A Couple of Unrelated Suggestions: 'Cold-dark Start' and 'Locator Beacons'

Hello folks! :)
These are a couple of suggestions I believe could help game play immeasurably. Neither are critical, but would be nice.

1) Cold-dark Start
As a pilot for most of my life, one thing that kind of spoils the immersion of ED for me is the inability to start from a completely powered-down state. It would be nice, I think, to be able to step into a cold dark craft, activate its power systems and prepare it for flight.
It wouldn't need to be complex, it could be controlled from the Ship tab on the RH panel, operating in much the same way that the checklist does. Master power on, fuel cocks closed, spool powerplant, open cocks - ship rumbles to life. One could then bring all modules online, feeling the vessel coming alive around them. It could help for - for instance - laying-low in an asteroid belt while pirates hunt, or shutting down for the night on a lonely planet far outside the bubble. It's not a big deal, but would certainly add to the immersion and illusion you're flying a real craft.

2) Locator beacons
I was mining the other day, and thought about a potential addition to a standard limpet controller: the possibility of using limpets as locator beacons.
A Locator Beacon would be a limpet that broadcasts a signal on a specific frequency capable of either being dropped from the cargo bay or fired into an asteroid. The freq would be selectable from the right-hand panel. For instance, you wish to drop a LB for whatever reason, so you select the module on the Modules page, select the freq (111.3, let's say) and drop the beacon. It would then broadcast from that location at that frequency for a limited time - say two or three hours.

The applications could be immense. Painite mining, you have a REALLY good spot and don't want to lose it? LB it - go off, sell your ore and race back. Be careful - another player could be somewhere in-system patiently scanning frequencies, looking for locator beacons. Want a race through the asteroids, Millenium Falcon style? Lay out the course with LB's. New mission mechanics: "A miner lost its cargo in the rings. Scan for 113.2 and recover the cargo" OR - "We damaged a rival faction's cargo freighter but weren't able to recover the cargo. Commander, find the locator frequency and recover it for us."

And of course...though I doubt anyone would EVER consider this...setting the panel's frequency to 121.5 could bring System Authority ships racing at top speed.

Cheers, friends!
 
There is an option in the RH Panel to enable 'Pre-Flight Checks'. This asks you to go through your major ship controls before you launch. You can find the option at: RH-P > Ship Tab > Pilot Preferences (3rd option down on the left) > Pre-Flight Checks (bottom of right hand column of options.). Give it a try.

Persistence is a real issue in E|D. Once an instance is closed (no one residing) it is gone. It's like how a ship you just shot to pieces can be found in SC at full health a moment later. I just don;t think 'hot spots' are persistent enough for your second idea to be feasible.
 
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There is an option in the RH Panel to enable 'Pre-Flight Checks'. This asks you to go through your major ship controls before you launch. You can find the option at: RH-P > Ship Tab > Pilot Preferences (3rd option down on the left) > Pre-Flight Checks (bottom of right hand column of options.). Give it a try.
Yes - I referred to the checklist in my post, and frequently use it during the first start of the day simply for the purpose of immersion. What I'm saying is it would be nice to be able to start from a cold dark state - to start and shutdown the spacecraft.
 
If I'm not using a ship I'll go to modules and shut each of them off before I switch to the next ship. I don't turn on the "check list" thing because I have no desire to reestablish my key bindings under that setting. I think what you're looking for is going on batteries or external power which means shutting the reactor completely off and plugging into the station's external power. Might be something you'd do if you had space legs or an unseen ground crew communicating that you're back on internal power and they're pulling the external cables off now, etc.

I can just imagine the funny situations that might happen if you try to take off with the power umbilical still connected.
 
If I'm not using a ship I'll go to modules and shut each of them off before I switch to the next ship. I don't turn on the "check list" thing because I have no desire to reestablish my key bindings under that setting. I think what you're looking for is going on batteries or external power which means shutting the reactor completely off and plugging into the station's external power. Might be something you'd do if you had space legs or an unseen ground crew communicating that you're back on internal power and they're pulling the external cables off now, etc.

I can just imagine the funny situations that might happen if you try to take off with the power umbilical still connected.
Well....
I don't mean to be pedantic, but what I'm looking for is the option to shut down the bloody ship. Like turning it off. Powering down. It's not all that complicated really. I get what you mean - external power is helpful. But in real aircraft, it's not necessary and shouldn't be needed here. I'm just looking for the ability to totally shut down and restart my machine.
Given the response, no-one is interested so that's fine; we continue as we are. I just think it would be nice, and would greatly add to the immersion factor for those of us who actually fly.
:)
 
Power down modules individually,like Leadfoot suggested.
As for the locator beacons, I think it has been suggested in various forms, but nothing ever came of it.It would probably require a controller of it's own,so you'd have to give up another slot.
 
