Question About the New Combat Video

What impressed me most was how the fighter's lasers cut across the battlecruiser's hull.

This video led to me backing Elite tonight. I sure hope the final game comes even close to this incredible scripted piece.
 

Michael Brookes

Game Director
I haven't seen it mentioned, but can I ask if you would consider addressing the the following question, perhaps in the video about the video:

Given that was the in-game engine rendering, what hardware was it running on (CPU, RAM, Graphics card) and what resolution was it driving? I take it to run the engine with the script is a fairly straight-forward deployment job - have you run that script on different hardware specs, and what sort of FPS do you get from each (with those same display settings etc)?

I promise not to take it as gospel, and I realise it's only a single benchmark on pre-alpha code etc and it doesn't include other CPU and GPU processing that would be involved (AI, physics models, the real cockpit visualisation) but it would be good to know if that needed an 8-core i7 and an Nvidia Titan, or if that renders pretty much as shown on a more mainstream setup (and if the FPS drops off sharply by CPU or GPU etc)

Thanks in advance for any hints...

Sorry, I can't comment on minimum specs yet, we still have a bunch of testing to do before we're ready to discuss this more.

Michael
 
The flight paths were animated so that they followed exactly the path required for the video. That way it is exactly the same when recaptured.

Michael

pwieuw For a moment I thought the game I going to be just like
any other flight simulator.
even do it looks all very impressive.
doing a starwars like canyon run because some stranger asked for help?!
is not like you run the risk for decompression.
it all looked like air planes on a different back ground to me.
way to tight turns and making them like there is an atmosphere.
where was the turning in your main thruster to make your hard left?
I understand that the game cannot be as difficult as frontier was.
(al do to my opinion this was where its popularity lay.)
but if it becomes like flying aeroplanes on a differed back ground the exclusivity of space is gone.
And the game will only ad to the pile of other flight sims.
I know I stick my neck out here , and seem to speak like a heretic in the church. hopefully I survive these middle ages.
 

Michael Brookes

Game Director
I disagree that its difficulty of controlling the ship is what made FE2 and FFE popular (it's arguable that they weren't mroe popular than the original game anyway), the scale of the sequels was what made them stand out.

Controls are always a tricky balance, we want them to be accessible, but also have enough depth that skills plays a major part.

Michael
 
I disagree that its difficulty of controlling the ship is what made FE2 and FFE popular (it's arguable that they weren't mroe popular than the original game anyway), the scale of the sequels was what made them stand out.

Controls are always a tricky balance, we want them to be accessible, but also have enough depth that skills plays a major part.

Michael

Completely agree here, I would go as far to say that the difficulty in controlling the ship is what made FE2 and FFE less popular than the original game (which if you look at sales they were), It was the sheer scale and realism of the galaxy that drew most people in ... I have said it before, I believe that if the flight model of the two sequels had of been simpler, those games would have been far more popular ... Just My opinion. :D
 
pwieuw For a moment I thought the game I going to be just like
any other flight simulator.
even do it looks all very impressive.
doing a starwars like canyon run because some stranger asked for help?!
is not like you run the risk for decompression.
it all looked like air planes on a different back ground to me.
way to tight turns and making them like there is an atmosphere.
where was the turning in your main thruster to make your hard left?
I understand that the game cannot be as difficult as frontier was.
(al do to my opinion this was where its popularity lay.)
but if it becomes like flying aeroplanes on a differed back ground the exclusivity of space is gone.
And the game will only ad to the pile of other flight sims.
I know I stick my neck out here , and seem to speak like a heretic in the church. hopefully I survive these middle ages.

I replied to you last post in the other thread about this, so I'll say again here ... it's the 34th century, the tech is far beyond what you'd see in current day aero-flight. These things are using a advanced fly-by-wire system that has thruster jets that far exceed anything the likes of a rocket or shuttle has.

Just because they are maneuvering like that doesn't mean aircraft in space. It means the fly-by-wire system is doing its thing to hold these ships in that kind of space flight dynamic. Have you ever seen a F-117 or a f-16 loose its fly-by-wire system or Flight control system? It's not pretty.

The games doing just fine, as well those craft in the video. :cool:
 
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When moving at very slow speeds as in the video (200 m/s) you totally CAN fly your ship like an airplane in space, after all 200 m/s is only 20 times faster than using bolt runs and it should easily be possible for the main thrusters to shift the momentum constantly to keep the nose of the ship pointed "dead ahead".

