@OP: I don't have anything useful to say but it seems like the majority of responses are by people who have totally misunderstood what you're talking about, so I'm responding just to make you feel a little less alone...
...When flying away from any stellar bodies, your ship is capable of very fast acceleration and deceleration... yet the super-futuristic computer cannot take advantage of that and instead has you decelerate slooooowly for... reasons...
...The fact that all vehicles, regardless of size and FSD have the same acceleration / deceleration mechanics makes flying long distances utterly BORING...
As others have said, it's largely because otherwise you'd never have the fine throttle control needed to get into drop-out range, so your ship simulates the targeted signal source as having gravity and adjusts your throttle accordingly.Is there an explanation for this or is it really a bug/poorly implemented feature (no offence FDev ^^)?
It's possible to reach things with actual gravity a lot faster than that as well. (My hobby is dropping into a system 1000Ls behind someone, and still beating them to the medium pad on the outpost)With this in mind, it is really possible to reach signal sources a lot faster than simply keeping the countdown at 0:06.
What?Well, if we're talking about stellar bodies, then this slow down makes sense because gravity does not let you change your speed.
The point is that to make the game interesting, something has to give. Either remove the arbitrary long distances (jump to star mechanic, PLEASE), or make it interesting by changing things up. Since the latter is unlikely, can we get the former?True, but there is also a reason for this. FSD creates a bubble of local spacetime around your ship. Basically your ship is standing still in that bubble. The way you move around is by moving this bubble of local spacetime through regular space time which most likely has nothing to do with the actual ship.
But what's the point of Auto-throttle if it clearly makes me miss my target?
.
Your ship can go from 30km/s to 2001c.
Without automatic scaling based on your selected target, would your throttle (and your wrist) have the fine control to adjust your acceleration in that humongous range?
And to re-iterate on this, I'd like to remind everyone who was there at that time, how 'fun' the bug was that prevented the acceleration auto-scaling to work on low wakes.
Even with a good throttle it was near impossible to drop into a low wake as you had two speed settings: isthisreallysayingETA2years? and omgwhereditgo.
The only way was to try again and again until, ten minutes later, by some microspasm of your wrist on the trottle, you managed to accelerate by some tiny amount, just enough to get you within a distance manageable at 30km/s.
Aaaand what are computers for? !
Aaaand what are computers for? If you'll instantly overshoot the target if you so much as nudge the throttle too much, then you should probably be able to jump in instantly, no?
Again, I sometimes think the computers on our ships are as powerful as an old-school pocket calculator (which would explain why you need a whole extra class-1 module to let you auto-dock)... Efficient use of the ships acceleration / deceleration in situations like these should not be a problem!
If the computer were 100% efficient, there would be no need for player input, and no possibility for that input to lead to a suboptimal situation. IE there would be no gameplay.
Yes, once you think about it, the game SHOULD have an auto-pilot, at least for SC.
Computers are designed for carrying out instructions, SC logic has been designed to try and maintain a fixed decel rate (7 seconds) As mentioned numerous times it does it job perfectly along as the cmdr uses it as intended, for anything else fly manual.
So why doesnt it use all ressources it got to maintain the decel rate should you already be too fast (for the current one).
Computer acts like it got a extra rule to this: Using a maximum of 20% of the braking capability.
And that, frankly, is goddamn nonsense.