New ship: Panther Clipper

In an ealrier post I mention repairs- you could make generic ships more attractive by limiting where Fed / Imp ships can be serviced, which would make Imp / Fed territory more important to have and also be a useful PP perk for powers like Denton who rival LYR. Your T-9 truck could be repaired anywhere while the Cutter can only be repaired where the Empire exists- but then you could leverage engineering effects to make sturdy / double braced modules less bendy and thus you can go longer without performance degrading.
Great idea, you'd make the Imperial and Fed ranks completely irrelevant... Aside from the odd system permit.

But of course, the the new ships pretty much do anyway.

I learned from the Corsair that this time I take a look at the specs and buy after that. Panther Clipper hype or not
Word dude, WORD!
So far, of the new ships the Cobra V is the clear winner for me

YMMV
It does...
 
Yes.

The reason it stays 600 is because it's difficult to reach the minimum mass rating of the thrusters. Still math.

My old Buick has enough power to get to 140+ mph, on level ground, before it's capped by air or rolling resistance. However, it also has a governor to limit it to 120mph, because that's already 35mph higher than any posted speed limit in the States, and because the tires start to melt much past that. I can reach that 120mph limit with a thousand pounds of cargo in the car, or with one of the doors propped open, because it has power to spare, but with the stock governor in place, it will not go past that limit no matter what is done to it's aerodynamics or rolling resistance. Doesn't mean it's defying any physical laws or any mathematical truths, just that the computer refuses to inject more fuel past a certain point.



So is FTL anything, but magic isn't the problem with that, the lack of internal consistency, or at least the lack of an internally consistent explanation for the apparent arbitrariness of the mass lock value, is.
just an addon to the whole max speed thing:

a max speed in a game that needs to simulate collisions with other objects being rendered in the game is not entirely arbitrary but at a certain point their hands are forced and is a result of math from the underlying code and the way collisions are detected in games. Physics frames are calculated generally sequentially before rendering frames (though rendering frames can be skipped due to vsync etc) and they happen a certain time apart from the last such frame. The speed of the computer (and quality of the code) dictates how much time is between these frames. Developers have to guestimate the average speed of users computers and develop the game accordingly to ensure that this time difference doesn't get too large. The reason for this, is that when you check collisions between the previous frame and the current frame, you may have completely passed thru an object. Ok, you say, you could just create a rectangle that encompasses the object in question between positions and say anything colliding with that equals a collision and you reset the position to the initial collision point. This of course would have to be done to all units that were processed in a physics frame at the end of a physics frame (where the rectangle collided but not the model at the new position), then the the physics frame would have to be re-processed for all of those units and the process done again ....over and over until nothing is colliding in the post-process step. Slow, and likely not going to catch all of the bad behavior..

So a speed limit is set to ensure that given the average computer speed the game is intended to run on, you are unlikely to pass thru the various models in the game between physics frames. This speed is based on the relative velocities you want your units to be capable of doing in the game and the size of the models involved.

it's not a matter so much of fdev just arbitrarily deciding to ignore physics or balance limit ships via a top speed. At a certain point, they are forced to limit the speed to make sure the game doesn't do crazy stuff like constantly fly thru things it shouldn't or not get hit by missiles (etc any collideable model) by moving too fast.

Often when you have very high relative velocity differences in a game it's either going to be low complexity models to ensure collisions can be computed extremely fast or they've turned collisions off / ignore the collisions for smaller objects.

tldr: max speed is not just arbitrary but a requirement in 3d games where things collide. Perhaps the one in elite is chosen because any faster and some ships start doing some bad things in the engine. Rather than simply as a random number they decided on or some willing decision to break physics.
 
Perhaps the one in elite is chosen because any faster and some ships start doing some bad things in the engine. Rather than simply as a random number they decided on or some willing decision to break physics.
The speed limit was chosen for gameplay reasons (the devs wanted WW2 plane dogfights in space) and partly for network reasons (due to the peer-to-peer nature of the game). Earlier in the game’s life the maximum speed a ship could do was lower (something like 500m/s if memory serves) but network code improvements have enabled this to increase.

