Realistic thrust on planet landing. MORE REALISM!! ><

Was reading this: https://forums.frontier.co.uk/showthread.php/218171-Thrusters-Acceleration-and-High-G-Planets/page3

Gave me an idea. Allow current thrusters as an option, but only up to something like 2 or 3 g. Then make it so higher level thrusting requires more skill and you have to learn to fly a more complicated model. On top of this the ability for flight assist to magically apply thrust could be toggled to learn on lower g planet and start learning. But the game would start with the current feature on and a warning in game or in a tutorial it exists and can only safely land up to X g.

BTW, what happened to the original ambition of game development. Games used to be about being as profound as possible. There was no limit to what people wanted to design. Games need to become bleeding edge again. And I don't mean the graphics!

BTW, limitations make depth in a game. It's always more interesting with more depth. Plus the game develops better. The more it goes through that level of design the more interesting it will be in the long run.
 
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BTW, what happened to the original ambition of game development. Games used to be about being as profound as possible. There was no limit to what people wanted to design. Games need to become bleeding edge again. And I don't mean the graphics!

What! We have a detailed virtual galaxy with 400b stars, trillions of planets and etc, this has never been done before, everything FDEV is doing with the galaxy is bleeding edge, procedural generation on a scale never before attempted, the graphics, while spectacular, are really secondary to what FDEV have achieved, and guess what a lot of people complain about? Yes the graphics, strange aye?

Then make it so higher level thrusting requires more skill and you have to learn to fly a more complicated model.

We're flying basically rocket ships on airless planets, the only skill involved is balancing your ship on a set of reaction thrusters, and if you had to do that manually you would die every time. There's a reason why it's only now we have vertical take of to orbit and vertical landing rockets, and that's because human reactions aren't fast enough or accurate enough to do it. Giving someone a complicated flight model on a 9g airless world and they will die every time, even now it's difficult and takes patience.

If you want more complicated flight models you will have to wait for atmosphere, there's nothing complicated about mass thrusters in an airless environment, you point the outlet in one direction, the reaction aka newton pushes you in the other direction, that's as complicated as it gets.
 
What! We have a detailed virtual galaxy with 400b stars, trillions of planets and etc, this has never been done before, everything FDEV is doing with the galaxy is bleeding edge, procedural generation on a scale never before attempted, the graphics, while spectacular, are really secondary to what FDEV have achieved, and guess what a lot of people complain about? Yes the graphics, strange aye?



We're flying basically rocket ships on airless planets, the only skill involved is balancing your ship on a set of reaction thrusters, and if you had to do that manually you would die every time. There's a reason why it's only now we have vertical take of to orbit and vertical landing rockets, and that's because human reactions aren't fast enough or accurate enough to do it. Giving someone a complicated flight model on a 9g airless world and they will die every time, even now it's difficult and takes patience.

If you want more complicated flight models you will have to wait for atmosphere, there's nothing complicated about mass thrusters in an airless environment, you point the outlet in one direction, the reaction aka newton pushes you in the other direction, that's as complicated as it gets.

I agree with both of you in one hand it all to easy with nice cushions in case you fall and in the other being realistic would make it near impossible without computer assist doing nearly all of it for you.

But it is too easy for example if you mess up on a plantetery approach you drop out of frameshift with minor damage, I would like it to really punish you for pilot error like heavy damage or death if you drop into the red zone on approach.

Piloting in high g is spot on quite difficult but not too challenging ,just right.

I'm looking forward to what they come up with for atmospheric flight it will be interesting.
 
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I wish there was a gravity assist mode, so you can still fly with assist off, but the thrusters would allow you to hover. I hate to activate assist when I need to do things and not pay attention to always bounce on the spot.

The atmospheric flight model also should be more uniform for assist on and off, because in space assist off throttle gives exponential thrust toward max speed at any position, but in atmosphere it would behave like an actual plane, where the throttle position regulates the actual speed.
 
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