ED sub-light speed physics are super-unrealistic

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Have you tried dogfighting in Frontier?

That's why.

It's realistic, but awful gameplay.

Only in your opinion :)

Unfortunately for the likes of me who have a different opinion, yours is backed up by FDEV.

The mistake I made was opening my gob in this thread in the first place - especially after deciding not to get involved in any more forum bunfights - I really just had to make a counterpoint to "Elite II flight model was bad".

I think for that particular game it suited the single-player-only aspect of it, but for THIS game, written as it is with multiplayer capability in mind, then compromises had to be made with the flight model to make things simpler for coding/networking.

Still enjoy playing this game despite the flight model though.

Regards
 
Yes, stabilization is completely manual across yaw/pitch/roll with FA-OFF, second nature once you get to grips with it. I certainly wouldn't want the ship interfering.

You might not, so wouldn't have to use that mode any more than you have to use FA on.

I, however, would also appreciate a middle tier: rotational dampening only.

-BW
 
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Elite is not a simulator and it's not about realism. It's arcady.

People shouldn't really feel like they are in space.

This issue has been presented to FD a long time ago, yet they still have failed to address it.

But, guess what. We get a HUD clock. So you don't have to turn your eyes so much as to see the clock in the systray on the monitor next to it - that you can't use for E:D anyway. Totally worth it ;-).

Edit: The worst part is that Frontier got it all right back then with Frontier - Elite II. And now they couldn't built on that due to their own "technical limitations" that they introduced by waiving the offline mode.

I think you need to rethink that one, the galaxy is a simulation? please point to any game where you have a 1:1 galaxy where you can fly, trade, land and drive on planet surfaces? However I do agree that there are elements where the game are aiming to be fun hence more gamey.

Frontier (ELite II) was a horrible experience and not fun, regarding the flight model. I like the "Star Wars" approach, its more fun, and you can still do your thingy if you got the talent to make impossible moves with your ship.
 
You might not, so wouldn't have to use that mode any more than you have to use FA on.

I, however, would also appreciate a middle tier: rotational dampening only.

-BW

I have nothing against a sub mode like partial assist, my response was to the cmdr asking why assist off doesn't have dampening.

Still, if some people are having problems with roll & pitch with FA-OFF, it is simply down to over controlling the ship, smooth focused inputs & situational awareness is all that is required. . It would be nice if they added it, but I wouldn't hold your breath for a partial assist, better to focus on technique.
 
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Well, ED is a multi headed beast.

Simulation of the galaxy as far as we know, give or take = SIM

Space flight = Game, added some SIM elements
Surface flight = Game, however here I would like it to be more like a flight SIM in some of the game play.

1. Approaching the settlements are just to simple in my opinion, flight zones and actual routes into your landing pad should be more fleshed out.
2. Leaving high G worlds are too easy, maybe some kind of mechanic allowing for a maxed out truster burn to leave a planet, thus building up heat during the burn out phase. Same goes entering a high G world.

Then again, we also need a way to jump to other points in the same system. If you discover a new star within the system you can't jump to it, this is kind of weird and would help the game a lot if you could aim towards a star and jump to it.

Oooh, SO MUCH THIS! Sorry for the caps... but really this- plus dust ingestion problems like in Alien (the first)... Basicaly.... MORE REALISM!
...

D'oh!
DX
 
Personally I would love to see a 'glide mode' introduced for orbital stations as with ground bases.

It would be nice! Although an exploit exists with ground bases, every time you get followed out of SC by a Cop or Pirate - Simply fly a long glide, the NPC can't follow you in glide. That's my main escape method when planatery hauling.
 
This kind of whining really doesn't have a place. I hate to say it, but if you want to experience a super-realistic experience, you know what's available to you? Outdoors. No physics breaks, no devs needing to explain themselves.

Seriously though, games need balance. There's a lack of "realism" everywhere in games. Why is a railgun limited to 31 of them small sized projectiles when ships of the future could carry so many more? Because otherwise there'd be next to nothing stopping every player ever running around with several railguns. Why does the mass of a ship change the potency of the shield, when you should really be looking at surface area needing to be covered? Because then you're introducing a sea of extra stats that makes the game harder to get into or play any less than several hours a day.

Just get in to playing the bloody game. Hard, I know, but with this thing called "roleplaying...". Great stuff. Come up with your own reasons. They don't have to be wrong. Why should landing gear stop you using your FSD? Maybe it's a safety mechanism to stop pilots frame shifting by accident from the middle of a station. Why can you not let yourself accelerate indefinitely? Well I know for a fact I would have troubles handling several hundred m/s speeds and doing a sharp turn in a dogfight...
 
It's not entirely "because gameplay" - if the max speed achievable in normal space was higher then you'd start seeing rubber-banding in ship positions and other crap linked to network latency. Get the entire gamer community gigabit connections direct to the backbone and then you can ask FD to boost the max normal-space speed. Differentials in ship max speed are indeed "because gameplay" and those you just have to deal with. If it was pure newtonian then player interaction in normal space would be limited to "hi.. WHOOSH... *gone*" - talk about boring.
 
If physics were to be realistic there would be no ED. We would all be happilly jousting between Mars and Jupiter.
 

Deleted member 38366

D
Hm, thinking about the general issue, I always wondered...

Wouldn't there be a method to implement it at least in some locations or under specific circumstances?

Ever since CQC (now Arena) hit, it being a simulator not tied to any in-game mechanics, I could imagine specific Maps there where such Newtonian elements could be tested (benchmarked if you wish) and to provide an additional challenge.

If successful/appreciated, later it should be possible to implement it at least in "special locations" - be it "Ionic Gas clouds within a System interfering with and disabling some Computer Assistance" or proximity to specifc (not yet in Game) SciFi Objects or Planets/Phenomenon.
Placing some form of Conflict Zones or other Combat Opportunities there specifically would do the trick.

You can be sure that even me that doesn't like having it as a Universal Flight Model, I'd certainly check out these locations to see how it affects combat :D

So overall, I believe the current Flight Model does not have to remain exclusive. Frontier could come up with various means to selectively implement specific "Newtonain locations", either in CQC or the ELITE Universe without any lore breaking.
Wouldn't be a bad idea and if nothing else - offer some interesting twist to Combat in these locations.
For old times' sake...
How about one day we get pulled out of Hyperspace by Thargoids/something else and end up suddenly having to deal with Newtonian Flight Model?
There you have your "special location" and it even fits existing lore 100%;)
 
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For me personally, ED is the perfect balance between realism and fun. It feels different, new. The flight model is one of the games biggest pros imo.
 
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