Physics of Elite Dangerous

Physics of Elite Dangerous and it's connection to lore

Considering what i read around the forums, i never thought the "Details in Elite Dangerous" thread would get that much attention...as so many are bickering about how the physics of E: D are "crap". But are they really...?
E: D at least tries to uphold physical laws. I understand it's not possible always, since you would sacrifice to much gameplay - and i do appreciate this, since it is still a game. There are other games out there, Children of the Sun for example, which is set in a completely different environment. The Engines are no where near as powerful - even a Sidewinder has more Power. But let's see, which things in Elite correspond to "real" (albeit very theoretical) Physics (bear in mind, I'm not a physicist, so i may be wrong in some specific details):

Supercruise: Alcubierre Drive

Hyperdrive: Tricky, but in game the Hyperdrive "punches" a hole through the Fabric of "normal" Space (or our Universe) and considering the Multiverse Theory , "Witch Space" would be either a "Level II Universe" after Mark Tegmark, or a "Landscape Multiverse" after Brian Green. However, this all involves Quantum Gravity and a lot of other highly theoretical stuff. So unless we get the "Theory of everything" and the missing link to connect quantum mechanics with normal physics...we're not going to get a "real" answer ^^

PowerPlant: Fusion Power (i guess with direct energy conversion...i don't think we got a steam turbine in the back of our ships ;) )

Weapons are a bit more difficult, but projectile weapons do work in space (The Soviets tested the Rikhter R-23 on Board of Salyut 3 after the Cosmonauts left. It was fixed, so the whole station had to be moved to target something. And apparently the mass of the station was barely enough to counter the recoil of the gun, so it had to fire the maneuvering thrusters - i noticed that while standing still the thrusters are always firing. If you turn them off and wait long enough, the ship starts to drift very slow. However, i'm not sure that the flight model is that sophisticated...and tbh, it would not make much sense in the setting of Elite), Lasers also work and considering you can clearly see the Light of the Starfire Optical Range's "FASOR" - also Pulse Lasers do work. Plasma Weapons are based on MAURADER which interestingly enough as been classified after the initial results in 1995. No one is sure, if this still exists. SHIVA does exist and is still used for other research. Also, Plasma Guns are used in Fusion Research to start the Fusion inside reactors (But we still have no way in sustaining the Fusion Reaction...)
Interestingly enough, pretty much every source of these have been removed...pretty much all published papers have been classified and removed...so this may be suspect to a lot of conspiracy theories ;)

And the most difficult of all: Shields.
For that, we have to first define what that Shield we have in game is.
In Game Description of the Shield Generator:

Forms a continually regenerating protective energy shield around the vessel.

So it protects against pretty much everything that has "Mass". For this, we need to look at the same principle, that "Mass" can be inverted and repelled. The only thing i could find, that would allow for an electromagnetic field, that has negative mass and pretty much all of the desired "features", has jet to be found. Pretty anticlimactic, huh? [where is it]
But wait, there is something in the works: It's the "UFT - Unified Field Theory" in combination with "The Theory of Everything" - which would lead to the "GUT - Grand Unified Theory".

And since there are so many still unsolved Problems in Physics, that would come into play with such a force field...there is no saying, that a Shield which is working inside a warp bubble, has all of those desired properties...it stays Science-Fiction.

But, considering what leaps physics have made in the last 100 Years, i'm pretty optimistic, that in 1000 Years all of it will be solved. (Or we are all dead, since Trump found the Red Button and lost patience ;) )

BTW: I did not go into the Thrusters for a reason - they are limited by the Onboard Computer and the Pilots Federation, so they are not really a "physics" Problem, rather then a "lore" Problem. Probably the same as the gentlemans agreement of some car manufacturers today in limiting their cars to 250 km/h, although they could do a lot more.

(PS: If anyone has a problem with Wikipedia - feel free to use the Sources on the bottom of the Articles or go to your local Library and start reading through the books. Wikipedia has come a very long way and now even some Harvard instructors "recommend" Wikipedia, as a way to start familiarizing yourself with a topic - of course for academic research it doesn't work, but that isn't the point of this nor Wikipedia... ;) )

Edit: I did not know, there is a Thread, that explains the Physics of Elite way better, than i ever could. However, since english isn't my native language i have a few difficulties finding the right wording. I did not want to explain the physics, but rather the correlation between it's lore and what physics phenomena we can observe.

