Robert Maynard
Volunteer Moderator
no, you even loose boost speed when you turn of thrusters.
Indeed - because boost / switch off was used as a "can't catch me" escape method....
no, you even loose boost speed when you turn of thrusters.
Indeed - because boost / switch off was used as a "can't catch me" escape method....
Why not simply allowing the hunter to maintain boost speed, with f.a. on?
Of what i understand it, they don't like the idea of maintaining boost speed with f.a. off, because it makes it impossible to kill an other player.
Why not simply allowing the hunter to maintain boost speed, with f.a. on?
Wouldn't that be pretty much what you'd get if you just didn't have/use boost? Accelerate up to a fixed top speed, then either maintain it or slow down as required.
turn flight assist of - and try (will require change in the bindings to toggle mode)but remove the autobreaks.
Well actually when you think about it the ED flight model is probably more likely to happen than full free flowing newtonian flight.
Have a think about it.....We are currently in an age where the vast majority of cars have cruise control, planes and ships have 'autopilot' and will shortly have self driving cars on the roads.
Now why would we allow any tom and harry be able to pilot a ship that theoretically could easily be transformed into a world busting rock. Come on....All spaceships would have limits placed upon them and in reality the flight model in ED passes more stress tests on practicability than most so call space sims...Especially given that you don't have standard flight between celestial bodies so you don't need to be able to infinitely accelerate etc.
And I love the whole Newtonian flight thing but even I can see that it wouldn't work for the 'masses' once space flight became personal use.
I can totally see your point.
Maybe it would not be a bad idea to be able to hold boost button and go full boost speed, but starting to gain heat. Actually that makes much more sense to me now when I think about it.
turn flight assist of - and try (will require change in the bindings to toggle mode)
Read my posts, before replying.
I am not suggesting full newtonian physics sould b applyed to elite. Ceep boost speed, but, either remove boost all together, and make boost speed the new top engine speed, like FrogsFriend suggests, and replace bosst with something simular, i would suggest. Or, replace the flight system we have, with something different, like i suggest.
Here it goes again.
Basically, imagine the same thing we have now, but, throttle and boost button, behave differently on a hotas like the one i have, set to neutral at 50% full reverse at 0% and full speed ahead with throttle to 100%
Let's start with throttle at 100%
Ur ship then, moves str8 ahead at it's not boosted top speed. If then, u press the boost button, instead of boosting, it gradually accelerates ur ship, using power form engines capacitor in the process, untill either, ur ship reaches top speed, which could b the same speed we get now with engine boost, or, runs out of power in the engine's capacitor. And let's call that new feature "engine".
Allso, i think it would b a cool feature to have the same boost we get now, but maintaining speed, if, u double tab the engine button, Let's call that "engine boost".
That alone would b good enough to ceep me playing the game. But, after taking under concideretion, the rest of the aspects in a navigation system for space ships moving in empty space, with the capabilties and characteristiks of the ones we allready have in elite. Adding all that speed, with out adjusting manueverabilty options to match. Would ruin the game.
But, before going there, let me give u an example of how acceleration sould work.
Let's take a hypothetical space ship and call it "water snake" It's top speed is 100mps 200mps with boost. Undock off a platform, in a station. using my flight system. Ceep fligh assist on, and burn the vertical thrusters to move up. With my system, vertical, lateral, forward and reverse top speed, sould b the same, but, with different acceleration rates. 10mps for forward, backword, 7.5 for up and down, 5 for lateral, for example, and 12.5mps or, something for when flight assist off, to all directions, at the same acceleration rates. So, u may notice some difference right there.
But then, after movving to position with the exit str8 ahead, flight assist on and throttle to 50&(neutral) u decide to double tab the engines button, to make a dramatic exit, ur ship boosts like it used to, but, doesn't slow down after reaching boost speed. And u come face to face with a wall approaching u at full speed. then u throttle all the way back, and double tab the engine button again, only this time, that activates an other feature, called "breaks" adding the same manueverabilty u get now, after boosting, but, while dicellerating the ship, at the same rates it accelerates, when boosting, untill ur ship comes to a full stop, runs out of power in the engines capacitor or hit the wall, which ever happens first.
Any way, u pick up ur pieces, while u r informed u gained a 200credit fine for reckless flying, and move out the mail slot.
Now, let's say, after gaining some distance to the station, u decide to throttle to 50% and pull the stick, for no apparent reason.
ur ship then, turnes it's nose up with an acceleration rate, of 2 degrres per second per second. Meaning 2degrees the first second, 4 at the second and so on, untill it reaches it's top pitching speed, let's make that 20 degrees.
