Gravity Slingshot revisited...

Currently, there's quite, quite a lot of systems with far-off planetary bodies one would like to visit but, 30000 ls and more range discourages all but the faint of heart. (At the same time, explorers kinda like having those far-off places be challenging to visit, gives some cred to those discoverers who -went there-). With space stations appearing 'way out there', there's a definite need for a better way to get there, when even Supercruising takes too long. It's why one of the frequently requested things is an in-system hyperjump, or some form of improved supercruising (Megacruising?)

This post is a proposal with the following goals:
-Have something to accelerate those long trips, yes.
-Don't make things quite as easy as in-system jumps. (So it's still a challenge to hit those far-off places)
-Let's make it more fun than in-system jumps or megacruising: We reference the 'Gravity Slingshot' to please the space geek in all of us.

In the current state of FSDs, a gravity slingshot isn't feasible since we lose acceleration and deceleration in the vincinity of gravity wells (Which is a superb design decision to make maneuvering more agile near bodies, less further away, and gives us more speed only when we really need it, it is beautiful). This proposal is NOT to make gravity slingshots an accidental thing that happens during regular supercruise! That would be too much trouble to implement, interfere with the current elegant supercruise system, and generally be a bad idea.

Rather, it makes sense to let a computer calculate your speeds and trajectories during a high-speed slingshot, and for it to only be possible by 'altering' the supercruise frame shift for a short while so gravity affects it differently. So let's imagine a device that we will for now call the Frame Altering Slingshot Tunnel drive. (Feel free to come up with better acronyms than a FAST drive)
The device -would- require a specific module weighing a few tons (Since it adds a new feature and calculator to frame shift drives, see?) so it's something to consider when equipping the ship, it's game purpose is to give you a solid starting boost of 100 to 5000 Cs to hit those far-off places in a more reasonable amount of time. (plus slingshot fun, of course)

The 'game working' I picture for this would be for the device to only function when 5-10 Ls away from a star or gas giant or suitably massive gravity well. (A bit of autodetecting nearby heavy bodies could come in handy to simplify use)
Step 1: Assuming autodetect confirms there's a nearby valid body to use, point the device like a gun to a far-off planetary body (at MINIMUM 5000 Ls away would be a guesstimate of a safe minimum, could be higher) and hold the appropriate fire button, this would increase a meter for the 'goal' speed, maybe 200 to 5000 Cs (higher if you purchased a better FAST drive?) That's the targeted 'launch' speed after the slingshot. Let go of the fire button and the unit is ready for step 2...
Step 2: The unit will now indicate a target heading towards the edge of the chosen gravity well, (much like when you're frame-shifting away from a star or roid belt) point the ship to it and speed up. This'll trigger the unit to control the ship and launch into the slingshot. Now, there's not many devices that take away control from the player, plus there's some tricky parts about collision detection with nearby moons and planets close to the gas giant/star... So this 'target the trajectory' approach simplifies things a lot. Hopefully the slingshot approach vector isn't too hard to calculate: aim past the edge of the gravity well at a smart distance, away from the target planetary body.
Step 3: Since the unit is controlling the ship, give a short sequence of the ship flying at hair-raising speeds near and past the gravity well, (we space geeks want to see our slingshot flybys, don't we?) and the ship then boom away at the speed that was chosen in step 1, crazy fast but regular supercruise and control come back into play. Nearby bodies -would- slow you down, but when close to gravity wells, we don't lose speed quickly. So the regular frame shift and control schemes should be safe to reuse now, only with a desirable initial high speed to help visit those far-off places insystem.

Granted, if you set your speed too high and the device aims well enough, it might well crash you into that sun you wanted to visit. Who said all exploration devices should be -safe- to use? :D

And now for fun, a touch of technobabble: Regular frame shifting doesn't accelerate or decelerate well near gravity wells, so slingshotting makes no sense! Right? Right, it makes no sense in regular supercruising frame shifting, keyword: regular... A FAST unit doesn't use regular supercruising. Some eggheads figured a way to play with the -interface- when switching from regular speed to supercruising, which is normally kept in the millisecond range to avoid undesirable effects on the ship. Some of those undesirable effects are harnessed by the FAST unit, which pulses the ship in and out of the interface along a tunnel bent by gravity, and the normally counterproductive gravity is countered by the opposite centrifugal force, 'fooling' the frame shift drive into supercruising at much, much higher initial speeds than normally feasible.
Their current test drones hit as high as 20k Cs, but resulted in the drones falling apart due to gravity stresses. It's still new technology. Use a FAST unit at your own risk.


That, ladies and gentlemen, is my wee dream of something more fun than insystem drives, thank you for reading.
 
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I like the thought you put into this, and there's aspects that I like. But it would be far easier for the devs just to simply make acceleration during supercruise faster. We can hit 2000C from what I hear, but I've never gone quite that fast, even if the destination is like 100,000ls away. This would also eliminate the need for in-system jumps, for the most part.

Also, I often use planets as sort of a net if I'm approaching too fast- I move in as close as I can as I pass the object to slow down. It's beautiful when done right- very smooth.
 
Yes, this is harder to implement than megacruising or in-sytem jumps, no question. But if we have insystem jumps, we'll never have a need for gravity slingshots. So this is a bit of a 'now or never' idea. Or rather, 'before the boring solutions are implemented, or never' I should say. Slingshots are more fun and space geeky, see?