This means, i disagree with some things said in this excellent Thread by DCello, because they may be physically more accurate, but don't correlate with the lore of Elite.
 
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For shields

I present this video from BAE Systems,

[video=youtube;rhWBAFAGwzE]https://www.youtube.com/watch?v=rhWBAFAGwzE[/video]
Now to be be fair all of the above could just be marketing from BAE but it at least gives an idea of how shields could work on a planet.
 
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don't forget it's main component

bde17c9a54746b6b2fe8eceaf8d3d882.jpg


because shields should let lasers through with scientific explanaitions.
 
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The physics in Elite Dangerous are crap because of one very important thing. There are no orbital mechanics in the game.

The planets and moons orbit around their parent suns, but the player is unaffected by it, even when not in supercruise. You can't set yourself into an orbit around a planet and raise or lower your orbit using prograde or retrograde movement as you could in a real orbiting space ship. Heck, even Kerbal Space Program and the freebie Orbiter sim have this. http://orbit.medphys.ucl.ac.uk/

So, yep... Physics are crap!
 
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The FSD bugs me.

It's a single device and yet it operates in two completely different ways.

It manages to transport you across interstellar distances in a (mostly) uninterrupted manner and yet, for supercruise, it can only propel you along in a linear manner which allows you full view of your surroundings.
And don't get me started on how you can manage to be travelling in a straight line in SC and yet other ships can appear to be travelling perpendicular to you.
Or how your sensors actually operate in supercruise.

And then there's the issue with what happens, or doesn't happen, when you're interdicted if the FSD is some kind of Alcubeirre drive.
I suppose you could, theoretically, destabilise the "warp field" around a ship in a controlled manner in order to slow it down gently, but why would you want to?
Why not do it suddenly and turn the occupants of the target ship into jam rather than having to fight them after they've slowed down?

It's almost as if this stuff was just invented so it'd be convenient for a video game.
 
The FSD bugs me.

It's a single device and yet it operates in two completely different ways.

It manages to transport you across interstellar distances in a (mostly) uninterrupted manner and yet, for supercruise, it can only propel you along in a linear manner which allows you full view of your surroundings.
And don't get me started on how you can manage to be travelling in a straight line in SC and yet other ships can appear to be travelling perpendicular to you.
Or how your sensors actually operate in supercruise.

And then there's the issue with what happens, or doesn't happen, when you're interdicted if the FSD is some kind of Alcubeirre drive.
I suppose you could, theoretically, destabilise the "warp field" around a ship in a controlled manner in order to slow it down gently, but why would you want to?
Why not do it suddenly and turn the occupants of the target ship into jam rather than having to fight them after they've slowed down?

It's almost as if this stuff was just invented so it'd be convenient for a video game.

Well I came up with my own theory for why FSD works the way it does.

Star Jump: When you're jumping between stars, the drive is opening it's own worm hole (or conduit, whichever word you prefer) and catapulting you through it. You're moving at tremendous velocity, so it uses the gravity well of the star on the other side of the "hole" to slow you back down again.

System Travel: Planets are somewhat different because they're not as massive as stars and are therefore unable to slow you down from a "worm hole" jump, so this method cannot be used in system, so the FSD works at a lower level to warp space around your ship, allowing you to move faster than light within a system (like the warp drive in star trek but less powerful).

Think of it like Star Trek's impulse and warp drives. Impulse is used for inner-system travel and warp is used for movement between stars. It's perfectly logical when looked at that way.

As for the "why not just slow another ship right down and turn the pilot into jam". Well, they don't do it for the same reason why they don't do it in Star Trek. It doesn't make an interesting story. At the end of the day, like it or not, Elite Dangerous is a work of science fiction. There's actually very little real science in the game aside from the size of the galaxy and planetary motion.

Sadly, it's a video game, not a NASA simulation.
 
