Playing E: D Alpha is fun.
So was ELITE.
I bought FE2 & FFE back then, and played 'em quite much.
But if E: D flight model had been the point'n'click adventure of FE2/FFE, I'd been VERY disappointed.
Current E: D model (with Flight Assist ON) feels like improved ELITE / Oolite ++, and it has a newtonian physics engine under all that fly-by-wire, FAOFF can be tricky, rewarding, funny & frustrating all at the same time.
The issues of for example not being able to zoom around the solar systems at relativistic (or higher) speeds with time compression were extensively discussed at DDF, and Supercruise evolved from that, as a compromise between P2P network play & player freedom.
Check out the discussions in DDA:
original proposal: http://forums.frontier.co.uk/showthread.php?t=5669
straight question: http://forums.frontier.co.uk/showthread.php?t=5710
poll announcement: http://forums.frontier.co.uk/showthread.php?t=5728
revised proposal: http://forums.frontier.co.uk/showthread.php?t=7892
<grins> Yeah, some subjects/threads can do that.... my head started to hurt after the 3rd page so gave up
Indeed. Which is odd, because it has be explained at length how this problem can be fixed.some more info http://wiki.alioth.net/index.php/Newtonian_modelling
This is not a problem unique to Elite and other space games have similar speed caps, especially with the element of multi-player.
I wonder why developers still haven't fixed it yet?First and foremost to say: I pledged this game. I am a physicist and sci-fi enthusiast and therefore I have a great interest that this game will be a success over many years, that it will outshine every other space sim which is currently under development and that it will bring spaceflight physics closer to the general public. Because the flight physics will be the essential heart of the game, I want to open your eyes to the endless possibilities of what a proper flight-mechanic can offer. In fact, it is similar to the step from a small hand-made universe to a procedural generated world.
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