Now, realish the stick, and let ur ship come to a full stop, and twist the stick, to make ur ship yawn. What ur ship does then, is yawning to the side, at a .5 degrees per second, acceleration rate, but, ceeps on turning, untill it reaches the same angular speed with pitching, unlike what it does now, the same, but with at an intermidium rate applyed to rolling, with variety applyed, when ever desired.
Now throttle to 100& ur ship sould accelerate, with the same acceleration rate we have now, to the same top speed and the same manueverability, depending on ur throttles position.(75% turning speed) And press the engine button, what ur ship does then, is to accelerate, at the same acceleration rate u get when throttling full ahead, untill it reaches the speed u have now, after boosting. Unless, u forgot to putt four pips to engine. So, ur ship stops accelerating after depleting the capacitor and maintains it's current speed. Now, if u r really not paying attencion, and let ur thump rest on the engine button, it doesn't matter, if, there is a pip in the engine, and recharges to full capacity, the engines wont burn, untill u releash, and press the said button.
If, instead u throttle 75& u get to ceep the same turning speed u have now, with a quarter of the turning boost, u have when boosting, now. And accelerate with half the acceleration rate u have now, with out boosting.
During all that, ur manueverability is increased to 50% of what u get when u boost today, but, only, untill u reach top speed, then ur manueverability is reduced to what u get when throttling full ahead, with out pressing the engine button.
So much for acceleration and manueverability.
Now we come to diceleration, and some added manueverability.
Still with me?
GOOD!
Because, now comes the fun part.
To b honest, up untill i started typing a previous... Less, reader friendly version of this reply, i hadn't reallised there was a flaw to my reasoning, regarding dicelleration.
I allready mentioned the breaks, but, i didn't have a clear image in my head, of how to slow back down.
U see... Once u reach top speed with my system, engine thrust included, ur throttle range has to stretch to fit the extra velocity, and just now i reallised there can b use for the engine button to reverse as well.
Sorry for being a bit chaotic today, its just one of those days... I miss elite... I really do. But, after seviour overuse of the dedicated button bound to engine boost, it has worn out, and doesn't responces like it used to...
Anyway...
dicellerating.
Ur throttle's range stretches to include the extra momentum. So, the new turning speed after using the new boost, sould b at 62.5& throttle, while the new 75& is the old top speed before boosting.
Unless, if ever all that i am talking about is taken under concidirataion, decides to tweak with some sort of thrust speed/engine speed deadzone (thrust speed is what u get, before pressing the engine speed. And since we r talking about space ships, the same thrust sould b able to b applyed to all directions.) I can see how that could work.
And one last thing. if, frontier would give us something like what i'm saying, it wouldn't b too much of a stretch, to add yet an other feature. Actual breaks. delete what i said before, about double tabing for space breaks.
Instead. When thruttle below 50% and press engine/break button. Use power from the capacitor to double the ship's dicelleration rate, while producing heat, because of overloading the ship's thrusters.
Allso, i guess it goes with out saying, heat sould allso b a minor factor to concider, when burning the engines, and a little bit more, for when boosting.
And the new boost, souldn't have a minimmum requirement of power to burn, but use any power available for a relative reasolt.
That's about it, actually, now tell me again about what limits sould b applyed to military grade space ships, armed with all the guns they can curry.
Didn't you already make a thread about this?
Or an i remembering wrong...? Lol
Edit: oh. Nope, you did make one.
https://forums.frontier.co.uk/showthread.php/355787-Renovated-normal-space-navigation-is-needed. Got me doubting my own memory there.
The "space brake" is daft on paper, but in practice it stops fights escalating in to really boring jousts.
If elite was entirely PvE or Solo, with no PvP in the main game at all, then I'd be up for more I-War style flight mechanics, because it is just better, by alot, but as soon as you add PvP in to the mix, it needs to be limited or its just bad. Very bad.
CMDR Cosmic Spacehead
If you're going to post here just to throw a strop because of the game mechanics, perhaps learn the difference between 'brake' and 'break'.
Totally agree with OP, but I would do it simple:
FAOFF = Total Newtonian physics.
It also seems obvious to me, and very strange that it has not been implemented immediately.
I mean that if the engines are 100%, even without boost, there is a continuous acceleration, which would still diminishing, as the thrust would sooner or later equal the resistance of the ship's mass.
Yes, it might be that once the FA is reactivated, the engines of the ship will need a quarter of an hour to slow down, but if it is made to escape a threat it is fun and above all realistic and really dangerous (overheating, crashing on an asteroid etc ..).
Each pilot makes him at his own risk and danger, and the best of them do not go beyond the point of no return.
As usual I repeat that greater freedom of choice is more fun, but ... wait and hope.
I personally did not play for months, uninstalled game, pilot canceled, lost confidence in a product I thought was great, but it took a too arcade way.
So please forgive me if I put my opinion in the pile.
I could possibly return in the third season if:
oh..no. Truly too many things should change ...