Is Elite Dangerous a simulator to you?

I treat it like a simulation. There‘s a lot of handwaveyum Involved since we need to travel faster than light, but with a full scale Milky Way galaxy, stations, outposts, ships and commodities market, it’s a great environment for flying spaceships.
 
in this case a limiter would be cargo scoop or landing gear ?
(even if you cant really manage values)

Cargo scoop and landing gear change the parameters of other limiters in play.

There is no way to remove all limits from a ships and allow the flight model to be constrained only by the physics model. You can come closest by destroying the thrusters on a ship (just turning off the module doesn't do the trick), which allows many limits that are still in place with FA Off to be overcome. Of course, you lose direct control of the ship in the process.

go try Elite 2, then return and tell us how you feel.

I never played much of it, but I definitely prefer it's more fully Newtonian flight model.

Most people that had issues with it seem to insist on applying thrust all the time...which is obviously a foolish thing to do if you don't want to be constantly accelerating.
 
Most people that had issues with it seem to insist on applying thrust all the time...which is obviously a foolish thing to do if you don't want to be constantly accelerating.

onestly this is not the issue. The issue is that with a perfect newtonian model the relative speed of ships can become so great that it is impossible to make a normal dogfight combat, but all you see is some tiny point that whizzes in front of you before you lost at you back and so on.
If you don't know what the problem of the real newtonian physic in Elite 2 was, you have not played at all or you have not tryed to make some combat.
 
onestly this is not the issue. The issue is that with a perfect newtonian model the relative speed of ships can become so great that it is impossible to make a normal dogfight combat, but all you see is some tiny point that whizzes in front of you before you lost at you back and so on.

Only if you fail to accelerate in the direction your target is for so long that you cannot catch them, or they have superior acceleration.

This is functionally no different from what we have now in Elite: Dangerous where some ships are faster than others and if they get too far away they have escaped.

If you don't know what the problem of the real newtonian physic in Elite 2 was, you have not played at all or you have not tryed to make some combat.

Not my video, but it sums up my points and my own experiences with the game pretty well:

Source: https://www.youtube.com/watch?v=9UMIbdN0UFE


If you think Newtonian flight is a barrier to combat, you are accelerating when you shouldn't be, or not accelerating when you should.

No one would let relative velocities get completely out of hand, because they'd completely overshoot whatever destination they had in mind. They might be willing to do so if they wanted to avoid combat, but we'd be back to the same some ships can be too fast or too far away to catch, even with arbitrary speed caps.
 
Not my video, but it sums up my points and my own experiences with the game pretty well:

put it as you want but even in this video you can see how completelly newtonian combat sucks.
not to mention that if the enemy has a ship with better acceleration than yours, you are doomed.
 
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put it as you want but even in this video you can see how completelly newtonian combat sucks.

ED combat (and the original Elite) is more fun imo. One of the things I checked for before buying ED was that is wasn't an entirely newtonian flight model like the 2nd & 3rd games (which I also own & played, but not as much as the original, Elite+ & Oolite).

The flight model in ED is an excellent compromise that rewards skill regardless of how realistic it is.
 
put it as you want but even in this video you can see how completelly newtonian combat sucks.

That's a wholly subjective opinion I do not agree with.

not to mention that if the enemy has a ship with better acceleration than yours, you are doomed.

And how is this any different from what happens when an enemy in Elite: Dangerous has a higher speed than you and doesn't care to stick around?
 
Elite is a pinball game. Your ship is the ball, Frontier is the player, planets and stations are those little mushroom-shaped bouncy things, the BGS is what causes the lights to blink, and content updates are the flippers.

That trick where you jiggle the entire pinball machine to try and jostle the ball out of a tight situation? Those are open letters.
 
And how is this any different from what happens when an enemy in Elite: Dangerous has a higher speed than you and doesn't care to stick around?

Jousting with supercomputers.

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Jousting with supercomputers.

Lack of velocity caps wouldn't make jousting any more or less effective, in and of itself. Both vessels would still be closing at the same relative velocity and the higher that was, the less frequent the passes could be.

A ship with greater ability to accelerate could launch and evade attacks against a slower target more easily, but again, that's little different from the flight model we have, all other things being equal.

It's not the speed caps that are the prime constraints on Elite: Dangerous combat, it's the other ones...weapons that can only reach out to several km, relative velocity having no bearing on the damage from projectiles fire from weapons, etc. We still need those speed caps, mostly for networking reasons, but even without them, most combat would still turn into low relative velocity slug fests, because that's all that could work.
 
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Elite Dangerous is a game that is a mix between sim elements and very gamey elements.

That is an everlasting source of frustration for me. ED has features that work very sim like and are very satisfying, but half way through it stops and turns around. It does it deliberately so, to create a specific experience that to me is both, inconsistent and frustrating.

There is this constant feeling like "almost there", "so close", but then "no", "can't have that". ED could be a good space sim, but it doesn't want to.
 
You can have fire in space, sounds too in some cases (putting your ear on the hull of a ship for example)

FIRE
you need Heat + a fuel source + oxygen or something like it. for a fire. (at least 2 of them are missing in space) (if u rupture a fuel tank, u still need the heat & oxygen)

Sound
There are no sound in a vacuum. sound need stuff like molecules(air/water), atoms etc to travel the distance. anything you will hear from putting your ear to the hull will be from your own ship(provided there is air in it)
 
FIRE
you need Heat + a fuel source + oxygen or something like it. for a fire. (at least 2 of them are missing in space) (if u rupture a fuel tank, u still need the heat & oxygen)

Sound
There are no sound in a vacuum. sound need stuff like molecules(air/water), atoms etc to travel the distance. anything you will hear from putting your ear to the hull will be from your own ship(provided there is air in it)

FIRE: Rockets manage it quite well. As do stars

Putting your ear to anything will allow you to hear sound, sound it just transmitted vibrations. It doesn't need to have air in it.
 
Sound
There are no sound in a vacuum.
Putting your ear to anything will allow you to hear sound, sound it just transmitted vibrations. It doesn't need to have air in it.
The sound in space is explained pretty well in the game lore.
The sounds that you hear in the cockpit are generated by the ship. Sensors around the ship observe the environment and recreate artifical sound inside the ship. If the game creators took the effort to explain this it means that they wanted a simulation oriented game.
https://elite-dangerous.fandom.com/wiki/Ship_Canopy

Imho the game is a sci-fi simulator. Something follows the phyisics rules and something doesn't.
The normal flight mode is simulation. You can always see the ship thrusters to operate to coordinate the ship movement and if you switch off the flight assist you have to do it manually to correct the ship inertia, so the code is simulating the real pysics. The power of thrusters on planets is fictional. They lift you up on a 10g planet at similar speed and the same fuel consumption as on a 0.01g planet.
All about combat, supercruise and hyperjump is fiction of course.
 
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