Maneuvering thrusters and gravity

Ok, the Asp Explorer is not the most agile of ships but should it really have issues with a mere 1.3 gravities?

I was at traders rest and that 1.3 gravities literally sucked the ship down even when I had only a slight downward aim while pulling "up" on lateral thrust.

EDIT: And that was with 4 pips to thrusters and A rated thruster.
 
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You didn't dive because thrusters are not powerful enough. They are powerful enough to keep it afloat.

But, when you apply vertical thrust override, it disables the "auto-hover" thrust (the same way it disable turn coordination if inputting vertical/side thrust when turning). This obviously causes ship to instantly fall down like a rock - if you don't input enough of manual vertical thrust yourself.

Its just how system programmed. Rather silly, but most of ED flight model is about - "we have this realistic thrusters physics - now lets figure out how to make it game-y and introduce some challenges to it". Hence it's full of artificial "challenges" and "control quirks" like that.
 
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Ok, the Asp Explorer is not the most agile of ships but should it really have issues with a mere 1.3 gravities?

I was at traders rest and that 1.3 gravities literally sucked the ship down even when I had only a slight downward aim while pulling "up" on lateral thrust.

EDIT: And that was with 4 pips to thrusters and A rated thruster.

The best way to land on high g planets is to feather FA OFF on and off, it is much better then using the thrusters to descend.
 
Well, actually, a lot of the thrusters are NOT powerful enough to counter gravity (especially higher gravity) but are magically enhanced so the bottom thrusters can -always- counter it, as can the main (rear) drive. The front, side, and top thrusters don't have that magical enhancement, so at higher G's, any non-horizontal flight leads to downward momentum, which then must first be overcome before the ship stops descending.

Here's a more detailed post laying out some actual measurements.

Never had an issue with my AspX and D-rated thrusters though (even managed to land it on a 9.6G planet) - but I have my vertical thrusters mapped to an analogue control so I can fine-tune the thrust.

PS. 1.3G == 12.74m/s^2, just to give an indication vs thrusters
 
Which I have so making a shallow dive towards the landing pad while using an analog input should have kept me afloat.

It most certainly will keep you afloat, doesn't matter if you are flying a fully laden imperial Cutter with E-Rated thrusters or an Imperial Eagle with Enhanced grade 5 engineered thruster. Every ship has a built in safety net to provide sufficient thrust, doesn't matter how strong the planets gravity is, Analog vertical thrust will give you complete control over that thrust output.

A video would help demonstrate where you are going wrong.
 
Which I have so making a shallow dive towards the landing pad while using an analog input should have kept me afloat.

Well in that case what happened to you was strange... As it was already stated before, any ship with any thrusters has a complimentary vertical thrust to cope with any surface gravity.
Indeed if you could provide some detailed it would be interesting !
 
Well he did say he had a slight downward aim, and "gravity assist" doesn't apply to reverse or side thrusters. In fact the thread linked above has a chart that shows that reverse and side thrusters drop well below their rated performance in the presence of gravity for some reason.

So he might have just been too far nose-down, and the game decided to to turn off his "gravity assist".

So when on a planet, keep the belly and tail toward the surface as much as possible. The belly and tail have super-thrusters that can overcome any gravity. The wings, nose, and ceiling don't. In fact the wing, nose, and ceiling thrusters seem to actually get weaker in the presence of gravity for no apparent reason.
 
For High G worlds I take the throttle way down to the lower blue range (not sure if that makes sense), from about 15 kilometres up, then power to shields. If I think I'm still too fast at 5km I lower the landing gear and cargo bay and that helps break the speed considerably.

If that still isn't enough, I just brace myself and start praying to Buddha, Allah or RNGesus to save me and my ship :D
 
Thruster rating makes zero difference.
This is true. 1.3G is higher than maneuvering thrusters can counter. See this forum thread for details...
See more info on high G landings here ... https://goo.gl/Dg5ocU


Thruster acceleration vs gravitational acceleration and thruster overcharging
In order to overcome gravity, the acceleration of your thrusters must be greater than the acceleration of gravity.
Your maneuvering thrusters, left, right, up, down and reverse, don't have the same performance as your main forward thrusters. For example, on an Anaconda with A7 thrusters, in zero G, forward thrusters have an acceleration of ~23m/s2 but all other maneuvering thrusters have an acceleration of ~11.5m/s2 . Which means that if the local gravitational acceleration is greater than 11.5m/s2 (~1.2G), you would be unable to take off or maintain altitude with the vertical thrusters.
However, the game “cheats” and overcharges the vertical (up) thrusters as well as the main forward thrusters so that they always have 5m/s2 over whatever the gravity is. This is not true for other thrusters. Your lateral, reverse and down thrusters do not get overcharged so they cannot hold your ship up in high gravity.
This is why you can always land and take off from any planet, no matter what thrusters you have or how strong the gravity is, but you can't maintain altitude while banking.

.....

The best way to land on high g planets is to feather FA OFF on and off, it is much better then using the thrusters to descend.
This is true only in that it's better than using the thrusters, but it's not the best way to land. See my guide for more info. https://goo.gl/Dg5ocU
 
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