Elite Dangerous: Odyssey Q&A- First Footfall

I wasn't aware these lacked gravity, with stars and gas giants, entering the exclusion zone, I just thought it was a scale issue, that I was being pulled towards them slowly but due to the scale of ship vs stellar body, it wasn't visually obvious. Could you elaborate more please as I might have missed something in game
 

Deleted member 38366

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I wasn't aware these lacked gravity, with stars and gas giants, entering the exclusion zone, I just thought it was a scale issue, that I was being pulled towards them slowly but due to the scale of ship vs stellar body, it wasn't visually obvious. Could you elaborate more please as I might have missed something in game

If you fly near a Body you can land on, disengage into normal space (still well beyond Orbital Cruise) and have i.e. Signal Source Objects, any dropped Canisters or set the own Ship to FA OFF - you'll see it all getting pulled towards the Planet as you'd expect.
For the longest time, the Script that attempted to simulate Gravity even had (might still have, unsure) differences between different classes of Objects - causing i.e. Cargo Canisters to accelerate at a different speed than debris and yet different to your own Ship. Notably, fixed assets like an abandoned Ship... remained stationary - leading to some awkward moments.

But if you do the same near a Black Hole, any Star, any Gas Giant or a Planet with Atmosphere - nothing happens. Zero Gravity, no matter how close you get (upto the Body Exclusion zone of very high Gravity Bodies).
The reason for that appears to be that those simply have no gravitational effects scripted, hence nothing in their proximity accelerates towards them as expected.
So for example dumping that Canister of Biowaste into a Neutron Star or Black Hole? Doesn't work, nothing moves. No Gravity.
 
If you fly near a Body you can land on, disengage into normal space (still well beyond Orbital Cruise) and have i.e. Signal Source Objects, any dropped Canisters or set the own Ship to FA OFF - you'll see it all getting pulled towards the Planet as you'd expect.
For the longest time, the Script that attempted to simulate Gravity even had (might still have, unsure) differences between different classes of Objects - causing i.e. Cargo Canisters to accelerate at a different speed than debris and yet different to your own Ship. Notably, fixed assets like an abandoned Ship... remained stationary - leading to some awkward moments.

But if you do the same near a Black Hole, any Star, any Gas Giant or a Planet with Atmosphere - nothing happens. Zero Gravity, no matter how close you get (upto the Body Exclusion zone of very high Gravity Bodies).
The reason for that appears to be that those simply have no gravitational effects scripted, hence nothing in their proximity accelerates towards them as expected.
So for example dumping that Canister of Biowaste into a Neutron Star or Black Hole? Doesn't work, nothing moves. No Gravity.
If there's an exclusion zone to prevent us getting close, and they added gravity to those objects, they would need to remove the exclusion zone.

edit - presumably with the exlcusion zone removed from the new thin atmos planets, they will work the same as horizons planets with gravity, I guess
 

Deleted member 38366

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If there's an exclusion zone to prevent us getting close, and they added gravity to those objects, they would need to remove the exclusion zone.

edit - presumably with the exlcusion zone removed from the new thin atmos planets, they will work the same as horizons planets with gravity, I guess

They wouldn't need to remove it unless they speculated on someone drifting for many hours.
In fact, the existing body exclusion zones (the extremes, the game stop) could be retained almost unmodified. It'd simply remain the area where the game stops trying to be realistic and that's that.
 
They wouldn't need to remove it unless they speculated on someone drifting for many hours.
In fact, the existing body exclusion zones (the extremes, the game stop) could be retained almost unmodified. It'd simply remain the area where the game stops trying to be realistic and that's that.
If we can't see the container fall below the exclusion zone line, why bother giving it the ability to fall from just outside the exclusion zone and then stop?

I mean for the devs it would be a waste of effort doing it for no gameplay perhaps.
 

Deleted member 38366

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If we can't see the container fall below the exclusion zone line, why bother giving it the ability to fall from just outside the exclusion zone and then stop?

I mean for the devs it would be a waste of effort doing it for no gameplay perhaps.

Because not everyone flies into that Exclusion zone, which is an exception.
Most gameplay is many hundreds or even thousands of km away from it - where this issue becomes very notable.
 
And again, I am stunned by the excellent immersion and atmosphere served by Alien: Isolation. Since this is not the newest of games, there should be hope that such a tight and gripping immersion could be dished out with Odyssey?
I am no expert, but could such a quality be achieved in an open world setting as Elite as well? I hope so ...
 
So what is the maximum limit for atmospheric pressure that we will be able to walk on? Also, what are the Max/Min limits for temperature? I can't find these numbers anywhere if they've released them yet.
 
So what is the maximum limit for atmospheric pressure that we will be able to walk on? Also, what are the Max/Min limits for temperature? I can't find these numbers anywhere if they've released them yet.
I wonder if that could be offset by engineering. Having an armoured suit to help with higher gravity, a suit for high temp worlds. Choosing how you engineer it gives advantages and disadvantages. Maybe the reinforced high grav one restricts movement or can't take heat as well.

I'm not aware of them giving out hard metrics for things yet though
 
For the longest time, the Script that attempted to simulate Gravity even had (might still have, unsure) differences between different classes of Objects - causing i.e. Cargo Canisters to accelerate at a different speed than debris and yet different to your own Ship. Notably, fixed assets like an abandoned Ship... remained stationary - leading to some awkward moments.

Objects falling in gravity with no atmosphere should fall at the same acceleration.
Be nice to see munition drop introduced with accurate gravitational acceleration.
We don't have that now though except for cargo, mines and possibly dead limpets
 
I wonder if that could be offset by engineering. Having an armoured suit to help with higher gravity, a suit for high temp worlds. Choosing how you engineer it gives advantages and disadvantages. Maybe the reinforced high grav one restricts movement or can't take heat as well.

I'm not aware of them giving out hard metrics for things yet though

That would be cool. Imagine being able to walk on Skardee 1 or Spoihaae XE-X d2-9 .
 
I wonder if the settlements will vary depending on the environment. For example, settlements in an extremely hot environment could have large radiators that keep it cool, and sabotaging them would mess with everything inside.
 
I wonder if that could be offset by engineering. Having an armoured suit to help with higher gravity, a suit for high temp worlds. Choosing how you engineer it gives advantages and disadvantages. Maybe the reinforced high grav one restricts movement or can't take heat as well.

I'm not aware of them giving out hard metrics for things yet though
That would be cool. Imagine being able to walk on Skardee 1 or Spoihaae XE-X d2-9 .
They did say somewhere that the more extreme the environment the less time the suit would operate before running out of power.

Imagine turning into a statue just a step away from your ship.
 
Are you sure that this answer makes coherent sense?

I think it's fine in the current sense of the gameplay mechanics where first discovered by systems are entwined in getting cash and Elite ranking. Maybe it could be considered a specific use case like unlimited planet probes were.

If the footfall is just a label outside of the gameplay ranking and money earning, you can argue that it is just a one off event that happens whether the protagonist survives 10 seconds after or not. Like if that original Neil Armstrong moment ended in disaster we would still be talking about first man on the moon.

By contrast you can easily frame how survival is a necessary pre-requisite for reaping riches from a scientific expedition ie ranking and earning cash rewards.
 
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