I was expecting space flight operation to be more procedural

And you are basing this assumption on our vast 'Real Life' Space travelling experience?

Our Space travel now is comparable to the first steam powered cars that are ancestors were driving around the 20's and 30's. (look at the controls of the latest cars on the road, Driverless, distance controlled, Electrical drive)

Who knows what space travel will be like in 3300+? It could well be like ED?

Without the space air though.
 
Maybe some of the early spaceships took more to fly, land, and take off.
Just like driving a car, it has become easier as tech gets better.
Some of the early "automobiles" required 3 hands. Today, you just get in, push a button, and your off. Tesla cars are the next step.

Shuttles have computers that do most of the work when landing.
Space-X is working on a rocket that can land itself.
 
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"Mr Crusher take us out". "One second captin I have to compensate for temperature and gravitational pull, unlock the phase converters , match the warp field compensators and take off the intertial dampeners. Oh actually I just need to press this button."
 
ok the ED's player base is not for a deep SIM, so we don't want this.
[video=youtube;oSxV-gkpVWo]https://www.youtube.com/watch?v=oSxV-gkpVWo[/video]

But maybe we could just add a small start up sequence.

1. APU ON
2. Engines ON
3. Take off
 
ED at heart for me is neither a game or a sim.

It is a artificial universe experience that relates just a little bit to the what we think of the future may be and then is also made to be not too hard with some changes to make it not too tedious and in some ways not too easy.

That is what ED is.

As if would i like the landing and takeoff more deep and technical, no I like that how it is.
 
ED at heart for me is neither a game or a sim.

It is a artificial universe experience that relates just a little bit to the what we think of the future may be and then is also made to be not too hard with some changes to make it not too tedious and in some ways not too easy.

That is what ED is.

As if would i like the landing and takeoff more deep and technical, no I like that how it is.

But don't you wonder why the power plant is always on an can't be turned off?

FDEV could simply give us an option, to start cold, the first time you go into the game for a game session you need to turn the power plant on, shields and thrusters the same, its all in the game right now.
It doesn't need to be more complicated. Make a auto start key, and the onboard computer will do it for you. If we get NPC crew they can do it for you.
 
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Ultimately, it is my own fault for not doing the research and thinking this game is more of a sim than it really is. Being also on Xbox, I guess should of known better.

After about 10 hours of play, I'm finding ED shallow and simplistic. For my needs, not the smartest $60 I've spent.

Sadly, I guess I'll do like many others, just let it sit and hope updates make it better or more interesting enough to continue some more.

Mean time I'll keep an eye on Rogue System and play Orbiter Space Flight Sim 2016 instead.
 
DCS/FSX/Assetto/Kerbal etc etc, they are all video games too, you won't get a type rating from 1000 hours flying the A-10 at home. Is your only definition of a true simulator something that rivals multi million pound CAE simulators? ED at heart is a space simulator (with quite a bit off depth in many areas) the OP is simply talking about the lack of depth in certain areas.

I totally forgot A-10C Warthog, thanks. Now THERE is a "procedural" game, what, 23 steps to start the 1st engine, yes? Or was that Falcon 4.0?

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Ultimately, it is my own fault for not doing the research and thinking this game is more of a sim than it really is. Being also on Xbox, I guess should of known better.

After about 10 hours of play, I'm finding ED shallow and simplistic. For my needs, not the smartest $60 I've spent.

Sadly, I guess I'll do like many others, just let it sit and hope updates make it better or more interesting enough to continue some more.

Mean time I'll keep an eye on Rogue System and play Orbiter Space Flight Sim 2016 instead.

Have you already tried (oldie but a goodie) Falcon 4.0 or (ditto) the DCS A-10C Warthog simulator? I found having to flip 20 or so switches just to start the engine a bit too extreme for me but it sounds as if you might enjoy it. Both of these simulators have separate trainers just for getting the engine(s) started.

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I just want a button to turn off the cabin lights in the Asp.
We can go from there.

CMDR CTCParadox

What that CMDR said!
 
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The ships are so high tech that we need a specialized docking computer taking up an internal slot just to get automated landing, because there's no way it would be a part of a ship's computer system in the Elite universe by default.

Meanwhile, we can tell them to take off from planets and go hover in space then come back down to us when we need it.

Yeah.. it doesn't make much sense.

If we still have a separate docking module in 2.2, I'm going to give up hope for it ever being integrated. It makes absolutely no sense in the context of the ship being able to auto-pilot on planets. Just feels like a forced punishment for people that choose to not want to waste their time docking.


After about 10 hours of play, I'm finding ED shallow and simplistic. For my needs, not the smartest $60 I've spent.

Sadly, I guess I'll do like many others, just let it sit and hope updates make it better or more interesting enough to continue some more.
Welcome to the club!
 
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But don't you wonder why the power plant is always on an can't be turned off?

FDEV could simply give us an option, to start cold, the first time you go into the game for a game session you need to turn the power plant on, shields and thrusters the same, its all in the game right now.
It doesn't need to be more complicated. Make a auto start key, and the onboard computer will do it for you. If we get NPC crew they can do it for you.

https://en.wikipedia.org/wiki/Cold_start_(automotive) I'm sure they spent many a time for an internal logic why it doesn't.
 
Call me an idiot all you want, but for this, they should grab ideas from the Battlecruiser series!
 
The Falcon 4 player in me can't disagree with you.
Although at the same time, precisely because these spaceships are so high tech, you'd expect them to be virtually entirely automated, or for pilot input to be so minimal as to be...what we have right now? :p Of course you could try and justify it a number of ways, but in the end it's a design decision more than anything. Frontier wants to make an accessible space shooter for the masses, not Rogue System.

They use that faulty logic in NMS to excuse the helmet and corked fork flight mechanics. Its not even a good argument. If that was the case, we wouldn't need weapons. If you are going to make the ships that safe so your 2 year old can fly why would you install weapons? Sad the devs thought it was a good idea, it wasn't what made the originals Elite titles the historical games they are, all those features were ditched. Even it is was high tech, there should be an off button to turn the crap off. Luckily in NMS there is a mod that works somewhat. In ED we just have to deal with the gimp. Still no where near as badly done as NMS. NMS takes the proverbial cake for bad game design, great idea and the mods will probably make it a gem of a game, but it will take a while.
 
I'm still waiting for a steam train simulator where I have to get up at 2am to start shovelling coal into it :D

That of course is the quick start for locomotives that were in steam the day before, allow much more time for one that is stone cold.
 
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