Artificial Gravity for Ships not Stations

Artificial gravity already *is* a thing in Elite.

<SNIP>

And the interior of the new Krait ship should be the final confirmation that there is artificial gravity in Elite. It has a coffee maker with a open top ceramic mug HANGING from a little hook on the side of the machine. And there is a plate with two cookies sitting next to it. Unless those are superpowered magnetic cookies and cups being pulled down onto the floor, I'm gonna say we have artificial gravity in Elite and you should expect things to play out that way if and when "space legs" becomes a thing.

Watch them go away in a future update with the patch note "Fixed lore-breaking Krait interior" ;)
 
Landing on planets with gravity would also give the ship internal rooms and spaces gravity as well.
Exactly. Elite ships are like the space shuttle which operates in both space and in gravity, not the international space station, which never needs to account for gravity in it's design.
 
In saying that, I suspect the lore will be maintained but in practice it'll be like being in gravity. I imagine space legs if they arrive will be difficult enough to implement well without the original design ideas.

Didn't ObsidianAnt post an old tech demo of a floaty pilot getting into a chair recently? Maybe I imagined it. But we wont get that now, I suspect :)
 
I'd think this would almost be a given, no matter how well gravity and movement are modelled.



Because they spend a large portion of their time in environments that have gravity, namely docked at a rotating starport or surface base, or in the gravity well of a planet and not in free fall. Indeed, most ships probably spend most of their time in such environments, not actively flying through space.

It's similar to why my RV has electrical, water, and sewage connections, even if they aren't in use on the road.

The actual, real-life space shuttle spent the overwhelming majority of its time in gravity *on earth.* Yet for some reason it doesn't have an internal layout like a cruise ship.
 
Artificial gravity already *is* a thing in Elite. All of you are in denial. The devs are all working on the game under the assumption that there is Star-Wars style localized gravity inside the ships. All your characters move and stand as if in gravity. Hair flows/"falls" downward. There are point-of-interest installations that are supposedly "space bars" but they have no centrifuge structures on them, which would make them a nonstarter for pouring drinks, dancing, socializing, or relaxing AT ALL unless there was artificial gravity on the stations. The layout of the ship interiors is clearly based on walking around - the spaces are huge and open with everything arranged on a single plane and there is practically nothing to grab onto. And the interior of the new Krait ship should be the final confirmation that there is artificial gravity in Elite. It has a coffee maker with a open top ceramic mug HANGING from a little hook on the side of the machine. And there is a plate with two cookies sitting next to it. Unless those are superpowered magnetic cookies and cups being pulled down onto the floor, I'm gonna say we have artificial gravity in Elite and you should expect things to play out that way if and when "space legs" becomes a thing.

You'll also notice that the icons for the passenger cabins look like hotel rooms with sofas and chairs and couches and such - all things that scream "gravity".

At least in The Expanse, they deal with this by using acceleration as their source of gravity. "Down" is facing the main thrusters, and ships flip around and decelerate by accelerating in the opposite direction of travel, thus crew and passengers are always experiencing "gravity" except during course changes, maneuvers, "sitting still", etc. When it comes to science, The Expanse nails it. ED is taking all sorts of liberties in this regard, and it actually requires more handwavium to explain zero-G in ED than to give us magic Guardian AG.
 
Watch them go away in a future update with the patch note "Fixed lore-breaking Krait interior" ;)

I would be ecstatic if they got rid of the coffee makers and cup holders, and redid all the holo-me haircuts to look like zero-G hair. (better yet animate the hair so that it *does* fall down when you are docked on a planet or station). Not because these details are so important in and of themselves, but because it would be the only outward confirmation from the devs that they are committed to the "no artificial gravity" premise and to maintaining a cohesive sense of world building for the game going forward. In the absence of that, I have to assume that Elite is going to continue to develop more into something resembling "Star Wars" than "The Expanse."
 