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Well....
I don't mean to be pedantic, but what I'm looking for is the option to shut down the bloody ship. Like turning it off. Powering down. It's not all that complicated really. I get what you mean - external power is helpful. But in real aircraft, it's not necessary and shouldn't be needed here. I'm just looking for the ability to totally shut down and restart my machine.
Given the response, no-one is interested so that's fine; we continue as we are. I just think it would be nice, and would greatly add to the immersion factor for those of us who actually fly.
:)
Actually, I get what you mean. When I had Flight Simulator 5 through 10 I set up a situation where it was always "on the tarmac, parking spot, dead, cold start." The idea of external power would be needed to start the reactor (you'd kill batteries trying to heat that thing up to the point where fusion happens, you know!).

I can't think of the game right off the top of my head, but there IS a space game where you actually float into the ship, in the dark (no power so no lights), find your way to the cockpit, hit the master switch to get the power on, batteries on, get the lights on, actually start the reactor, switch from external to internal power, etc. It would be great for all players to have this type of immersion. Twice. After that, they'd get really tired of going through a 30-item checklist just to get off the ground. BUT, if it was optional, I don't think I'd mind doing it once in a while, like you said, for the immersion.
 
To the OP. I really like your locator beacon idea. I think it could have alot of potential if implemented correctly.

About shutting down your ship at the moment I dont see that being feasible as we cant leave the pilots chair but maybe in the future when we have space legs it could be a good idea. I could see an exploration ship landing on a planets surface and shutting down the power plant so the pilot could manually make repairs to it.
 
Well....
I don't mean to be pedantic, but what I'm looking for is the option to shut down the bloody ship. Like turning it off. Powering down. It's not all that complicated really. I get what you mean - external power is helpful. But in real aircraft, it's not necessary and shouldn't be needed here. I'm just looking for the ability to totally shut down and restart my machine.
Given the response, no-one is interested so that's fine; we continue as we are. I just think it would be nice, and would greatly add to the immersion factor for those of us who actually fly.
:)

well I think the ships can’t be shut off because they have nuclear power plants. Not so simple to switch on/off.

however, in the expanse series, ships can “dump the core” from reactors to stop them. I think switching the elite ships off would be similar situation. Not sure how it would be useful to the CMDR though
 
well I think the ships can’t be shut off because they have nuclear power plants. Not so simple to switch on/off.

however, in the expanse series, ships can “dump the core” from reactors to stop them. I think switching the elite ships off would be similar situation. Not sure how it would be useful to the CMDR though
Ships have fusion power plants, those are effectively "burners", meaning cutting fuel flow will cut reaction without massive after heat like happens in fission plants. But problem would be restarting one after it has been shut down. Containment fields would need to be spooled up, fuel temperature need to be raised to at least millions of degrees, whole process takes very much energy (In real life that is the problem, one could fuse atoms rather easily, but to get net energy out is the real problem.). So ships need to have considerably big secondary energy source, no problem in stations, but in the black that might be problem.
Btw. pretty many things in ship systems are utterly unrealistic, lets say for example life support. Say I'm flying with my Cutter, thing has humongously big cockpit, more like command bridge. If I close down life-support in somewhere not very hostile environment, like outer reaches of some normal system, how much time I should have? Closing down life support should not vent atmosphere to vacuum, all it should do is stop decarbonisation, re-oxygenation, heating/cooling, forced air circulation, and such stuff. Now the cockpit or rather ships bridge is big. There is much of air, and much of mass that does not cool very fast. I should have hours of livable conditions left instead of mere minutes.
 
There is an option in the RH Panel to enable 'Pre-Flight Checks'. This asks you to go through your major ship controls before you launch. You can find the option at: RH-P > Ship Tab > Pilot Preferences (3rd option down on the left) > Pre-Flight Checks (bottom of right hand column of options.). Give it a try.

Persistence is a real issue in E|D. Once an instance is closed (no one residing) it is gone. It's like how a ship you just shot to pieces can be found in SC at full health a moment later. I just don;t think 'hot spots' are persistent enough for your second idea to be feasible.
Concerning persistence, there could be per-CMDR overrides such that the next time the area is loaded for that CMDR, the overrides alter minor things based on the overrides, allowing some persistent stuff. Obviously for when two CMDRs pop in, there would have to be some considerations concerning overrides.

I like the idea of a cold-dark start, OP. Especially if it negates or seriously reduces the sensor signal of a ship parked on a planetary surface.
 
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