FSD Jump Time too static and unrealistic

The FSD jump cycle should be adjusted to approx coincide with the actual distance being traveled (ie per 1 LY = 1 Sec). Right now it feels like no matter how close or far you jump you are in the loop for about 10 mandatory seconds. It should be 1 second for every LY (or something like that). This would add variety to the jumps and make the universe feel a bit more real/expansive with actual distances being covered, 20LY taking a whole 20 seconds for instance and a short 2 ly jump being an almost instant in and out again.

I am bored stiff by the fixed 10 sec cycle we experience now. I'm sure people who jump far will complain about the added seconds but this is for realism and not efficiency, and all those who jump less than 10 LY can rejoice!

Out!
 
!!BUMP!!

When I read the title, I thought, ::Rolls Eyes:: oh boy here we go. However, after reading what you had in mind, I COMPLETELY agree! This would be an awesome way to further push realism and immersion. BUMP!!
 
The FSD jump time is when the instance loading and sync'ing is happening (hence the lag and stutters) so there has to be a minimum.

But I agree, the overall jump time should be proportional to the jump distance.

Give us a smooth jump entry, some sort of simpler, less taxing dynamic rendering whilst the instance loads and sync's (to avoid stutters) and then the remainder of the jump as appropriate for the distance being covered.
 
I am bored stiff by the fixed 10 sec cycle we experience now. I'm sure people who jump far will complain about the added seconds but this is for realism and not efficiency, and all those who jump less than 10 LY can rejoice!

Given that they jumps are as long as they are because they are effectively loading/handoff screens, you're missing the point. They would only get longer, not shorter, which would make the game far more tedious when trading or exploring. Summary- no, terrible idea.
 
Given that they jumps are as long as they are because they are effectively loading/handoff screens, you're missing the point. They would only get longer, not shorter, which would make the game far more tedious when trading or exploring. Summary- no, terrible idea.

It is a good idea actually, and how it should work, just not apparently feasible given these hand-offs that you and others have mentioned here. I didn't know the sequence timing was so based on that stuff. So thanks to all for enlightening me on that.
 
Given that they jumps are as long as they are because they are effectively loading/handoff screens, you're missing the point. They would only get longer, not shorter, which would make the game far more tedious when trading or exploring. Summary- no, terrible idea.

Yep... sorry but true... Anyone who's had a slow internet connection, slow computer, or network fart while jumping will have figured this out. The other day I was like "WHY ARE JUMPS TAKING SO LONG!" as I watch the stars wizz by. It was going twice as long as usual... then in the middle of a jump I lost connection.... everyone in the house lost connection.

The jump is just the most beautiful and immersive "Loading please wait" progress bar you've ever seen =)
 
That "it's a loading screen" moment. :D

Not much you can do about how long or short it is I'm afraid.

What I would like though is to load the new instance from much further from the star and have a good 1 or 2 second warp disengage where the star starts off as a tiny spec among the background and leaps into vision much more dramatically than it does at the moment.

Basically what we have already, just starting from a lot further away. And maybe some small parallax effects on the surrounding stars in the backdrop. Now that'd be some serious eye candy.

And while we're on the subject, blue/red shift intensity in super cruise based on speed, with an initial flick of it when dropping out from a high energy jump.

something a bit like this: [video=youtube;ygFNl8WbGHM]https://www.youtube.com/watch?feature=player_detailpage&v=ygFNl8WbGHM#t=23[/video]

You see how you can tell you're in warp? I feel like ED is drastically missing something like that. I often feel like I'm not moving at all when in super cruise. We need little flickery edge type particle effects and graphics in super cruise scaled based on speed. We've already got a basic framework for it with the interdiction effects. I'm sure that could be worked on to create a more ambient, fitting version for general super cruising.
 
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I would also like to see some variation in the screen-shake and audio based on how hard you are pushing the FSD drive, if you are jumping at your maximum jump-distance, you should feel like you are pushing the envelope, flickering HUD, ship-straining noises etc. It would tie into the exponential fuel use ( exponential energy requirements ) for larger jumps. A short hop, well within your maximum jump range, should feel sedate and safe, a 99% maximum jump range leap should feel like the ship is really struggling
 
what breaks it for me is the stutter. it's so obvious that it's just a loading screen. if this gets more optimized, i would be very happy. the transition could also be a bit smoother.
 
In theory I agree this would be nice, in practice I don't think it should be done unless they can somehow guarantee that 99% cases they can live up to the short jump times… which is quite far from the current state of affairs.

Of course they could make it some constant (e.g., 5 seconds) + half a second per LY to make it easier to guarantee the shortest jump time is roughly consistent.
 
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In theory I agree this would be nice, in practice I don't think it should be done unless they can somehow guarantee that 99% cases they can live up to the short jump times… which is quite far from the current state of affairs.

Of course they could make it some constant (e.g., 5 seconds) + half a second per LY to make it easier to guarantee the shortest jump time is roughly consistent.

well just make the long jumps longer and make the current jumps the short jumps.
 
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