You'll also notice that the icons for the passenger cabins look like hotel rooms with sofas and chairs and couches and such - all things that scream "gravity".

At least in The Expanse, they deal with this by using acceleration as their source of gravity. "Down" is facing the main thrusters, and ships flip around and decelerate by accelerating in the opposite direction of travel, thus crew and passengers are always experiencing "gravity" except during course changes, maneuvers, "sitting still", etc. When it comes to science, The Expanse nails it. ED is taking all sorts of liberties in this regard, and it actually requires more handwavium to explain zero-G in ED than to give us magic Guardian AG.

Yup. Don't get me wrong, I genuinely believe that in the early stages when they were conceptualizing the game, the core conceit of "no artificial gravity" was somewhere in the creators' minds. But I don't think any of the original visionaries behind the initial creation of the game are still deeply involved in its development, and the people working on the game now are not really that interested in old school sci-fi where you take a handful of "magic" departures from reality and then extrapolate out from their implications. The rule now seems to be just to take whatever seems cool or reminds them of other space fiction and put it in there, and use default "space ship adventure fiction" templates to fill in all the details.
 
it actually requires more handwavium to explain zero-G in ED than to give us magic Guardian AG.

The story of this game's life seems to be designers deciding on a feature and then completely avoiding exploring any of the implications of those decisions, resulting in contradictions, inconsistency and, well, practically every problem with this game's lore and mechanics.
Case in point here they said "we don't want artificial gravity" and then didn't spend the 5 minutes necessary to think about how that would impact the design of the rest of the game, particularly ship design. If you don't want AG, ships should be like the Expanse. Rocket-shaped with the floor aligned with the main thrusters, interiors filled with handrails and acceleration couches in every room, no loose hanging objects, corridors narrow enough that a human could always touch one wall, decorative items like tools and utensils (ie coffee machines and mugs) that are visually designed with zero-G use in mind, etc.

But they couldn't do any of that because they wanted the ships to be like cars or planes or boats. Which is fine if that's the aesthetic you want... but you can't claim to care about realism at all if you take such a wild divergence from it, beyond mere game requirements (you don't need picture perfect verisimilitude to establish the feeling of realism). I'm wondering why they bother sticking to their guns on the gravity front when they're not willing to put in the effort to make it believable.
 
Yup. Don't get me wrong, I genuinely believe that in the early stages when they were conceptualizing the game, the core conceit of "no artificial gravity" was somewhere in the creators' minds. But I don't think any of the original visionaries behind the initial creation of the game are still deeply involved in its development, and the people working on the game now are not really that interested in old school sci-fi where you take a handful of "magic" departures from reality and then extrapolate out from their implications. The rule now seems to be just to take whatever seems cool or reminds them of other space fiction and put it in there, and use default "space ship adventure fiction" templates to fill in all the details.

Precisely. Elite isn't a setting where the creators said "These are the advanced technologies available. Build everything around that". Elite follows "Rule of Cool" first and foremost, and then handwaves the rest later.

The "Rule of Cool" methodology isn't bad; its actually a good thing. Its only a problem when the creator of a sci-fi universe follows "Rule of cool", but claims they are "realistic" by doing mental gymnastics to justify the inconsistencies.

Example: When you blow up a ship the materials just hover in space where they were ejected. In reality they should go spinning off at speed. But this is a good thing. Why? Because Gameplay > Realism. All FDev has to say is "It's just a game". FDev does not need to come up with a convoluted explanation on why cargo pods have inertial dampers.
 
Yup. Don't get me wrong, I genuinely believe that in the early stages when they were conceptualizing the game, the core conceit of "no artificial gravity" was somewhere in the creators' minds. But I don't think any of the original visionaries behind the initial creation of the game are still deeply involved in its development, and the people working on the game now are not really that interested in old school sci-fi where you take a handful of "magic" departures from reality and then extrapolate out from their implications. The rule now seems to be just to take whatever seems cool or reminds them of other space fiction and put it in there, and use default "space ship adventure fiction" templates to fill in all the details.

