Gravity in ships, how does it work ?

Velcro.

Good old fashioned Velcro.

A nice strip of it across each bum cheek, and you're not going anywhere.

Magnetic boots? On my ship? No way. Velcro soles buddy.

Velcronium is the way of the Future.
 
Not having artificial gravity helps give the whole thing some personality though.

It's like all the pilots being called Commanders and having odd names like Cmdr xx420xx.

Like the late and lamented 'Artist formerly known as Prince and now known as Prince again as no-one could pronounce his name'?
 
Yes.

What I asked was why an onboard computer would be programmed to deliberately make it harder to do something.

If used correctly it doesn't make it harder, in fact the exact opposite. Also observe the speed rather than the audio cues, people tend to think the ship is speeding up, when in fact it is decelerating.
 
TBH, i'm sure FDev considered adding a Space Dragon just for the sake of the lolz, plus the wink to the true fans...
 
Speaking of centrifugal force, I swear I've seen a blackout effect sometimes when pulling high g maneuvers over high g planets, or was it my imagination?
There is some, but it's very hard to pull out, this is due to the Remlock suits automatically regulating blood pressure around the body, they can avoid most of the blackout/redout, but some of it may occur under very extreme G load...
 
where did the 'magnetic boots' nonsense come from? have you ever looked at your feet? have you seen any boots lying around in the cockpit?

artificial gravity in ships, at least for basic locomotion, would be straightforward, all you need is a magnet and some metal textile. our posh and shiny suits just look like that.

actually there's not a single aspect in game from which you could tell if there is artificial gravity being used or not in ships (except of course stations).

so i guess the only source of information we have would be to ask mr braben, and you know he would be talking about a game not yet seen ...
 
There is some, but it's very hard to pull out, this is due to the Remlock suits automatically regulating blood pressure around the body, they can avoid most of the blackout/redout, but some of it may occur under very extreme G load...

I'm impressed that they bothered to code in blackout at all, if they also coded suits that are able to prevent it in an advanced way. Very conscientious coding, bravo.
 
If used correctly it doesn't make it harder, in fact the exact opposite. Also observe the speed rather than the audio cues, people tend to think the ship is speeding up, when in fact it is decelerating.

Meh,

We both know that what's really going on is that the game is using the same mechanic for our arrival at a USS/Nav-beacon as it uses for our arrival at a planet.

At a planet, it makes sense.
You get closer to the planet and you accelerate as a result of gravity, you back off the throttle to the optimal position and then drop out of SC at the appropriate time.

To suggest that you might be trundling toward a nav-beacon, with no gravity of it's own, at 80% throttle and your computer starts to make your ship accelerate, thus forcing you to reduce throttle (in a manner which is, coincidentally, exactly the same as when you're approaching a planet) seems pretty contrived to me.

I mean, sure, if that's the explanation then fair enough.
Once again, though, it only goes to highlight the double standard in place when we're willing to apply all sorts of contrived explanations for various things but NOT willing to grant the same tolerance to the idea of AG.

I think you are taking this like there is some absoloute thing that exists whereby if you choose one form of handwavium you must adopt another form.

FD are free to pick and choose which lore they want to use for whatever aspects of the game they want. They decided they wanted no antigravity in the game, and therefore that is the lore. It was their decision to make, and they made it.

Let's say you wrote a game set in the future, and i came along and said your game needs magic. I mean, you already probably have lots of things in your game that don't work according to any known scientific principles. So hell, put magic in there. And space dragons! Gotta have space dragons. Look, you've already added all that other stuff that isn't realistic anyway, let's go the whole hog!

And you would be absoloutely right to tell me where to shove my ideas as well, and that you don't want magic and space dragons, because its not the lore you chose for your game.

Basically you are fixated on FD adding what you want and then trying to justify that by saying it makes sense. There is no real sense to any of it, and FD are free to choose the lore they want.

I'm just pointing out a bunch of "plot holes" and then asking why AG should be treated any differently - especially if implementing AG will make it more straightforward to develop space-legs.
 
