I've sort of just made it second nature to figure out where the slot is. As soon as I drop in it's become almost instinctive to find the side spinning counter-clockwise. I find that I don't think about it anymore, it kind of happens.
The icon is not a rendered 3D object. It is a static icon, it has no position within the supercruise instance with which to calculate orientation relative to your ship.
You will find that Elite's architecture is surprisingly limited and only provides a limited illusion of a persistent universe. The P2P connections are a major reason for this but their method of creating separate instances in the same area of space is another issue as well. Once you understand how the instances work and how these factors affect what you see in the game it all makes a lot more sense, particularly with how the NPCs work, and the reality is that what you're asking for would require a major rework for how the game handles supercruise travel.
The bolded is correct for how it currently works, however, it is not correct that the implication is that there is therefore no way to make it work as it should do.
The information required to make it work:
0) Player's ship position and orientation
1) The orbiting planet's position and orientation
2) The orbit trajectory of the station in supercruise
3) A rotating simple 3D representation of the station
4) The position and orientation of the station with respect to the planet it is orbiting
Now this is where your logic fails:
The current game engine has the following information available in supercruise:
0) Player's ship position and orientation
1) The orbiting planet's position and orientation
2) The orbit trajectory of the station in supercruise
3) The position and orientation of the station with respect to the planet it is orbiting (always 45degrees north of the orbiting planet)
Now see, the only missing piece is the simple 3D rotating station icon. There is no reason whatsoever that this needs to be generated from the full 3D station model existing within a separate instance. They merely need to create a small simple 3d rotating station model that is the same for all station types, then store in on the HDD. The engine will then load it into RAM when you enter supercruise and the orientation of the icon with respect to the player ship will be set by the information that already exists in the game engine at the moment. This has nothing to do with the server architecture or P2P connections. It is simply an issue that can be solved by adjusting what is rendered locally on the player's machine.
Your assumption is incorrect that this would require any major engine overhaul or new information.
I was thinking the exact same thing yesterday.
While in SC, the station orientation should be shown.
Ships aren't rendered 3D objects either (in supercruise). And the station definitely has a position within the supercruise instance, otherwise you wouldn't be able to lock it (and drop on it).The icon is not a rendered 3D object. It is a static icon, it has no position within the supercruise instance with which to calculate orientation relative to your ship.
Rep to both of you. I'd agree it is possible, but none of us is able to tell how hard or easy it would be to implement. Your post highlights what requirements are needed, it could well be that there are technical difficulties involved due to the way they designed SC.
Anyway, I have requested this feature so many times that I actually forgot about it...
Easy fix: add a very tiny replica of the station at the fixed position and lock it to its orbit and position.
The mail slot is pointed around 45 degrees off its orbit, but whether it's towards the north or south pole (or arbitrary) I don't really know. Either way, since we can't tell the poles apart in SC and not see the stations positioning, dropping in is a cointoss. That's why I drop in either almost straight towards the slot, or at almost 90 degrees off. If you drop straight from the planet (ie orbital plane) you will always drop around 45 degrees off. That makes it easier to locate the slot than the 90 degrees off, but I still go for the 45 degree approach and hope I'm lucky
Again, adding a small model of the station in supercruise would fix the "not in your instance" problem. Or, if it always points at the North Pole (which I think, I just haven't checked), put a mark on the hud for that instead. Also solves the problem.
The bolded is correct for how it currently works, however, it is not correct that the implication is that there is therefore no way to make it work as it should do.
The information required to make it work:
0) Player's ship position and orientation
1) The orbiting planet's position and orientation
2) The orbit trajectory of the station in supercruise
3) A rotating simple 3D representation of the station
4) The position and orientation of the station with respect to the planet it is orbiting
Now this is where your logic fails:
The current game engine has the following information available in supercruise:
0) Player's ship position and orientation
1) The orbiting planet's position and orientation
2) The orbit trajectory of the station in supercruise
3) The position and orientation of the station with respect to the planet it is orbiting (always 45degrees north of the orbiting planet)
Now see, the only missing piece is the simple 3D rotating station icon. There is no reason whatsoever that this needs to be generated from the full 3D station model existing within a separate instance. They merely need to create a small simple 3d rotating station model that is the same for all station types, then store in on the HDD. The engine will then load it into RAM when you enter supercruise and the orientation of the icon with respect to the player ship will be set by the information that already exists in the game engine at the moment. This has nothing to do with the server architecture or P2P connections. It is simply an issue that can be solved by adjusting what is rendered locally on the player's machine.