Totally agree. Nothing, nothing dumps on what would otherwise be excellent scifi like crappy world-building or floods of gratuitous deus ex machina solutions. As originally released the ED universe didn't suffer from this. The closest parallel I can draw in published scifi would be C J Cherryh's Allliance/Union universe, with the political environment being more like a human-populated version of Compact space in the same universe. As far as the mechanics of interstellar society are concerned the points of similarity are many and derived from the same basic underlying suppositions about "how would all this stuff work".

A lot of recent developments in ED have trod perilously close to completely departing from that coherent vision. In fairness to FD one only has to read this forum to see that a vocal subset of players just aren't interested in playing within a fully-developed scifi universe. They want the kind of "game action" that they find entertaining and if that requires blowing a massive hole in a fundamental piece of lore then the response of that subset of players will be a shrug and "ok. Gimme." One finds it a little hard to blame FD for hammering the requested square pegs into the round holes of the ED universe even while advocating against it and profoundly regretting when it happens.
 
A lot of recent developments in ED have trod perilously close to completely departing from that coherent vision. In fairness to FD one only has to read this forum to see that a vocal subset of players just aren't interested in playing within a fully-developed scifi universe. They want the kind of "game action" that they find entertaining and if that requires blowing a massive hole in a fundamental piece of lore then the response of that subset of players will be a shrug and "ok. Gimme." One finds it a little hard to blame FD for hammering the requested square pegs into the round holes of the ED universe even while advocating against it and profoundly regretting when it happens.
Yes it is the Call of Duty kiddies who are responsible for the drip coffee maker. /sarcasm.
 
Example: When you blow up a ship the materials just hover in space where they were ejected. In reality they should go spinning off at speed. But this is a good thing. Why? Because Gameplay > Realism. All FDev has to say is "It's just a game". FDev does not need to come up with a convoluted explanation on why cargo pods have inertial dampers.

I like Braben's original idea better, where we could damage a ship without destroying it, and then raid that ship for cargo and parts. If a ship explodes catastrophically, then all its "stuff" should be lost.
 
Ignoring the speed limit in game, in universe the ships are more than capable of making continuous 1 g burns for days and weeks to make the system trverses they did prior to the FSD allowing earth normal gravity and living conditions
 
Anyone ever looked at yourself sitting in the pilots seat (headlook or VR).

No straps.

Looks to me like we have inertial dampening & artificial gravity, lore or no.

Lore has always been no FTL communications. multicrew doesn't work without FTL comm.
 
Yes it is the Call of Duty kiddies who are responsible for the drip coffee maker. /sarcasm.

I never said anything about the subset of players I was referring to to indicate they were "CoD kiddies", now, did I? In the absence of the sarcasm methinks someone mayhap doth protestproject too much. ;)
 
Time and gravity are closely related. In a future where we can "frame-shift" time, we can generate artificial gravity in a similar fashion. It's completely necessary for the physics of elite dangerous's flight model as well, because in a normal zero-g environment we'd all be splattered against the inner walls of the cockpit during normal flight maneuvers. So tie the artificial gravity to the FSD, stations rotate because they're too big to use the same kind of warp technology and it wouldn't be efficient to try anything else. When the ship FSD is taken offline the gravity should go and the g-force dampening effects should be inhibited by a lot.
 
There is a solution to this problem so simple I'm astounded no one else suggested it.

When Elite Feet are added, add an auto pilot option that flies your ship slowly in a large circle. In this way you can walk around with the same type if fake gravity sations use. Whenever you want to do anything other than walk around just sit back down and take back control of the ship.

Only issue with this is that it can't be done in combat, while docking, or in super cruise.
 
We don't "frame shift" time. The frame shift drive has nothing to do with time. It tampers with space allowing for ridiculously fast travel.

@Gooost
 
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