So i suggest that speed is the deciding factor in how "Newtonian" the physics is - and don't say there is no speed in space because you can measure the kinetic momentum of your craft and make a scale from that.

200 m/s = flying like an airplane.
400-600 m/s = semi Newtonian.
800+ m/s = full Newtonian.

This will also open up some tactics that might make ship combat more interesting - go slow and you turn fast - go fast and you have to deal with your angular momentum.

P.S ehh sorry i posted this in the wrong place - it should have been in the inertia thread. :)
 
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I replied to you last post in the other thread about this, so I'll say again here ... it's the 34th century, the tech is far beyond what you'd see in current day aero-flight. These things are using a advanced fly-by-wire system that has thruster jets that far exceed anything the likes of a rocket or shuttle has.

Just because they are maneuvering like that doesn't mean aircraft in space. It means the fly-by-wire system is doing its thing to hold these ships in that kind of space flight dynamic. Have you ever seen a F-117 or a f-16 loose its fly-by-wire system or Flight control system? It's not pretty.

The games doing just fine, as well those craft in the video. :cool:

Here Here :smilie:

Exactly my thoughts too. It amazes me how some people blindly accept humans have invented an engine that can propel them vast distances across the galaxy in nano-seconds, yet still haven't accepted that humans have also invented thrusters or retros capable of giving pilots of smaller low-mass vessels some top notch maneuverability in space - within reason of course!

If history has taught us anything, our most inventive times have come during times of adversity and especially during wartime, so I'm sure fly-by-wire and high combat maneuverability would have been invented and perfected for solar system dominance and exploitation long before we invented a realistic means to leave our own system for inquisitive exploration purposes. That's why I can imagine space-based fly by wire systems would be regarded as old school tech in 3300. We nailed it centuries ago :p
 
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I disagree that its difficulty of controlling the ship is what made FE2 and FFE popular (it's arguable that they weren't mroe popular than the original game anyway), the scale of the sequels was what made them stand out.

Controls are always a tricky balance, we want them to be accessible, but also have enough depth that skills plays a major part.

Michael

I,ll hope you find the right balance.
between accessible and realism
Elite had the first surprise of 3d a big thing back then
but wasn't a true space sim.
making it all to accessible will ad only to the already large pile of flight sims.
who was the most popular is not even the point to me.
Frontier and FF2 where unique
even so many years later they still are.
now the large environment is unique , but will to do the trick?
to much control will not give the dangerous surrounding experience of space.
now I understand that lots of people will find it hard to fly in a more realistic environment.
but in my opinion this will greatly ad to game play.
not everybody can be Michael Schumacher , they will make the more natural choice.
and become a trader who will be in need of the once who can.
this way a social structure will automaticly build up .
status and reputation would actually mean a thing.
and the one without the other doesn't mean much.because you need ways to transport your things.
like , you might even want to consider a hiring a pilot to land your precious ship.
and overtime every body will get the hang of it.

please don,t be like the others be unique be frontier.
 
All i care about is that the in game warp looks and sounds exactly the same as it does in that video, that for me was the best bit.
 
I can fully agree that controlling ships in FE2 and FFE was issue. Autopilot was inept, and in my opinion problem is that there's no middle ground between it and flying manually - no flying by wire, nothing. It took several tries to get into game, and I admit that only my stubbornness was reason why I stayed. So kudos to FD team to admit that.
 
+100 to that

That space warp was the best i've seen in a game, and hope this will represent the final warp!! it was awesome!
 
Rotating line on the scanner display

Why is there a rotating line on the scanner display, while the blips are continuously updated anyway?
 
I didn't see any retro thrusters used on the ships.
Which things on this screenshot are supposed to be the retro-thrusters?
I also commented on this in relation to the video - wishing that the finished flight model would properly show the great need to use manoeuvring thrusters to even remotely fly the way the ships fly in that video. As it was, the ships' routes were scripted and therefore probably did not represent the thruster use as it will be in the finished game.
 
I didn't see any retro thrusters used on the ships.
Which things on this screenshot are supposed to be the retro-thrusters?

play the video in HD they are there.
but have to say not very visible.
still compared to scale with the main thrusters it looks about right.

I think it would be better if they where more presents.
larger flames make it more clear what the ships intentions are.
like flaps on a aeroplane.
also adding to what has been said about radar signature going up wile doing heavy manoeuvres.
 
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