But why should regular, sub-light-speed travel have ridiculously unrealistic physics?
Have you tried dogfighting in Frontier?
That's why.
It's realistic, but awful gameplay.
But why should regular, sub-light-speed travel have ridiculously unrealistic physics?
Have you tried dogfighting in Frontier?
That's why.
It's realistic, but awful gameplay.
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.
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 Eanyway. 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.
...a mode of flight with thruster assist off and rotational assist on.
For a space sim I will allow some breakage of physics, like to achieve FTL...
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
Support the motion for a rotational-stabilisation only FA law here too. [up]
-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.
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.
Personally I would love to see a 'glide mode' introduced for orbital stations as with ground bases.