Representation of size of stellar objects

These days I am exploring and encountering systems with small brown dwarfs, bigger stars, gas giants and so on. What strikes me after thinking about it, is that there is a lot of variety of size of stellar objects but it's difficult to impossible to reckon a difference in size in the game. This is of course a limitation of how 3d objects are represented on a 2d screen. But another reason is that ED manages Supercruise speed in an almost logarithmic manner, there is no real topspeed that would help to gauge sizes. I suppose users of an Occulus Rift can gauge the size of stellar objects in a striking way, is that so? Can you guys imagine how ED could improve the impact of different sizes of stellar objects?

I thought about some ways of representing different sizes of stellar objects. One way could be when selecting a stellar object to add a sphere of the size of earth in the HUD. Another addition could be to standardize speed or top speed when near to stellar objects, so moving around a giant star will take more time in comparison to smaller stars. This still would represent issues with planets,since these are way smaller than stars, so once again demanding a type of topspeed when close to them. On the other hand this would slow down the game significantly. What ideas have you guys?
 
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These days I am exploring and encountering systems with small brown dwarfs, bigger stars, gas giants and so on. What strikes me after thinking about it, is that there is a lot of variety of size of stellar objects but it's difficult to impossible to reckon a difference in size in the game. This is of course a limitation of how 3d objects are represented on a 2d screen. But another reason is that ED manages Supercruise speed in an almost logarithmic manner,there is almost no topspeed. I suppose users of an Occulus Rift can gauge the size of stellar objects in a striking way, is that so? Can you guys imagine how ED could improve the impact of different sizes of stellar objects?

I thought about some ways of representing different sizes of stellar objects. One way could be when selecting a stellar object to add a sphere of the size of earth in the HUD. Another addition could be to standardize speed or top speed when near to stellar objects, so moving around a giant star will take more time in comparison to smaller stars. This still would represent issues with planets,since these are way smaller than stars, so once again demanding a type of topspeed when close to them. On the other hand this would slow down the game significantly. What ideas have you guys?

The Rift really only gives you a sense of scale if you are up close, or if there is another object close by in relation to the planet you are looking at.

A relatively simply way to fix this issue would be to place a "grid" long the horizontal that overlays your entire environment. The gap between the grids would be standardized to perhaps one Earth diameter. This would help perceive distance and scale much easier.
 
This grid sounds interesting. If it can be turned on and off it shouldn't be a topic to discuss a lot. Another idea to improve in this direction: when we scan a stellar object, make visible a grid overlay on the spherical object, advancing with the scanning process. At the end of the scanning we could see detailed information about the object and also a size comparison taking earth as a standard parameter and the earth moon for smaller items for example.
 
The grid idea sounds nice if it could be toggled. Currently I just use the view and take into account the distance from the object. For instance, EZ Orionis, out by the Orion Nebula Complex, from a distance of 1000LS filled my canopy.
 
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