Mike Evans posted about this way back.
 
The speed limit was chosen for gameplay reasons (the devs wanted WW2 plane dogfights in space) and partly for network reasons (due to the peer-to-peer nature of the game). Earlier in the game’s life the maximum speed a ship could do was lower (something like 500m/s if memory serves) but network code improvements have enabled this to increase.

Mike Evans posted about this way back.

The point is, even if they wanted to go faster and ignored rubberbanding in multiplayer, there will still be a speed limit, and it likely wouldn't be much faster. They will be limited by their avg and advertised min spec. Which will put an upper bound on relative velocity.
 
Hi All :)


We've gotten a long way from talking about the Panther Clipper. Thread must be approaching natural death. ;)
:unsure:...I don't think so, I'll wager this topic has got a fair bit of mileage to go on the clock yet! :LOL:
You might be underestimating some of the forum posters stamina! :giggle:...🏃‍♂️

I'd like to see actual bits falling off like nacelles, chunks of fuselage, turrets, so on, in a firefight.
Course they'd have to totally remodel all the ships.
But it would be cool

Wasn't it early on in the games development in some of the discussions and game concepts (Graphical) by David Braben that this might be one of the features, showing ship damage similar to what you describe?
Or am I just imagining it? :unsure: (probably :rolleyes:).

I wonder if FD will be tempted to inflate the Arx price for this ship, or extend its EA period due to how much this has been requested over the years?.
Good point! ;)...It did cross my mind as well. Though if the Stellar and Standard early access versions were more expensive than the 33,000 Arx & 16,520 Arx currently?...that would really be opening up the flood gates (And be soooo obvious) for a very different pricing structure than what Frontier have now. :sneaky:
It will be interesting to see what ensues when the Panther's released. I would think it would be around the same price to what we have currently. If this ships prices are going to be more expensive then it stands to reason all the prices at least for ships would then be expected to follow suit incrementally in comparison (I would think). :)

Jack :)
 
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The speed limit was chosen for gameplay reasons (the devs wanted WW2 plane dogfights in space) and partly for network reasons (due to the peer-to-peer nature of the game). Earlier in the game’s life the maximum speed a ship could do was lower (something like 500m/s if memory serves) but network code improvements have enabled this to increase.

Mike Evans posted about this way back.
Those are the reasons. We have a game where we fly in non-Newtonian treacle. But we have a game.
 
Hi All :)



:unsure:...I don't think so, I'll wager this topic has got a fair bit of mileage to go on the clock yet! :LOL:
You might be underestimating some of the forum posters stamina! :giggle:...🏃‍♂️



Wasn't it early on in the games development in some of the discussions and game concepts (Graphical) by David Braben that this might be one of the features, showing ship damage similar to what you describe?
Or am I just imagining it? :unsure: (probably :rolleyes:).


Good point! ;)...It did cross my mind as well. Though if the Stellar and Standard early access versions were more expensive than the 33,000 Arx & 16,520 Arx currently?...that would really be opening up the flood gates (And be soooo obvious) for a very different pricing structure than what Frontier have now. :sneaky:
It will be interesting to see what ensues when the Panther's released. I would think it would be around the same price to what we have currently. If this ships prices are going to be more expensive then it stands to reason all the prices at least for ships would then be expected to follow suit incrementally in comparison (I would think). :)

Jack :)
The thing that crosses my mind is that once I have the Panther, where do they go with something that I'm likely to buy? There may be the case that they put the price up on the Panther but after that, well they're going to need to start making stuff that outperforms other new ships to get my attention for any sort of money to be paid.
 
A.I. is becoming quite scary. Does ChatGPT actually have the spare capacity to play?
Subject: I'm out. For real this time.

That’s it. I’m done. I’ve duct-taped my HOTAS into a permanent salute, uninstalled Odyssey mid-jump, and written "CMDR [REDACTED] was here" on a Thargoid interceptor in laser fire.

