FSD jump speed

I don't think the game does, but it would be a great usability improvement if it started loading assets (connecting to instances etc) as soon as the jump button is pushed. Chuck in a cancellation token for it the user aborts, but it'd save a lot on that painful 'watching data trickle in on your connection' screen.
 
I don't think the game does, but it would be a great usability improvement if it started loading assets (connecting to instances etc) as soon as the jump button is pushed. Chuck in a cancellation token for it the user aborts, but it'd save a lot on that painful 'watching data trickle in on your connection' screen.

To receive the new data and then generate the assets required while still in the active previous system might create more problems than it solves. If you decide to abort and jump to a different system, the engine has still some tidying up to do. A clean slate on jump is probably better to avoid bugs like planets remaining in memory and blocking more and more memory. There was a bug at the start of Horizons when players jumped to a different system near a surface and the surface traveled with them.
 
To receive the new data and then generate the assets required while still in the active previous system might create more problems than it solves. If you decide to abort and jump to a different system, the engine has still some tidying up to do. A clean slate on jump is probably better to avoid bugs like planets remaining in memory and blocking more and more memory. There was a bug at the start of Horizons when players jumped to a different system near a surface and the surface traveled with them.


they could get rid of the 5...4...3...2...1. though, or is that a loading screen for the loading screen?
 
Every ship I've ever had seems within seconds of one another to take the same amount of time to jump any and all variations in distance. It takes me within seconds of each other about 45 seconds from entering to arrival at a new system. Regardless of the distance or ship utilized which all seem to have different FSD's.
 

Robert Maynard

Volunteer Moderator
Every ship I've ever had seems within seconds of one another to take the same amount of time to jump any and all variations in distance. It takes me within seconds of each other about 45 seconds from entering to arrival at a new system. Regardless of the distance or ship utilized which all seem to have different FSD's.

Monitoring time between particular events in the initiate / jump / arrive / cooldown process over a large number of jumps leads me to suspect that, in my case anyway, less than 44 seconds between jumps is unlikely.
 
I timed a 324ly Jump.. Took 11 Seconds - (2 bodies)
Then I timed a 1ly Jump Took 16 Seconds due to the amount of bodies in the system (59)

So the jump duration is increased by the size of the gravity well on the other side as opposed to distance traveled. Thats how I maintain immersion in my head :)
 
To receive the new data and then generate the assets required while still in the active previous system might create more problems than it solves. If you decide to abort and jump to a different system, the engine has still some tidying up to do. A clean slate on jump is probably better to avoid bugs like planets remaining in memory and blocking more and more memory. There was a bug at the start of Horizons when players jumped to a different system near a surface and the surface traveled with them.

I disagree. You cannot use bugs as an example why programmers shouldn't implement functionality, that's argument against poor QA.

And I'm not suggesting that the entire level needs to load immediately on jump, but a number of asynchronous tasks can be kicked off - such as requesting an instance from AWS, pulling in the system state for the world builder etc. You're still going to have load assets into the game, that can happen in the loading screen - although again, plenty of games have figured out how to stream assets in, and lets face it, there isn't a "lot" in Elite, and already does handle LOD changes from a distance.

The loading screen is a blunt tool that has ample room for improvement (even if not removal).
 
When travelling long distances I allow a minute per system. 45-50 seconds was reasonable before, but with the destination systems usually being on the far side of the star now, you have to manoeuvre a bit which adds a little bit of time.

Most of the time is waiting on network traffic by the looks of things.
 
There does seem to be a minimum time though, even for a very simple system (one star, no planets). Noticeably longer for a complex system.

There would be two ways of handling that:

1. Play the basic animation, then add on the time taken to load the next system.

2. Load the next system, then check the amount of time the animation has been playing, and keep it going if the minimum hasn't yet been reached.
 
I timed a 324ly Jump.. Took 11 Seconds - (2 bodies)
Then I timed a 1ly Jump Took 16 Seconds due to the amount of bodies in the system (59)

So the jump duration is increased by the size of the gravity well on the other side as opposed to distance traveled. Thats how I maintain immersion in my head :)

best explanation so far. I will remember that one.
cheers
DZ
 
I think I must have a better fsd (Internet connection) than quite a few people ;)

I think my initial error was converting everything g to actual distances in km and then back, lots of zeros dropped on the floor somewhere.

It was just a curiosity thinking how far in real terms is my ship travelling (I know none it's a game) but when you are out walking the dog looking up at the pleiades musing if you'd pick up on the thargoid battles going on would you detect it and how out of date it would be by the time you detected it here on earth!

It may all be to late ;)

The size of the playing field in this game is immense.
 
I think I must have a better fsd (Internet connection) than quite a few people ;)

I think my initial error was converting everything g to actual distances in km and then back, lots of zeros dropped on the floor somewhere.

It was just a curiosity thinking how far in real terms is my ship travelling (I know none it's a game) but when you are out walking the dog looking up at the pleiades musing if you'd pick up on the thargoid battles going on would you detect it and how out of date it would be by the time you detected it here on earth!

It may all be to late ;)

The size of the playing field in this game is immense.

I liked the thought experiment and chuckled at every loading screen comment ;-)
That said, the size of the playing field is a bit cheated because you cannot supercruise from one system to another. But you are right, the suspension of disbelief is strong here :)
 
For making a single jump every ship is pretty much identical, and the time to make one jump depends on the speed of your network connection. It usually takes about 15-20 seconds per jump on my PC.

Now, for making consecutive jumps back to back, the factors which influence time per jump change a bit….

When travelling long distances I allow a minute per system. 45-50 seconds was reasonable before, but with the destination systems usually being on the far side of the star now, you have to manoeuvre a bit which adds a little bit of time.

As a rule one minute per jump is a good estimate, or 60 jumps per hour. The actual time depends on a few things as making jumps back to back consist of a few stages:


  1. Enter system, begin FSD cooldown of about 5 seconds.
  2. Orient the ship to the next waypoint, usually requires flying around the star and maybe fuel scooping too.
  3. Once FSD is ready begin charging, takes about 10 seconds.
  4. Jump, enter witchspace. Loading times depend on network connection, usually takes 15-20 seconds for me.

The total of all of this depends on ship SC agility, fuel scoop speed, location of next waypoint, and network connection. This can vary from 45s/jump for well built maneuverable ships to well over a minute for slower lower grade ships. For example, in my Asp X I can jump every 46 seconds pretty consistently, but in my DBX I can only manage an average of 54 seconds per jump. The difference is the fuel scoop speed.
 
Back
Top Bottom