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Considering what i read around the forums, i never thought the "Details in Elite Dangerous" thread would get that much attention...as so many are bickering about how the physics of E: D are "crap". But are they really...?
E: D at least tries to uphold physical laws. I understand it's not possible always, since you would sacrifice to much gameplay - and i do appreciate this, since it is still a game. There are other games out there, Children of the Sun for example, which is set in a completely different environment. The Engines are no where near as powerful - even a Sidewinder has more Power. But let's see, which things in Elite correspond to "real" (albeit very theoretical) Physics (bear in mind, I'm not a physicist, so i may be wrong in some specific details):

Supercruise: Alcubierre Drive

Hyperdrive: Tricky, but in game the Hyperdrive "punches" a hole through the Fabric of "normal" Space (or our Universe) and considering the Multiverse Theory , "Witch Space" would be either a "Level II Universe" after Mark Tegmark, or a "Landscape Multiverse" after Brian Green. However, this all involves Quantum Gravity and a lot of other highly theoretical stuff. So unless we get the "Theory of everything" and the missing link to connect quantum mechanics with normal physics...we're not going to get a "real" answer ^^

PowerPlant: Fusion Power (i guess with direct energy conversion...i don't think we got a steam turbine in the back of our ships ;) )

Weapons are a bit more difficult, but projectile weapons do work in space (The Soviets tested the Rikhter R-23 on Board of Salyut 3 after the Cosmonauts left. It was fixed, so the whole station had to be moved to target something. And apparently the mass of the station was barely enough to counter the recoil of the gun, so it had to fire the maneuvering thrusters - i noticed that while standing still the thrusters are always firing. If you turn them off and wait long enough, the ship starts to drift very slow. However, i'm not sure that the flight model is that sophisticated...and tbh, it would not make much sense in the setting of Elite), Lasers also work and considering you can clearly see the Light of the Starfire Optical Range's "FASOR" - also Pulse Lasers do work. Plasma Weapons are based on MAURADER which interestingly enough as been classified after the initial results in 1995. No one is sure, if this still exists. SHIVA does exist and is still used for other research. Also, Plasma Guns are used in Fusion Research to start the Fusion inside reactors (But we still have no way in sustaining the Fusion Reaction...)
Interestingly enough, pretty much every source of these have been removed...pretty much all published papers have been classified and removed...so this may be suspect to a lot of conspiracy theories ;)

And the most difficult of all: Shields.
For that, we have to first define what that Shield we have in game is.
In Game Description of the Shield Generator:



So it protects against pretty much everything that has "Mass". For this, we need to look at the same principle, that "Mass" can be inverted and repelled. The only thing i could find, that would allow for an electromagnetic field, that has negative mass and pretty much all of the desired "features", has jet to be found. Pretty anticlimactic, huh? [where is it]
But wait, there is something in the works: It's the "UFT - Unified Field Theory" in combination with "The Theory of Everything" - which would lead to the "GUT - Grand Unified Theory".

And since there are so many still unsolved Problems in Physics, that would come into play with such a force field...there is no saying, that a Shield which is working inside a warp bubble, has all of those desired properties...it stays Science-Fiction.

But, considering what leaps physics have made in the last 100 Years, i'm pretty optimistic, that in 1000 Years all of it will be solved. (Or we are all dead, since Trump found the Red Button and lost patience ;) )

BTW: I did not go into the Thrusters for a reason - they are limited by the Onboard Computer and the Pilots Federation, so they are not really a "physics" Problem, rather then a "lore" Problem. Probably the same as the gentlemans agreement of some car manufacturers today in limiting their cars to 250 km/h, although they could do a lot more.

(PS: If anyone has a problem with Wikipedia - feel free to use the Sources on the bottom of the Articles or go to your local Library and start reading through the books. Wikipedia has come a very long way and now even some Harvard instructors "recommend" Wikipedia, as a way to start familiarizing yourself with a topic - of course for academic research it doesn't work, but that isn't the point of this nor Wikipedia... ;) )

Alcubierre Drive really wont work in this case because you still exist in normal space in ED. Otherwise interdiction and any signals would not be possible. When you are in a warpfield you are in your own little piece of space.

