HUD: what do the faint thin vertical lines on either side of the canopy depict ?.

it's amusing, folks howled about the removal of a indicator which they assumed indicated longitudinal speed, .....bizarre... to recap, below are all the visual indicators for longitudinal speed,
..........
Rate of stars streaking past = longitudinal speed
..........

Those are not stars, it is "space dust" and they act as a sort of vector indicator - like a turn and slip indicator in a plane.

People complained because they were used to seeing them and they are a good indicator of your centre-of-direction - look at how the fence-posts compare with the HUD reticule and you will notice differences from ship to ship - the cutter for example has a huge differential. (Presumably the mouse widget shows your centre-line too in SC, I have never used it so don't know if it is operative in SC.)
 
I think I know what those lines signify.

It's a fancy Ticker Tape Accelerometer, the parameters are defined by the gravity of nearby objects. I'm now trying to figure out what the variation in the line height means, perhaps the proximity of object or gravity intensity of a object ?, if so why is the display of the lines on either side of the HUD symmetrical?, maybe the symmetry is due to the sum of total gravity which is affecting the ships acceleration......

See link for a basic introduction to Ticker Tape Accelerometer. https://www.youtube.com/watch?v=5KtxGdRihLk

Shame on you Forntier dev's for forcing your user base to spend hours goggling for basic information. What I don't get is that you have spent hours if not days coding and tweaking these indicators and then leave it up to the user to guess their way around the cockpit, just doesn't make sense, all that excellent detailed professionalism unknown due to lack of documentation.
 
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I think I know what those lines signify.

It's a fancy Ticker Tape Accelerometer, the parameters are defined by the gravity of nearby objects. I'm now trying to figure out what the variation in the line height means, perhaps the proximity of object or gravity intensity of a object ?, if so why is the display of the lines on either side of the HUD symmetrical?, maybe the symmetry is due to the sum of total gravity which is affecting the ships acceleration......

See link for a basic introduction to Ticker Tape Accelerometer. https://www.youtube.com/watch?v=5KtxGdRihLk

Shame on you Forntier dev's for forcing your user base to spend hours goggling for basic information. What I don't get is that you have spent hours if not days coding and tweaking these indicators and then leave it up to the user to guess their way around the cockpit, just doesn't make sense, all that excellent detailed professionalism unknown due to lack of documentation.

I've already got it solved.

The lines are distance markers. And set 1 is 1000 km. I verified it last session I was playing by watching the speed marker and the lines.

At 1 Mm/sec, the lines will pass a fixed point (usually one of the canopy frame members) at 1 line a second. Figuring out each order of magnitude after that is a simple matter of comparing line passes with speed.
 
Thanks for your reply, I'm on a console. I really despair at FD lack of interest in player enjoyment of the game, I just got killed after jumping 10 stars, I'm re-incarnated at the beginning. Roll on escape from tarkov and others.

Did you perhaps turn off "orbit lines" too early after all?

Really, it is a bit sad to blame the game for your mistake (flying without insurance), many console players have managed to avoid being wiped out.

Maybe give the game a bit more of a chance?

Good luck.
 
Did you perhaps turn off "orbit lines" too early after all?
No that wasn't the case I can scoop with my eyes closed (plenty of audio feedback). I got into CQC with a monster Vulture, I thought I had a powerful bird, man he fried me in a heartbeat, I didn't get a glimpse of his loadout to emulate it, to busy dying....It isn't the dying and rebuy that annoyed me it's being reincarnated 10 jumps away from my current location that annoyed me, and..... the continuous googling for information, The flying around in circles waiting for the mission objective to appear, or, receive a mission which requires hardware which isn't installed, i.e. go kill a Pirate, I find him at the NAV SAT, he's in Super Cruise, after a few minutes I realise that I need a Interdictor to drop him which I don't have, he jumps, I abort the mission as I have no idea what to do next and I have no desire to fly around in circles for minutes on end waiting for SOMETHING mission related to happen, or, get a pirate kill mission, got to star, get instructed to meet informant in another system, arrive at new system no informant in sight, fly around in circles, nothing, go back to star > back to new mission location fly around in circles, eventually he appears, says "I have important information for you" and "poof" promptly disappears, what the heck...Abort the mission.....
Good luck.
Thanks.
 
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No that wasn't the case I can scoop with my eyes closed (plenty of audio feedback). I got into CQC with a monster Vulture, I thought I had a powerful bird, man he wiped me in a heartbeat, I didn't get a glimpse of his loadout to emulate it, to busy dying....It isn't the dying and rebuy that annoyed me it's being reincarnated 10 jumps away from my current location that annoyed me.
Thanks.

What were you flying?

If small ships can be equated to fighters, a Vulture is a heavy bomber. It's classed as a small vessel, but is armed like a medium. Twin Large hardpoints, defaults a class 5 shield. And it has a class 5 slot restricted to military, which can hold a class 5 hull reinforcement package (armor for days? Armor for days). So it's small, fast, tough, and packs a punch.

