Is it just me or are we much quicker at taking off away from planets now?

This is a most welcome change if this is legit. Just noticed tonight it took seconds to accelerate away from a planet I'd docked at as opposed to being held back by it's gravitational pull for what seemed like forever before slowly accelerating.

Just me?
 
Yeah, but this Planet I've been on before plenty and today I legit shot away from it within seconds at a high speed. Beforehand it took much longer to accelerate away from it unlike what I experienced today.
 
I've been on, or near quite a few planets since 3.3, and they still feel painfully slow to leave.

I usually take the time to get a coffee. :p

Depending on your destination, it's often quicker to jump out, and back in at the star.
 
A coffee?
Did you forget to add thrusters? :)

It does take a fair bit of time to escape their gravity in supercruise. I always groan a bit internally when the next system isn't visible from where I am and I actually have to leave the planet's orbit.
 
I don't know about planets, but I have noticed in the past, on more than a few occasions, what I can only describe as the game going into "Screw You" mode.

One such example - After spending some time bounty hunting, an enemy will turn up with unusually high defenses and/or unusually strong offensive capabilities. Not usually much of a big deal, except when ammo is low or depleted, and all I want to do is leave. I have no problem putting distance between myself and said enemy, clearing mass lock, and making ready to jump out - either of said ring, or said system entire (high or low wake), and yet, for some reason the FSD simply takes vastly longer than normal to charge OR, despite being dead-center on the Escape Vector, I am told to align with it for however long it takes for that enemy ship to close the distance and do considerable damage.

Thargoids are particularly great for this, bringing a frameshift charge at 80% to a near standstill for however long they like, or however long it takes for them to blast you with one of those nasty corrosive missiles that ensures after you jump out, you're either emergency stopping to superheat yourself clean, fire off a decon limpet, or running like mad to reach a station before you dissolve.

In non-combat situations, I find this happening when trying to operate near a heat source. Such as: Bumped the collision zone of a brown dwarf star. Annoying, but not the worst thing that can happen. Fly away, wait for the FSD to be ready, fly out until heat stops dropping, start a frame shift jump, line up, heat warning sounds, drop a heat-sink, drive finishes charging, "Align with vector".. I am, still aligned, still sitting here. Heat sink wears off, drop another, still aligned, still waiting, heat start shooting up again, no time to drop another sink, FSD jump finally starts, heat's at 140% and still rising, finally locks at 185%, sparks everywhere, nothing I can do about it, jump completed, ship cools down fast, systems fried everywhere.

"Screw You" Mode deactivate. None of these things happen again until the least opportune time.
 
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It takes a few seconds to reach 2km then you can FSD away or High Wake out if the destination is not obscured... Haven't noticed any changes.
 
It takes a few seconds to reach 2km then you can FSD away or High Wake out if the destination is not obscured... Haven't noticed any changes.

This. I haven't noticed any change, and never thought getting to 2km was particularly slow. It's a matter of two boosts in any ship.

Theres a bug is mass locking at the moment, which 'may' be associated.

The two are unrelated. The bug in PvP is to do with mass disruption, not mass lock. Players were never able to mass lock like planets and stations do.
 
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It takes a few seconds to reach 2km then you can FSD away or High Wake out if the destination is not obscured... Haven't noticed any changes.

Had this conversation with somebody else last night.

The mass-lock thing is noticeable if you plan on jumping to a system which is hidden just below the horizon of a planet you're on.

You used to have the choice of either trying to climb to sufficient altitude so you could see the target or jumping to SC, whereupon you'd be mass-locked again until you reach the glide-ceiling.
Now, you can just jump to SC and then immediately jump to your target system as soon as it's cleared the horizon.

That's kind of nice but if it's related to the issues with ship/ship mass-lock, it's probably not going to last.
 
..........

The mass-lock thing is noticeable if you plan on jumping to a system which is hidden just below the horizon of a planet you're on.

You used to have the choice of either trying to climb to sufficient altitude so you could see the target or jumping to SC, whereupon you'd be mass-locked again until you reach the glide-ceiling.
Now, you can just jump to SC and then immediately jump to your target system as soon as it's cleared the horizon.
........

Yes I have noticed this too.
 
Had this conversation with somebody else last night.

The mass-lock thing is noticeable if you plan on jumping to a system which is hidden just below the horizon of a planet you're on.

You used to have the choice of either trying to climb to sufficient altitude so you could see the target or jumping to SC, whereupon you'd be mass-locked again until you reach the glide-ceiling.
Now, you can just jump to SC and then immediately jump to your target system as soon as it's cleared the horizon.

That's kind of nice but if it's related to the issues with ship/ship mass-lock, it's probably not going to last.

Very nice, it can't be related though, since ships could never mass lock another ship: Although devs and cmdrs have been using the term mass lock as far back as I can remember. It is mass inhibition (by a factor) you will never see the mass lock light turn on.
 
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Are you an Nvidia card user ? and have updated to 15th Jan drivers .... if so you might be see-ing the benefit of Freesync monitors now being supported - varies by model , but could be making things "feel" faster and smoother.
 
Very nice, it can't be related though, since ships could never mass lock another ship: Although devs and cmdrs have been using the term mass lock as far back as I can remember. It is mass inhibition (by a factor) you will never see the mass lock light turn on.

Yeah, I wondered about that too.

I was wondering if, maybe, it is the same issue but the game's set up so that planets have some kind of infinite mass-lock factor.
Basically, if you were flying a spaceship with the same mass as a planet, maybe you would inhibit another ship's FSD completely.

It's odd that you still get mass-locked/inhibited by other NPCs though - just not by planets or other players. [where is it]
 
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