Alcubierre Drive would actually be more akin to what we call the witchspace jump when we engage the FSD. It looks odd and there is a sensation of movement, but it just the contraction and expansion of the galaxy around you. In theory you should be able to maintain that warp field indefinitely if you have the power source for it. Hence the reason why we never see Thargoid ships. The have access to a far superior source of energy than the humans.

Plasma guns would not be practical because you would need to contain the creation of said plasma ball before you expelled it. Then you have to project the ball forward.

The most plausible and likely sources of weaponry will be the Missiles/torpedos and rail guns. The rest are not practical in space.

The idea of shields is pure fantasy in this case. They will never and can never be a thing unless they ever find an unlimited supply of energy. The amount of energy to maintain a shield like the one in the game around a ship that has enough power to deflect both physical and light based weaponry can never happen.

Now what they would have and could have are general repulser technology. While still super super energy heavy and wasteful, it would at least be possible in real space time. It could be used to scramble and lessen the effects of physical objects and used to scatter and redirect light and heat. However there would be no cool bubble look around a ship. It would be an opposing source of energy. The proposed and theoretical kugelblitz engine would need to be the energy source for such devices.
 
I always try and link to this whenever I see someone brush off the FSD as an Alcubierre Drive, as it's not quite accurate.

First things first: the FSD is *not* an Alcubierre Drive. The Alcubierre accomplishes this by creating a flat normal space area around the ship and utilizing the negative mass in order to “lower” the space behind the ship and repel it towards the back.

The Warp Drive is actually something different all together – it also warps space, but it’s done very differently. It folds space in front of the ship like a towel, bringing two separate points in space closer together. It then generates a warp field that envelopes the ship in a subspace bubble that allows it to cross the empty space between those two points via an alternate part of the spacetime continuum called the subspace.

Folding Space like a towel and bringing two separate points in space together is by definition a wormhole. It is also impossible for space to be "empty". And it's not how the Warp Drive in Star Trek works. Alcubierre stated that himself. Also, Subspace is NOT a different space. Rather than doing the work myself, i will quote someone else in that Thread, DocLooshkin.

Regarding DCello's comparison of the FSD with Star Trek's warp drive: the depiction given doesn't agree with anything I can recall, either from any canonical source, or from Sternbach & Okuda's pro-canonical ST:TNG Technical Manual, which - even after 25 years - is still the stone-cold Gold Standard for this kind of SF technology discussion.
[...] subspace is supposed to be a kind of subdivision of Space As We Know It, rather than some proper parallel reality, à la hyperspace. I suppose that's why it's called subspace.

Keeping it fairly simple, the warp drive works by creating an energy bubble which surrounds and effectively segregates the ship from the part of space that limits us to sublight speeds. Creating lots of incredibly short-lived bubbles, each one inside the last - and having them selectively come into contact with each other - 'squeezes' the ship in a chosen direction, unencumbered by the normal laws of physics.

There's a brief tunneling effect as a ship jumps to warp speed, but mainly because it looks cool and bridges the gap between different FX shots. After going to warp, a ship can move as freely as an ED ship in Supercruise. There's no inherent obligation for a ship at warp to move in a particular way, or indeed at all - although the Enterprise wouldn't last very long flying backwards, since the deflector that sweeps aside space-debris only covers a forward arc.

Non-moving warp fields have been shown a few times, for various different reasons - such as reducing the apparent mass of a moon so it can be moved, for example.

The ST:TNG Technical Manual is btw something that still is sitting on my Desk. The Explanation of the Warp Drive in that book is what Alcubierre used to describe his theory - which was refined and changed since 1994. It also does absolutely coincide with what we see in Game. Since there is absolutely NO explanation of Supercruise in Game, we can only judge it by what we can observe. Also, i should have namend the thread title differently: "Physics of Elite and it's correlation in it's lore"

Neither the Alcubierre theory, nor anything similar, existed when the series was conceived, but Alcubierre stated in an email to William Shatner that his theory was directly inspired by the term used in the show, and references it in his 1994 paper

In 2013, the Jet Propulsion Laboratory published results of a 19.6-second warp field from early Alcubierre-drive tests under vacuum conditions. Results have been reported as "inconclusive"

But, nevertheless, i didn't know this thread existed, and now i feel kind of bad. That's one hell of a good write up.
 