Your assumption is incorrect that this would require any major engine overhaul or new information.
Your assumption is incorrect that this would require any major engine overhaul or new information.
Ships aren't rendered 3D objects either (in supercruise). And the station definitely has a position within the supercruise instance, otherwise you wouldn't be able to lock it (and drop on it).
The station's orientation is a simple variable which is simply not propagated through the super-cruise instance. I'm not saying propagating it would be "easy" (it's possible it simply does not exist if there is no instance where the station is present and it's only computed on the first player ship's arrival) but I doubt there's a technical limitation preventing that without rewriting the whole game engine. They just implemented it that way as it was simpler and there was no real need to see the station's orientation other than convenience.
It's not something that I see as a technical limitation per se in the sense that there would have been nothing preventing them from making it work that way originally, it's more of an issue that for whatever reason FD went with a heavily instanced design that discards anything that is not absolutely essential information. Now we have to deal with the limitations of those game design choices and for them to add those features back in would probably require a fair bit more work than if they had included them to begin with. I've actually been quite surprized to realize how much game performance seems to be affected by the loading times between the various instances and it appears that the server is sending a completely different set of information in each case (i.e., jumping to a system vs. supercruise travel vs. local station instance vs. orbital glide vs. local planet instance). Even when making transitions that you would expect much of the necessary information is already loaded (such as transition from orbital cruise to glide mode) we still commonly encounter 10-20 second game delays (sometimes even 30-60 seconds). This is with FD having presumably stripped out everything not absolutely essential to load any given instance so I can only imagine how many issues they would have if they added even more parameters to calculate or load. They could have made it a priority to carry over certain features such as station orientation into supercruise but I suspect that would slow down performance even further and they already have issues with long loading times as it is.
Yeah, "transitions" seem to be mostly about networking as far as I can tell (or the game is really, really badly coded, which I doubt).
And note I never said it would be easyYou're right, it's possible the current design would require a fair bit of work. But that doesn't mean it's not possible and more importantly that doesn't mean it wouldn't be useful
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It's not an "assumption" that they would need to make significant changes, it's a fact. First, it would require, at a minimum, the addition of station orientation as a parameter that is calculated in supercruise, which the game does not currently do. Second, the current station icons that the nav panel uses are generic and don't accurately reflect the station design and a proper 3D model would need to appear in the target panel, which the game also does not do for navigation points like stations while in supercruise. Those two additions would represent major additions to the supercruise mechanics at present and it involves making information available that the game currently does not use or process within the supercruise instance. They made a very clear design choice to omit this information and you can assume that there are most likely some substantial technical reasons why this was done at the time the supercruise mechanics were implemented.
Ships are, at a minimum, rendered as a simplified rotating ship model in the target panel. They exist in the game as objects with a shape and orientation that the game continually calculates while within the instance. Your ship relies on this orientation relative to other ships to calculate effects such as interdictions. Whether the ships have a separate, full-detail 3D model that is visible externally is another issue entirely as you will never get close enough at supercruise speeds to actually see another ship, but at a minimum that position and orientation, along with the simplified 3D model, are already calculated by the game.
Stations, on the other hand, are simply represented as a zero-volume coordinate point that serves as a loading point for the station instance. It does not have any volume or mass and does not interact with your ship in any way while in supercruise other than to trigger the loading of that instance when you drop out of supercruise. That position is a nav marker that serves as a loading point for a station instance, nothing more.
There's no need to possess this information (station orientation) while supercrusing. All of this (ship position wrt station) is likely computed while "loading" the real space instance where you'll end up near the station. The actual station orientation itself is likely computed during that "loading". It might even be random (though I doubt it, it wouldn't change a thing from the player point of view).On the other hand, I simply don't believe you that station orientation doesn't exist in supercruise... wanna know why? If it didn't then the game couldn't determine what position wrt the station to drop you into, when you go from the SC instance to the station instance. If I can approach from inside the planetary orbit of a station and always see the station in the same consistent orientation then that information has been calculated in the engine whilst i'm in supercruise and thus it exists... period.