News From orbit down to Europa

Special transition for planets/moons would double work required to design transitions. Full stop is a bit meh, but small price to pay imho.

So redo the space based ones with a glide mode during final approach then...there sorted...same everywhere! :p
 
I really wonder how much time would a SRV take to drive to Kregel Holdings (2390 kms). Surely that can't be done in half an hour ?
So much to try on Monday :)

Considering it's 2390 in a straight line (not even across Europa's surface) and the SRV can get up to 50 m/s at most, I'd say probably quite a long while.
 
Thanks for the sneak peek!

Negative: the SC dropout is just like the old one. I was really hoping for an improved obscuring of the transition there. The glide phase would be perfect for that!
Also, landing pads look and work exactly the same... kind of a bummer because more variety would do the game good.

Positive: new SC engine sound mix, glide phase, base skimmers, everything else!

Precisely what i wanted to say

Why isn't the glide mode being used to mask the instance change instead of first stalling the movement (shaky cockpit) when dropping out of orbital cruise and then starting to glide?

We are moving at 2,500 m/s in glide mode so direct interaction with other ships seems unlikely so why not use this phase to mask the instance change?

I would like to know this too.. why does it need that complete stop? I would much rather have some rubber banding or instantly appearing ships/players etc. than this... I hope they will find a way to make this transition smoother some how, even if just with visual tricks

The pause makes me think "meh, so fake" every single time... to the point that all the other cool stuff looses its beauty and wonder
 
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The way i think is to build a base one must "level" (maybe not best word, but atm can't think better one) the terrain around and under it.


How do you mean "one must"? If you're god, it may be easier to level the terrain. In reality, it's easier to build structures around the terrain, meaning that you need to plan for ground level differences, canyon walls, etc.
 
Nice peek!

Yes the transition is a problem but to me it seems less of a problem here, where the target is still a reasonable distance away, than it does in free space. Often in free space you will overshoot your target during SC drop, actually seeing the HUD element fly "past" your POV, then have the station or outpost appear in front of you once you've completed the wibbly-wobbly bit. It's very jarring, but less so in this video IMO.

Of course if you go all Adama Manoeuvre and drop out of orbital cruise right on top of the installation then it may have similar problems to the free space version. Only time will tell. Hopefully Monday time. :D

I think it's mostly been fixed as of 1.5 beta, I didn't have any problems with overshoots there - the drop is pretty much instantaneous (maybe a quarter-second delay at most) when you disengage.
 
How do you mean "one must"? If you're god, it may be easier to level the terrain. In reality, it's easier to build structures around the terrain, meaning that you need to plan for ground level differences, canyon walls, etc.

That would be in this day and age. In the future we don't know what we will be capable of.
 
So redo the space based ones with a glide mode during final approach then...there sorted...same everywhere! :p

Trust me, I would vote for them to do this right here, right now. And I hope they will do this eventually. Feels that 1.5 already have threads untangled - at least network and graphics - so there's hope it will be doable in foreseeable future.
 
On the textures - looking at the clip on Youtube does look a bit more blurry to me than the original. You will see for yourselves on Monday!

On the gravity - the SRV does stick you to the surface using the thrusters on the wheels, unless you manually thrust. The gravity should be correct.

I think the compression of the video smudges a lot of the details out because when you fly past some of the mountains you can see loads of detail. I reckon it's a YouTube thing.

PS very much looking forward to Monday :)
 
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How do you mean "one must"? If you're god, it may be easier to level the terrain. In reality, it's easier to build structures around the terrain, meaning that you need to plan for ground level differences, canyon walls, etc.
I understand (and agree it would look cool). But i think year 3300 this "terrain leveling" must not be a much problem. :) Just my thinking.
 

David Braben

CEO & Founder
Frontier
If you look HUD it says 0.1G.
I don't think gravity is tied to driving model 1:1 (there is difference, but it is not 1:1). Gameplay over realism.

It is, but is being overridden overtly rather than covertly - as each wheel as a directable thruster in it (visible in some of the multiplayer videos we've uploaded), which can stick you to the surface.

Here's a video of what came next. The tumbling down the slope (oops) gives an indication of how this works. You can correct a fall using a thruster, but this didn't quite go right, except at the end... :)

https://youtu.be/t9F0HC18sSI
 
Before they landed there, the crater was considerably deeper. They built the base and filled in the rest of it with top soil dirt.
 
The real number of 0.13G was being clipped by the precision of 1 decimal place. I've upped this to 2 decimal places.

Have you guys thought of trying another color for the new UI elements? Since we'll be looking at those while we have planets in front of us, shouldn't they be a bit darker?
 
Not sure what to Think about the Graphics really for the planet Surface. Looks like voxel technology from old outcast game in the video. Craters look strange
Not realistic looking planet Surface in my opinion, especially when entering orbit.

Also, the landing site ground looks like it is missing texture?

Hopefully its just the video compression from Youtube.
 
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Yes they are... They just happen to be on the other side of the planet... You may notice it's 1.58Mm from the surface to core of europa.

No they are not land based. Look at the index level of the res sites. 1st index level is sol. 2nd is Jupiter and io which can be seen at the bottom and the res sites are level with those. 3rd are the ground bases.
 
It is, but is being overridden overtly rather than covertly - as each wheel as a directable thruster in it (visible in some of the multiplayer videos we've uploaded), which can stick you to the surface.

Here's a video of what came next. The tumbling down the slope (oops) gives an indication of how this works. You can correct a fall using a thruster, but this didn't quite go right, except at the end... :)

https://youtu.be/t9F0HC18sSI
Another sneak peak? You really want to make fans loose sleep. Great!
But whats up with the framerate?
 
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