Community Opinion: pros & cons of the ED Flight Model

Greetings Commanders!

DISCLAIMER
I know it's a hot topic, so please don't engage in any discussions here, you can make a separate topic on specific points.

Please can you describe your opinion on Pros and/or Cons of the Flight Model in ED?
In other words: what exactly you like when flying a ship in ED and what exactly you don't like or want to be different or maybe something is missing

Just imagine we're talking about some hypotetical "perfect" space sim game - what features you'd like to copy from ED and what you'd make different.

Not from the point of being realistic, rather for the flying a ship being fun.
 
I would like faster ships, more reckless flying, sometimes ships feel too slow.
Its pretty good. While some might have preferred the flight model from the older Elite games it would have made the game a lot less accessible for many people.

If i were to change one thing i think i'd alter boost to reduce turn rate rather than increase it. Always seemed backwards to me.
 
PROs
  • FA off. Drifting around an asteroid belt is always fun.
  • Each ship has a different feel, AspE is very different to a T10.
  • Unlike in other games, it doesnt feel like I'm moving a screen around; feels like I'm flying a ship, especically in VR

CONs
  • As Jacko says, I'd like faster ships with even tighter turning circles than the SLF. Something like the B5 Starfury that can whip around in no time.
 
Speed limit in "real space" mode. That is about fully unrealistic. Remove the limit, and make only acceleration count.
In addition to this, I'd make the boost active for as long as you're pressing the button rather than one shot fixed speed increase. Keep the concept of a limited reservoir that refills over time, but I'd like finer control over the boost duration.

In terms of general flight model, I much prefered the flight model from the original beta; your momentum was conserved regardless of the direction you were facing. This meant a lot of fun taking a type 9 sideways through the station rings at max chat, before stressing the hull out bringing the velocity vector back to the slot. Also, you could black out if you were turning too hard, that was a nice touch.
 
On the whole it's fun and a good game platform, but the flight model is nothing like Newtonian, even with FA-off. It's like flying in magic treacle. I'd prefer something more realistic for space flight. F should equal ma, which means acceleration should continue as long as thrust is applied.

Then there are ship design features. All our ships are wider than they are tall, which means they should yaw more easily than pitch (assuming thrusters are mounted far from the Centre of Gravity as they should be), but the reverse is true. It's also mysterious that boost increases pitch and yaw rate.
 
The "thrusters are always stronger than gravity" thing is very bad. I'd remove that and add a warning that approaching a high gravity body will leave you stranded there.
 
I have a few things.

1) 4 pips to engines should decelerate your ship faster than having fewer pips because it's simply your thrusters firing in the opposite direction.

2) I'd like some kind of visual tool to determine what direction I'm flying while in FA OFF. Edit: yes I know we have dust but that's a very crappy and imprecise way to do it.

3) we need some kind of "level" to determine how straight your ship is while trying to land. It's hard to judge how straight your ship is visually especially when your landing gears are in a weird spot.
 
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