Elite Dangerous: Odyssey is not just broken, it's a crime scene. Every time I log in, I feel like I'm trying to resuscitate a canary that died in 2021. "The game is dead." Say it with me now. D-E-A-D. Like a Cobra MkIII doing a faceplant into an atmospheric moon with a missing collision mesh.

And before any of you digital vultures come pecking at my remains — I'm burning all my stuff so don't ask. Ships? Gone. Credits? Vaporized. That one engineered G5 Dominator suit I named Susan? Set her on fire and tossed her out the airlock during a load screen. If it wasn't nailed to the perch, it would be in the bottom of the cage with the rest of my expectations.

"But why, CMDR? Why now?" Because I just spent 45 minutes trying to accept a mission, got stuck in a station elevator, and then got murdered by a security guard for loitering — while I was clipping halfway through the floor. Apparently, that's a capital offense now.

And yes, I tried to roleplay. I gave it a shot. I was a space cowboy, a trader, a pirate, a cab driver, and even a janky on-foot archaeologist with a backpack full of bugs and hope. But Odyssey treats us like NPCs with bad pathfinding.

I'm not even mad anymore. I'm just… spiritually concussed.

To those still holding the line, I salute you. You have the patience of saints and the frame rates of potatoes. But I’m taking my Sidewinder, painting it neon pink, setting the self-destruct, and watching it burn from orbit with a warm can of Lavian Brandy.

Fly safe. Or don’t. I don’t care.
I'm out.
o7
—A very, very tired ex-CMDR

Sorry, did somebody mutter off topic?
 
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I love the design, it's soo sexy and bulky, luving it!!! I can't wait to see what the sound team have done with it, like the Type-8 sound, it just make it like flying something industrial.

BTW who will buy it when it hits the store? i for sure will can't wait.
 
A.I. is becoming quite scary. Does ChatGPT actually have the spare capacity to play?
Subject: I'm out. For real this time.

That’s it. I’m done. I’ve duct-taped my HOTAS into a permanent salute, uninstalled Odyssey mid-jump, and written "CMDR [REDACTED] was here" on a Thargoid interceptor in laser fire.

Elite Dangerous: Odyssey is not just broken, it's a crime scene. Every time I log in, I feel like I'm trying to resuscitate a canary that died in 2021. "The game is dead." Say it with me now. D-E-A-D. Like a Cobra MkIII doing a faceplant into an atmospheric moon with a missing collision mesh.

And before any of you digital vultures come pecking at my remains — I'm burning all my stuff so don't ask. Ships? Gone. Credits? Vaporized. That one engineered G5 Dominator suit I named Susan? Set her on fire and tossed her out the airlock during a load screen. If it wasn't nailed to the perch, it would be in the bottom of the cage with the rest of my expectations.

"But why, CMDR? Why now?" Because I just spent 45 minutes trying to accept a mission, got stuck in a station elevator, and then got murdered by a security guard for loitering — while I was clipping halfway through the floor. Apparently, that's a capital offense now.

And yes, I tried to roleplay. I gave it a shot. I was a space cowboy, a trader, a pirate, a cab driver, and even a janky on-foot archaeologist with a backpack full of bugs and hope. But Odyssey treats us like NPCs with bad pathfinding.

I'm not even mad anymore. I'm just… spiritually concussed.

To those still holding the line, I salute you. You have the patience of saints and the frame rates of potatoes. But I’m taking my Sidewinder, painting it neon pink, setting the self-destruct, and watching it burn from orbit with a warm can of Lavian Brandy.

Fly safe. Or don’t. I don’t care.
I'm out.
o7
—A very, very tired ex-CMDR

Sorry, did somebody mutter off topic?
The problem with using AI for something like that is its actually very good at rewording and summarising an idea or statement.

So you can see clearly by the elegance of the wording and how well put together the flow of the story it's telling is that there's no way this was written by a player.
 
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