It's weakness is that it has an under-sized power plant, and an anemic fuel tank. It's really good in a straight attacker build, but you get major sacrifices to housekeeping functions like cargo capacity, jump count before refuels, or secondary functions like interdiction, scanning, or utility slots. So you can't really get creative with a vulture without playing a game of rock paper scissors with the vessel. Which is ZERO concern for an AI that spawns long enough to kill you and then vanish again. It just needs to be tuned to kill, which means everything is put into immediate realspace function. It can run on the default fuel tank or smaller, doesn't need a fuel scoop. Doesn't need the best frame shift drive. So it can afford to go all in.

Running the build, going all in on local system, I can build a vulture that has a boost speed of 394, shields at 389. Hull integrity at 868, two module reinforcements of +70 each, equip it with large gimbaled burst lasers, and have a point defense, chaff launcher, and an FSD interdictor. It can't jump out of the system like this, but again the AI don't need to worry about longevity past five minutes. It's built like a brick and hits twice as hard. Any normal player-outfitted ship design that doesn't have a size advantage and superior firepower by that virtue is going to encounter this thing like a sentence encounters a full-stop. These combat specs are similar to a default Anaconda. In a 'Fighter'.

So... yeah.


EDIT: Oh, I forgot to swap lightweight alloy for military grade armor. That puts the hull integrity up to 1,140. That takes it from brick, to TANK.
 
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What were you flying?.
I'm in a Vulture, upgraded everything AND lvl 5 engineered EVERYTHING except hull which is lvl1 armor. Level 5 overcharged beam lasers no issues with power as everything feeding them is lvl 5, and I got fried in seconds. I don't mind this as its a challenge, I'm returning to that LCZ and hopefully i can fry him in return KFC style, three things which appeal to me in this game, hunting pirates, protecting miners in RES's, and LCZ's although any CZ is a expensive hobby in a Vulture, if I'm running low on cash I do a few PAX runs for cash then back to the Vulture.

a question, how do I determine the good guys in a LCZ or HCZ ?, Supporting a faction which is trying to overthrow a good government kinda goes against the grain, yes I know its a game :))
 
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I'm in a Vulture, upgraded everything AND lvl 5 engineered EVERYTHING except hull which is lvl1 armor. Level 5 overcharged beam lasers no issues with power as everything feeding them is lvl 5, and I got fried in seconds. I don't mind this as its a challenge, I'm returning to that LCZ and hopefully i can fry him in return KFC style, three things which appeal to me in this game, hunting pirates, protecting miners in RES's, and LCZ's although any CZ is a expensive hobby in a Vulture, if I'm running low on cash I do a few PAX runs for cash then back to the Vulture.

a question, how do I determine the good guys in a LCZ or HCZ ?, Supporting a faction which is trying to overthrow a good government kinda goes against the grain, yes I know its a game :))

Low-intensity CZ is much more dangerous as there is more chance of you being "picked on".

Before you decide which side to choose you can look at the faction's descriptions in your right-hand UI panel.

Re being respawned 10 systems away - that is why people dock in a nearby system before "weighing-in". No doubt your experience this time will underline that. ;)
 
Before you decide which side to choose you can look at the faction's descriptions in your right-hand UI panel.
Yep, but I stare at the two factions info and agonize, "who're the good guys".

Re being respawned 10 systems away - that is why people dock in a nearby system before "weighing-in". No doubt your experience this time will underline that. ;)
I learnt me lesson, dock first then fight.
 
"who're the good guys".

What an alien concept. Guys, other than yourself, that are 'good'.

In a universe where the greatest good is your own good, the idea that other people can possibly be anything other than temporary allies, enemies, or the guys with all the cash I want... It's so... Strange.

This poses a bizarre moral quandary for my entire virtual universe philosophy. To select a philosophical position wherein an arbitrary group is inherently morally correct by my perspective without regard to the changing profitability of the situation invariably states that I will at some point, be placed in a disadvantageous situation without the ability to abandon said position and cut losses. As such, the Greatest Good (myself) is then placed in jeopardy, potentially losing out on investments such as trade profits, bounties, vessels, cargo assets, exploration data, and in worst case scenarios, my life itself.

This cannot be a viable solution to continued operation in a cut-throat galaxy, and thus I can only conclude that you are a madman having mad thoughts of madness. It would be unprofitable if this kind of mindset spread.

But don't worry. You won't have your name on the bounty board. This kind of madness is self healing, as those thinking in this manner will invariably make choices that remove themselves from play, permanently.



"Good" guys... PFT!
 
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I've determined that the length of the thin vertical lines is directly proportional to gravity, in tandem with a increase in gravity is the position of the Blue maneuverability bar graph which also moves in relation to gravity, The higher the gravity the lower the maneuverability.

So, two displays for gravity the length of the thin vertical lines and the position of blue maneuverability bar graph which is also affected by engine power available.
 
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