It's more work, no question but I think I came up with a solution that's not -too- hard to implement from a game maker's perspective, using what I thought of I believe we need...
- Nearby-gravity-well detection, which I'm pretty sure we already have.
- A bit of vector calculation to get the approach to the gravity well, fairly easy. Just need to figure the 'smart' distance to the center of most stellar bodies.
- Calculating collision detection along that approach vector. Maybe along the launch vector (maybe not, it's not supposed to be safe to use. Haha!). Since you're launched from the outer edge of a large stellar body, You're at least half a Saturn-width away from the ecliptic, so usually you'll be on a mostly safe launch vector.
- Some playtesting to see what initial speeds are workable, useful, and if indeed regular frameshifting with an initial high speed works well. (Which is my theory)
 
OP touched on it a bit but I'm not sure they actually recognized how gravity interacts with the FSD.

As I understand, FSD technology uses huge amounts of energy to move us forward. Mass disrupts this energy, slowing us down when we're near large bodies. Interdictors work by shooting energy at the target to disrupt their FSD enough to do a hard drop. Mass locking (and FSD factoring) because of this too.

For this reason, slingshotting is just not possible in SC. Valiant effort though. The FAST drive is an interesting work around but I think it's just a little unclean to implement and make sense of.

Someone else posted about slingshotting a few weeks ago. Their suggestion involved a 'slingshot vector' much like the escape vector when being interdicted that allowed you to achieve high speeds moving away from an astronomical body. Frankly I like that idea better, but it still doesn't make sense in the game.
 
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The Batman: Arkham series has a grappling-hook rooftop-launch mechanic that would work here. Presumably, you'd be able to add this as a module. While in SC, you'd target near to one edge of a nearby planetary body, press and hold the boost button to lock and pull the ship in the right direction and accelerate, let go to release when you're facing the right way and away you'd go. You'd be going round a corner, as it were (I'm aware planets don't have corners, as such), so there'd be a narrow window to let go of the boost button at the right time - or you'd be going at speed in the wrong direction. Could be fun, infuriating or both.
 
I can't help but chuckle at DocLooshkin, but... Yes, the grappling hook analogy is fairly close to the principles of a gravity slingshot.
Except gravity is your hook, the building is replaced by a gravity well and the centrifugal forces are the same. Would be interesting to see a physics teacher explain this with a batman analogy. Makes me smile.

And yes, I understand Doc's twist is more of a 'hooking to gravity at an angle' trick than the actual slingshot I'm picturing, which is fine if less physics-based for us space nerds. It would fulfill a touch of fun for speed boosting.

Meanwhile I realized something. In one post I believed the FAST drive is a bit of a 'now or never' idea, considering the devs might be bringing up an insystem jump technology... But there is a way for both to coexist. What if the insystem drive can only lock on to stars. Then it's a bit useless to travel around, say, Achernar, single-star system with huge distances. The FAST drive would then be a sort of... middle-range accelerator. or maybe the insystem drive would be a bulky, costly internal device, while the drive I thought up would be a lighter external device (hence favored by traders)

We're just tossing ideas there. And Psycho Romeo, can you detail your thoughts on why you think 'it's just a little unclean to implement'? That's a bit vague.
 
I like the thought you put into this, and there's aspects that I like. But it would be far easier for the devs just to simply make acceleration during supercruise faster. We can hit 2000C from what I hear, but I've never gone quite that fast, even if the destination is like 100,000ls away. This would also eliminate the need for in-system jumps, for the most part.
I left my ship heading towards a star at full thrust, as I answered my phone. Twenty minutes later it was only at 1k4 C and not accelerating very fast.

QUOTE]
Also, I often use planets as sort of a net if I'm approaching too fast- I move in as close as I can as I pass the object to slow down. It's beautiful when done right- very smooth.[/QUOTE]

I broke my nose on the windscreen today as I misjudged it and came to an emergancy stop. Not the best way to start an exploring trip.
 
We're just tossing ideas there. And Psycho Romeo, can you detail your thoughts on why you think 'it's just a little unclean to implement'? That's a bit vague.
Sorry. Specifically the idea that mid-super cruise 'alter' the way you're currently breaking phsyics so that you've broken your physics breaking physics such that it's simulating normal physics again.

The idea is just a little hard to sell in my eyes.
 
Sorry. Specifically the idea that mid-super cruise 'alter' the way you're currently breaking phsyics so that you've broken your physics breaking physics such that it's simulating normal physics again.

The idea is just a little hard to sell in my eyes.
Really? I think that's probably the best selling-point for an idea I've ever heard. :D
 
I can't help but laugh at DocLooshkin's statement. XD

Ah, the interface thing? Well that's just the technobabble I picked, pick your own if you don't like it. That's not what I'm selling.
I'm selling an excuse to have a gravity slingshot. Some of us space nerds want one, there's actually a need to go faster, and the current FSD implementation prevents it to work as it is now.

So I figured out one way to make it happen. :) Challenge to Romeo: how would -you- make it happen?
 
I can't help but laugh at DocLooshkin's statement. XD

Challenge to Romeo: how would -you- make it happen?

Hum. Beats me. I don't actually feel there's a problem with the FSD speed. I believe the root of the issue is with systems like LHS 3447, where mankind has for whatever reason decided to colonize inconveniently.

I think if an object's mass is large enough, you should be able to anchor a jump to it. And I think FDev is implementing this. So, that will be a thing.
 
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