Dropping out of SC -> smoother?

There are very few things that really bug me about ED, but the biggest one is that when I drop out of SC it's such an abrupt experience it makes me think that SC space and normal space are completely different spaces - which they may be but the lack of a smooth transition really kills it for me. This is not a system to system jump but in-system travel issue

Anyone else finding this annoying?
 
I can't say it's "annoying", but yes. It could indeed be made smoother in both SOLO and OPEN.

The main issue is that your ships immediately snaps into your new normal space position as soon as you press the SC button when entering a POI (station, USS, RES, Nav Beacon...).

An "easy" fix is if they could do this:

  • Press SC button.
  • Start of at your current position.
  • Do a smooth movement from that over to your normal space position.
  • Also realign your ship towards the POI at the same time.
  • THEN drop out of SC.


Would make a huge difference IMO. :)
 
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True enough, I have been wondering for ages how they want to provide a smooth "planetary landing" experience when SC and dead space do not seamlessly connect.
 
I might test that out. I might as well be in solo - haven't seen another player in weeks.

Opposite for me. I am not in a popular system or area, but in the last five days have been interdicted 12 times by Commanders.

As for the OP, yes, its damn scary when you crash out of SC almost straight into an Oculis.
 
There's a couple of things that could be fixed to improve this like when the HUD blinks off for a few seconds it harms the experience. It's worst at a RES where there's a second without the debris field and then it just blinks on.
 
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My biggest issue is with stations near planets.

If I drop out of SC near a station, then the planet "clicks in", because I'm suddenly 1mm closer to it. THAT should be smoothed out - dropping into specific points in space (RES, USS, stations) from Xmm away should give a quick, but smooth animation for those final Xmm.
 
Very noticeable effects for me using Oculus Rift. My experiences include getting a quick millisecond jump up of a nearby planet when entering SC, and exiting SC usually removes the object you're homing in on which then blinks back in once normal space. This happened all through development, and I was surprised it wasn't fixed as part of the graphic improvements before release. It really breaks my perceptions of immersion, particularly when many other visual aspects are top drawer.
 
FSD transitions just plain in general suck for me, I'm always getting 2-3 seconds delay between real space and fsd space and vice versa at all times. But this is probably because I live in australia..
 
I posted an idea to mitigate this a while ago. After a search, I finally found it (it's slightly modified from the original to better explain the idea):

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I can't say this is my idea because I first read something along these lines elsewhere on the forum (can't find the post though), but how about this:

Pressing 'exit FSD' brings up a set of targetting squares on your HUD which your ship automatically flies through while your ship's computer calculates the complex maths needed to reinsert you back into normal space.

The course of the squares would take you looping around your destination (or spiralling in the case of asteroid belts), gradually taking you closer and closer, whilst 'under the hood', the server is finding an instance to drop you into (or creating a new one).

IMO, the good thing about this is that the time taken doesn't have to be fixed, and you're essentially helping the server place you in the correct position to emerge in the instance where it wants you to be.

You do retain a certain level of control of the ship during this process, and deliberately deviating from the path through the squares would mean that your ship's computer needs to start the calculation over, so it would be expected that deliberately steering out of the squares would make the calculation take longer (or lead to the attempt to reinsert into normal space being aborted).

Keeping bang in the centre of the squares as you pass through them would result in final emergence close to the destination (space station etc), whereas keeping totally hands-off would make you emerge further away (say 20-30 Km). The ship self-steers to some extent during this process, tending to drift towards the edge of the squares.

It would like a fiction-compliant mini-game, but a relatively easy one to play (I know 'mini-game' is an unpopular term, but this one would seamlessly intergrate and wouldn't feel like a mini-game, and IMO it's much better then the jarring effect we have at present).

Traders worried about being attacked outside the no-fire zone would want to emerge as close as possible, so have a vested-interest in keeping as close as possible to the centre of the 'navigation' squares. Others who don't care could take this opportunity to remove their hands from the controls and have a sip of tea/coffee/beer etc.

I can't find any videos to illustrate the sort of thing I mean, but the closest I can think of is that scene in Aliens 2 where the Marines are going down to the surface in the dropship, and the pilot says '5-by-5 we're in the pipe'.

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Deleted member 38366

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