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Meh,

We both know that what's really going on is that the game is using the same mechanic for our arrival at a USS/Nav-beacon as it uses for our arrival at a planet.

At a planet, it makes sense.
You get closer to the planet and you accelerate as a result of gravity, you back off the throttle to the optimal position and then drop out of SC at the appropriate time.

.

Mate you are decelerating not accelerating, the topic is as old as the forum. Please reread my last post, the audio cues make you think you are accelerating, pay attention to your speed you will see the ship is decelerating. You have been around here for a while mate.

Lets not drift off topic buddy, do some research or at least pay attention to what is happening onboard your ship.
 
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Mate you are decelerating not accelerating, the topic is as old as the forum. Please reread my last post, the audio cues make you think you are accelerating, pay attention to your speed. You have been around here for a while mate.

Lets not drift off topic buddy, do some research or at least pay attention to what is happening onboard your ship.

The fact remains that there is, at least, a plausible explanation for why your speed changes in proximity to a planet.
That shouldn't be an issue when you're approaching a small object.
To suggest it's the result of your ship's computer artificially altering your speed, thus forcing you to make corrections, is contrived.
 
Topic drifting in process, please wait...

In either case, FDev already chose to go for Zero-G, so unless they ask us our opinion again on that, case closed, sense made or not...
 
I mean, considering the wacky, inconsistent, unrealistic, hare-brained stuff that we HAVE been forced to accept in the ED universe (telepresence, I'm looking at you but you're not on your own) why on Earth would you just stubbornly dig your heels in and refuse to accept a justifiable conceit such as artificial gravity?

I concur. It seems highly unlikely to me that a society which has invented FSD and SC, with all the gravity field/inertial frame manipulation they imply (FSD even says it in its name - Frame Shift), hasn't also invented artificial gravity. And let's not forget about Mass Lock Factor, which surely works because something in our ships is generating a disproportionately large gravitational field - how else can you explain something with a rated mass of a few hundred tons sitting a few KMs away causing more problems to SC than an entire planet a few tens of KMs away after leaving the surface.

It's mad, I tell you! Mad! ;)
 
Stealthie, I give up mate, we have discussed and understood how things work since back in 2014. Lengthy topics are there for you to browse, no point repeating myself, this is going way off topic

@Voubi, pretty much sums it up. Let's hope the devs can emulate or even improve on Lone Echoes gameplay.

Cheers
 
There have been two real life discoveries that could lead to AG being developed between 2017 and 3300. These were the discovery of the Higgs Boson and Gravitational Waves.

Manipulation of these could give rise to technologies that allow for the small scale fusion reactors that power our ships, 1T for a 2D-rated fusion reactor for a sidewinder (3300) compared to the 400T ITER fusion reactor (2017). Basically a small star in a box!. This could also double as the source of your localised AG.

However, in the case you would still need your mag-boots for walking around in to stop yourself from falling into the gravity well of the reactor every time you got out of your seat.

If this is then applied to the space stations, the central core where we currently dock would house the reactor, with the habitation ring distant enough for 1G of gravity, then the landing pads and cargo handling areas further out still. Basically ED would need to re-design all of the assets within the game.
 
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Deleted member 115407

D
Per the Elite Lore:

Just like everywhere else.

Anti-gravity magic has not yet been invented.

Pilots stay secure with their feet on deck via magnetic boots.

How the rear end stays in the chair, I don't want to speculate.

Lies. Your ship has a gravity generator. It's located just behind the water pump above the alternator.
 
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Hand Wavium. The gravity on ships is just normal, its not 0 gravity. Bobble Heads wouldn't even work that way in zero G. Just a game.
 
Hand Wavium. The gravity on ships is just normal, its not 0 gravity. Bobble Heads wouldn't even work that way in zero G. Just a game.

To be fair, I'm pretty sure they would.

It's acceleration, in any given direction, that makes them bobble. Not gravity.
 
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