Realistic Ship Velocity

I dont know if this has been covered in another post but i have a real problem with the fact that the top speed of a ship is the same with the basic E thrusters as it is with an A. The tonnage of our ships effects things like agility etc but somehow has NO bearing on our overall top speed. I would like to see a way for us to actually vary our top speed as well based on our ship upgrades, it only makes sense and would make things more realistic ingame IMO. Let me know what you guys think.....
 
absolutely agree. we should also be able to upgrade our afterburner (make afterburners a slot like any other) -- this could open up the possibility of 'other' types of propulsion modules as well that could be fit instead of an afterburner.
 
absolutely agree. we should also be able to upgrade our afterburner (make afterburners a slot like any other) -- this could open up the possibility of 'other' types of propulsion modules as well that could be fit instead of an afterburner.

Now that opens up a really cool idea honestly that i hadnt thought of.....different types of propulsion drives with different fuel usages, top speeds, heat sig....that would be awesome. I see they just announced buckyball racing but honestly while there is an element of skill to how quickly you generate top speed etc its kinda lame since a viper is the same top speed as any other no matter how much money is in fittings.
 
I dont know if this has been covered in another post but i have a real problem with the fact that the top speed of a ship is the same with the basic E thrusters as it is with an A. The tonnage of our ships effects things like agility etc but somehow has NO bearing on our overall top speed. I would like to see a way for us to actually vary our top speed as well based on our ship upgrades, it only makes sense and would make things more realistic ingame IMO. Let me know what you guys think.....

Thruster modify the acceleration, not the maximum speed. I mean realistically. We should have only acceleration and not speed. Having a realisitc flight model is womewhat difficult for gameplay reasoning. You ship wll keep accelerating and eventually reach near light speed in a realistic ship velocity. I don't really like the so-called realistic velocity of Elite 2.

So my conclusion is that we are not speaking of realist ship velocity here.
 
This would really break my immersion. I also didn't like FE2, because i'm a terrible pilot, and cannot, for the life of me, grasp how to control my own speed.

People keep explaining to me that it's just the time rate of change of position, but it's meaningless to me. I read Zeno's paradox of motion some years ago, and something just snapped inside...

Ideally i want everything to be static. Otherwise i find combat impossible. Or else, if people MUST have bigger thrusters, then place them on opposite sides of the ship, rigged to fire simultaneously. Then they can be as big as you like, without ruining the game for me.

Everything's much too fast already. Who's to say in the future, technology won't have advanced to the point that force no longer equals mass times acceleration, momentum is no longer a function of mass and velocity, and energy of mass and velocity squared?

I have my own theory; MrVibrating's theory of composite statics, wherein F, M, V, P, T and KE are all equal to 0^2. It's been rejected by all the journals so far, but i'm planning a Kickstarter space trading combat game as a proof of principle, which i'll be programming from scratch, using an Etch-a-Sketch, as soon as i work out the controls. In the meantime, if everyone could just slow down and show a little consideration, OK? It's not a race. More haste and less speed.

That is all.
 
I use a little slider tab on my joystick for thrust. having the whole thing control forward to aft is too fiddly so i re-configged thrust to be 100% forward with a simple click button to swap forward thrust direction with aft thrust direction like on a big commercial jet.

When I want to move, full forward, push tap to the stops. When I want to stop, pull it back all the way. When I want to reverse, click the reverse button, set my speed. works perfectly for supercruise.

Also at the speeds we are doing here, relativistic velocities realistically would consume all of your fuel, period. Especially in a gravity well like that of the sun, scooping from the corona.

I like it as is.
 
Now that opens up a really cool idea honestly that i hadnt thought of.....different types of propulsion drives with different fuel usages, top speeds, heat sig....that would be awesome. I see they just announced buckyball racing but honestly while there is an element of skill to how quickly you generate top speed etc its kinda lame since a viper is the same top speed as any other no matter how much money is in fittings.

Something like that seems to be planned for some point in the future:

Engines.jpg
 
I dont know if this has been covered in another post but i have a real problem with the fact that the top speed of a ship is the same with the basic E thrusters as it is with an A. The tonnage of our ships effects things like agility etc but somehow has NO bearing on our overall top speed. I would like to see a way for us to actually vary our top speed as well based on our ship upgrades, it only makes sense and would make things more realistic ingame IMO. Let me know what you guys think.....
Topspeed is affected by load, when my Asp is empty I can boost to 385, when it's full (64t) I barely get to 365 or so.
And the boostspeed also increases with better thrusters, just normal speed is the same I think, but that makes not less sense than the sweetspot stuff which magically halves the agile speed when the cargo scoop is open or landing gear is down.
 
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