Elite Dangerous 2 on Unreal Engine 5

No idea if anyone tried so far, but the only way to not see people inside moving forward with the carrier, would be to either have everyone on board "disappear" from the instance as soon as it starts moving (and as such, people inside would see the outside ship disappear in turn), or the entire interiors section disappear and be replaced with a traditional asset that can't be seen through (but I couldn't see the point of such a swap, once you remove moving players or NPC). Science is required.
 
I will try this later today. If you wait for a carrier at the destination, your ship is moved aside if you are in the path of the incoming carrier. It’s also hard to see anything, due to the dense cloud that appears before the ship does. In this case, it’s literally all smoke and no mirrors.
 
Tools matter more than you think. Also in attracting and retaining developers.

If your tools or your engine is a mess, you end up fixing things instead of developing the game.
I'm frankly gobsmacked that you would even suggest that after the stunts that FD have pulled over the last 5 years... Really!? You are going to blame the tools FD have had to work with?

Getoutahere!

Source: https://youtu.be/ztVMib1T4T4
 
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I'm frankly gobsmacked that you would even suggest that after the stunts that FD have pulled over the last 5 years... Really!? You are going to blame the tools FD have had to work with?

Getoutahere!

Source: https://youtu.be/ztVMib1T4T4
Actually he is not wrong. 🤷‍♂️

Try some image manipulation with PSP and then try Paint. Use a blunt knife and a sharp knife to cut bread, etc. Of course it's far from the only reason for the shortcomings of the game.
Don't worry, since they need to create all their tools themselves on their own engine you still get your fair share of FDEV blame.
 
The problem is not the developers or the tools they use.

The problem is technology isn't capable yet of simulating a full scale galaxy, including everything we want in that galaxy, without using instances and "loading screens". Another problem is many of us don't understand that.

Unrealt Engine 5 ,impressive as it is, would still need to use instances and "loading screens" to reproduce Elite: Dangerous.

Personally I think it's impressive what Frontier have done in creating the Milky Way Galaxy for us to explore in Elite: Dangerous and whilst I look forward to what Frontier decide to add in the future I enjoy the game as it is.

Does the Cobra engine need improving? Yes, of course, always. But that's not a criticism of the Cobra engine, thats life in the gaming industry.
 
So can i stand up and walk around During the cutscene?

During the cut scene the locations of all objects are updated from the coordinates at the point of origin to the coordinates at the destination in the database, so if you are walking around during the cutscene when you arrive at the destination you would of necessity be zapped to the location of the coordinates you are expected to be, so they move you to a fixed position in relation to the carrier before the jump rather than having a jarring teleport afterwards. Yes it is indeed smoke and mirrors, but what it hides is the database update that takes place for the carrier and all objects in the carrier, the carrier jump is not the same as an object moving around in a ship in motion, two entirely different things are happening. When these coordinates don't get updated correctly things like leaving the carrier in your ship and suddenly being 500ly away in the previous location happen, I have had it happen at least once to me and I do recall some players complaining it happened regularly to them.

Basically a carrier jump is just a database update, but they hide it with pretty scenes rather than everything jarringly changing with no warning.
 
Never gonna happen. They will stick to the cobra engine, because it allows them to build games over multiple platforms.

Spit.gif
 
Has this been tested? Say someone park their ship next to a carrier and confirmed what the carrier crew see, if they can see them during the jump?

Nah, when a carrier jumps it creates a ripple effect that is pushing your ship away.
Some time ago the ripple effect was bugged and it used to affect your ship no matter the distance and it made impossible watching a carrier arrive in an instance.
I remember it kept and it kept pushing my ship away even tho i started at like 6-8km from the carrier. When i quit - i was already a couple hundred km from my carrier 😂
 
Nah, you are in the station's frame of reference as soon as you drop from SC, otherwise the station would escape fast like it did during a common bug a few years ago. It's quite similar to what you described below:

Indeed, but EDO added another frame of reference - on-foot one.
So after we disembark we're stuck to the station/carrier frame of reference, else our magnetic boots will stay stuck on the floor along with our feet and lower ankles and the rest of our body will become a 3d painting on the nearest wall. 😂

So, no idea why we have to sit while the carrier jumps, but it may be related to anchoring the player entity to the carrier's frame of reference in the new instance at the destination system.
 
Indeed, but EDO added another frame of reference - on-foot one.
So after we disembark we're stuck to the station/carrier frame of reference, else our magnetic boots will stay stuck on the floor along with our feet and lower ankles and the rest of our body will become a 3d painting on the nearest wall. 😂

So, no idea why we have to sit while the carrier jumps, but it may be related to anchoring the player entity to the carrier's frame of reference in the new instance at the destination system.
I guess we need to sit because it's a loading screen.
 
Nah, when a carrier jumps it creates a ripple effect that is pushing your ship away.
Some time ago the ripple effect was bugged and it used to affect your ship no matter the distance and it made impossible watching a carrier arrive in an instance.
I remember it kept and it kept pushing my ship away even tho i started at like 6-8km from the carrier. When i quit - i was already a couple hundred km from my carrier 😂
This still exists, even on a smaller scale. When I'm SRV-ing and I recall my ship, it is affected by an impulse of some sort when my ship enters the instance. This even though it's a small object compared to a FC and it is quite a distance away from me (my SRV). In one example, my SRV came to a stop from moving at a low speed due to this 'pop' when my ship 'arrived.' Try it...
 
This still exists, even on a smaller scale. When I'm SRV-ing and I recall my ship, it is affected by an impulse of some sort when my ship enters the instance. This even though it's a small object compared to a FC and it is quite a distance away from me (my SRV). In one example, my SRV came to a stop from moving at a low speed due to this 'pop' when my ship 'arrived.' Try it...

My T9 got pushed up to a few thousand mps once by an arriving carrier, got to surf that nice wave!
 
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