cut the hatch, climb inside ...
 
NMS is a great game and after a rocky launch the devs should be really proud of their work. also there are definitely some features and design decisions I would love to see FD borrow from.

but it is a totally different beast to ED and just because superficially something is possible in one game on a given hardware spec does not mean it is doable in the other .....
 
Finally, we would also like to address the topic of communication. We are aware that many of you have been asking about greater communication, visibility and a change on how we share and update Elite Dangerous moving forward. While we do always try to give as clear a vision for the future as possible, such as Horizons or Beyond season roadmaps, we also must accept that this alone has not hit the mark. Our community have always been the beating heart of Elite Dangerous and we take the feedback very seriously. We are going to be working on new plans and initiatives that we can do to bring you even more in touch with our development progress. Starting with a monthly community update, we will highlight and share the progress that the development team have been making over that month. We will be sharing more details around this, and other initiatives, over the coming weeks.
Just wantint to point out that it was the 2 year anniversary of this statement. For a number of months after this, communication from Frontier was the best it had ever been since launch in my opinion. The monthly dev updates, issue tracker updates, I thought it was great. Unfortunately it didn't last long. I think it would be awesome if some consideration was given to reinstating these excellent initiatives in some shape or form.
 
Just wantint to point out that it was the 2 year anniversary of this statement. For a number of months after this, communication from Frontier was the best it had ever been since launch in my opinion. The monthly dev updates, issue tracker updates, I thought it was great. Unfortunately it didn't last long. I think it would be awesome if some consideration was given to reinstating these excellent initiatives in some shape or form.

Yes, but this didnt help them sell more copies of Odyssey
So each Fiscal Year post launch seen more budgetary cuts for the Elite Team - and the team is doing what they can within the budget they got allocated.
 
Hi All :)

Quote from update 15.02 notes
  • Fix for pulse wave analyser not highlighting high resource asteroids in rings correctly (Ticket Reference: ID 50436)
This I've got to check out when the servers come back online ;)
And whether hot spots contain a bit more relevant minerals / metals as they indicate for that particular hot spot!...should be interesting.🤔

Jack :)
 
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