How "Space Legs" should be implemented (in my opinion)

ED already has a completely functional zero-g physics and collision engine, a functional variable-g physics and collision engine, and a way of transitioning between them well. The engine is perfectly capable of handling the same realistic gravity the series has had in lore for decades and it has been capable of handling it since Horizons. If you're arguing zero-g is too performance intensive so they should just go with 1g everywhere, you're arguing for scrapping all ship flight mechanics and replacing them with just FPS mechanics, in which case I'd actually have to agree with the dumb "They're turning Elite into CoD!!!!" hysteria.

...

You stopped doing well in your first post by becoming me Actually, You've bored me now, resurrect it all in late March 2021 and we'll see.
 
Please give yous first
You are the one claiming the possibility of providing station gravity through plating. This means that the burden of proof is on you.

For the spherical shell mass distribution, take rho(r) = constant in a thin spherical shell of radius R and thickness D<<R. Gauss law for any Gaussian sphere with radius r<R then gives an enclosed mass of zero and hence zero gravitational field. This is a basic example that would be presented in first-year university physics.
 
The game exists on consoles.

Good luck.

No. ED is not on PSVR and Xbox has zero VR capabilities.
Fair enough. Still it won't happen.

Actually, the evidence suggests that VR is what is going to get dropped from Elite, not traditional monitors.

I find it very interesting that all mention of VR has been removed from this game's marketing.

Lol like I said dude it's just an opinion. I doubt VR is going away thoguh and your vitriol could be interpreted as bitterness over not having VR yourself.

Just saying
 
I think the should implemented starting with a hip. Then a thigh. Then a knee, followed by a shin. Then the foot, and finally, the all important toes complete the build. Those components in that order should provide satisfactory locomotion when installed in pairs... lol
 
Lone Echo is an enjoyable game and I would love to see a similar mechanism in Elite Feet. I don't think it will happen though: in game lore is that the smaller ships are zero-G because of excessive energy requirements make it non-viable so it could happen but the game also has "mag boots" in lore as well. If I were to take a guess, there will be a normal walking motion with the ability to make longer jumps onboard your own ships compared to on a starport.

Just a guess though.
 
Lone Echo is an enjoyable game and I would love to see a similar mechanism in Elite Feet. I don't think it will happen though: in game lore is that the smaller ships are zero-G because of excessive energy requirements make it non-viable so it could happen but the game also has "mag boots" in lore as well. If I were to take a guess, there will be a normal walking motion with the ability to make longer jumps onboard your own ships compared to on a starport.

Just a guess though.


If we’re just going on lore / early design ideas, then they do talk about suit thrusters:

The less basic suits include micro thrusters, to aid zero-G movement – and providing a useful edge in zero-G combat!

And concept art suggests their use for EVA (see the character Superman-ing off to the right):

9bExDR8.png


Gotta EVA somehow ;)

Source: https://youtu.be/bB4Yn23YX1E
 
If i had to take a guess, i would suspect VR as it relates to elite feet would be on par with SRV VR.

Visuals:
The helmet of the Remlock suit would give the VR user a stationary frame of reference to counter motion sickness.
Perhaps an option to remove the helmet when in an appropriate environment for those who can stomach the free movement.

Movement:
Three locomotion modes a user can toggle between -All controls would closely resemble SRV controls. Forward, Backwards, and turn, A boost (leap) with tilt and pitch. (perhaps adding a strafe)
Magnetic Boots: The character walks upright, with normal orientation. (Very much like SRV's with way less drifting and flipping over)
Auto Reaction Control System: Six degrees of freedom that auto-correct for spin and rotation. (FA On)
Manual RCS: Six degrees of freedom that do not auto-correct spin and rotation (FA OFF)

Stations with simulated gravity, planet surface: Would function as if using magnetic boots. The character walks upright, with normal orientation. Surface gravity would affect "bounce" like it does with SRV
Small stations, Ships, Carriers, Capital ships: The player can choose any of the three locomotion type.
Space walks, EVA: The player can choose between ARCS or MRCS only. unless "autosnaping" to the exterior of a ship/station to activate magnetic boots is a thing.

Combat:
I suspect this to be the weakest aspect in VR with no motion controller support.
They could use a stationary weapon with cross hairs that are controlled by manual input.
Or preferred when combat "mode" is activated, VR head movement translate to the weapons movements. for a lack of better reference, acting like a turret
With all standard movement controls remaining the same.
 
I think this would be difficult to merge with a typical current VR setup for Elite, like using a HOTAS or K+M. Sure, the motion controls (particularly the Index controllers) are great and could be used to create an intuitive VR interface, but switching mid-game from HOTAS to motion controllers would feel a bit clunky to me.

That's my main concern too. I'm blind with a VR headset on and I don't want to have to fumble about for a controller every time I stand up. So I hope I can walk around with my HOTAS.
 
Oh my god that would be such less hassle than having to use one of the hats on my HOTAS! :D
I would still bind turret rotation somewhere (I don’t want to turn my neck 270 degrees), but it would be awesome for fine adjustments. Currently I am using the joystick on the back of the T16000m throttle for turret control. It could be more precise ...
 

Deleted member 110222

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Lol like I said dude it's just an opinion. I doubt VR is going away thoguh and your vitriol could be interpreted as bitterness over not having VR yourself.

Just saying
Not really. Like you say, that's your opinion. However, I know how I feel myself and that's a fact. Unless you can read my mind?

And how I feel is I don;t really care much as I barely play these days and after the Great Casual Carrier Update(tm) I am not sure if I will even continue to play. I barely do as it is.

Yes, the fact that Carriers are now going to be rather trivial to acquire and run really does make me a tad bitter. Because it pretty much destroyed any hope I had that this game can have real endgame content. I still favour the original version of Beta. Yes I know that puts me in a minority.
 
Lone Echo is an enjoyable game and I would love to see a similar mechanism in Elite Feet. I don't think it will happen though: in game lore is that the smaller ships are zero-G because of excessive energy requirements make it non-viable so it could happen but the game also has "mag boots" in lore as well. If I were to take a guess, there will be a normal walking motion with the ability to make longer jumps onboard your own ships compared to on a starport.

Just a guess though.
Yeah I suspect so too. It's the option with the most precedence in other games. It just seems so un-Elite... In this hypothetical, I think a lot of people's response would be "You can turn off the flight assist computer or your literal shields that keep your ship from blowing up but you can't turn off the magnet in your boots like you can in every sci-fi work featuring magboots?"

It just seems so unrealistic and lacking in customisation options, which judging by the pains they went to to make the SRV gameplay horrible in the name of realism and QWOP levels of component control seems essentially unlike Elite.
 
Actually, I think the SRV is a decent indicator. Frontier didn't half-ash the SRV's mechanics, as much as I dislike them, they grounded them very strongly in lore-appropriate realism and made them mechanically as complex as a realistic semi-automated rover would be. I don't think that's significantly less work than making space legs include realistic response to gravity including zero g would be. Space legs will include much more animation work (Elite is extremely light on any animation, especially deforming rather than hard body animation, currently), but we know Frontier can do animation quite well because of their other current games so I'm not worried about their ability to do that. Hand physics for VR would be extra work but I really hope they do it.
 
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