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Folding Space like a towel and bringing two separate points in space together is by definition a wormhole. It is also impossible for space to be "empty". And it's not how the Warp Drive in Star Trek works. Alcubierre stated that himself.





But, nevertheless, i didn't know this thread existed, and now i feel kind of bad. That's one hell of a good write up.

The crucial difference outlined in that thread between the FSD and the Alcubierre Drive is that with the FSD, we're able to change direction we frame-shift, but as the Alcubierre Drive essentially would have us riding a space-time wave, our manoeuvrability is much more reduced than what we have with the FSD.

Space-time Wave =/= Frame Dragging

So the Alcubierre Drive would probably act more in the sense of an in-system jump, rather than allowing free movement. In order to change direction, we'd have to first pick a new destination to lock onto mid-jump, probably - almost like Star Citizen's or NMS's fast travel mechanic (I assume, I've played neither, only watched videos).

Still a good write up, even though D'Cello seems to have confused the warp drive with a transwarp conduit.
 
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The crucial difference outlined in that thread between the FSD and the Alcubierre Drive is that with the FSD, we're able to change direction we frame-shift, but as the Alcubierre Drive essentially would have us riding a space-time wave, our manoeuvrability is much more reduced than what we have with the FSD.

Space-time Wave =/= Frame Dragging

So the Alcubierre Drive would probably act more in the sense of an in-system jump, rather than allowing free movement. In order to change direction, we'd have to first pick a new destination to lock onto mid-jump, probably - almost like Star Citizen's or NMS's fast travel mechanic (I assume, I've played neither, only watched videos).

Still a good write up, even though D'Cello has confused the warp drive with a transwarp conduit.

This is where Alcubierres theory changed, to allow for the bubble to be "steered" the way we see it in Elite and Star Trek. Star Citizen's Q-Jump does work like the Hyperdrive - there is no Supercruise in SC. TBH, i can't even beginn to grasp the Math behind all of that (one of the reasons, i flung out of my optical engineering bachelor studies...), but the concept behind it, isn't that difficult to grasp, IMHO.
 
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All this clever tech, and in ED, you still cannot get a monitor screen to show commodity prices around the sector.

Heck, Ceefax did a better job in the early 1970s. Why it's so hard in 3300 when it's possible to run an interactive telepresence the other side of the galaxy in real time, no latency and 100% stable?

meh!
 
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Mu77ley

Volunteer Moderator
All this clever tech, and in ED, you still cannot get a monitor screen to show commodity prices around the sector.

Heck, Ceefax did a better job in the early 1970s. Why it's so hard in 3300 when it's possible to run an interactive telepresence the other side of the galaxy in real time, no latency and 100% stable?

meh!

That's entirely down to gameplay reasons.
 
All this clever tech, and in ED, you still cannot get a monitor screen to show commodity prices around the sector.

Heck, Ceefax did a better job in the early 1970s. Why it's so hard in 3300 when it's possible to run an interactive telepresence the other side of the galaxy in real time, no latency and 100% stable?

meh!

68071090.jpg
 
The physics in Elite Dangerous are crap because of one very important thing. There are no orbital mechanics in the game.

The planets and moons orbit around their parent suns, but the player is unaffected by it, even when not in supercruise. You can't set yourself into an orbit around a planet and raise or lower your orbit using prograde or retrograde movement as you could in a real orbiting space ship. Heck, even Kerbal Space Program and the freebie Orbiter sim have this. http://orbit.medphys.ucl.ac.uk/

So, yep... Physics are crap!

As others pointed out, some form of orbit is possible so some basic orbital mechanics must be implemented, but given the delta-v ED ships are capable of it can all be blissfully ignored and just fly in a straight by the seat of you pants as we do. No need to bother with Hohmann transfer orbits. My guess is that thy have implemented some really simple model as any detail would be out shadowed so why bother? Correct multi body orbital mechanics is quite tricky to simulate. Orbiter can also consider the mass distribution of ships which can create some interesting effects when docking .... at v < 1m/s as in rel life.

It would be cool if they allowed to perform some pretend-slingshot maneuvers to make supercruising to distant planets more interesting and a a bit qucikcker
 
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