Where the Corvette/Anaconda/Cutter are concerned, the cockpit visibility is more like that of a wide bridge than that of the glass canopy of a dog fighter.
The problem is that with many older space flight games, only the HUD was presented which can give a misleading sense of scale.
Nope, it would not. For the reasons I already stated.
For those that still believe the stars are too small consider this...
At typical scooping distance we could be orbiting a star at 0.33c and can take 45s to complete 1 orbit that equates to a circumfrance of about 15Ls which equates to an orbital diameter of 4.77Ls or a radius of ~2.38Ls or ~715Mm.
Sol's radius according to Wikipedia is ~695700km or ~696Mm meaning that the actual in-game scale for stars is probably about right if not dead on the money.
The Earth's radius by comparison is only ~6.37Mm or ~100th of the radius of Sol. That makes our sun Sol about 100 times the size of Earth.
I've always thought that the sense of scale in Elite Dangerous was "off", but having recent played some games in PSVR to then come back to ED, the scale really feels broken. This isn't just because I've gotten used to VR immersion. The best example I can give is Skyrim VR. It's amazing to actually walk around Skyrim, and it does give a more accurate sense of scale, but if I go back to 2D Skyrim, my mind still keeps that sense of scale. Having taken a break from ED, I went back and everything feels tiny, even though I know it's supposed to be huge.
I don't have this problem with any other game. NMS is probably the closest game I have to ED, and things feel to proper scale there. So I'm left wondering if ED is "wrong" in how it's rendering its world on a 2D screen. Sitting in my Anaconda, for example, feels more like a dragster than a massive aircraft-carrier sized spaceship. It really breaks the immersion (say it Yamiks, say it!) to the point where I might go back to flying just small ships to try to recapture the sense of realism.
I've heard people speculate that many of EDs models were originally supposed to be smaller but where then just upscaled to be bigger, and that's why we are sitting in insanely huge cockpits that throw off our sense of scale. I also see hints of this with things like the large landing bays. When transitioning from hangar to surface, those "vents" on the deck must be like three stories high, yet they just look like small vents on the 2D screen, making everything look small as well. Temporal queues (how fast landing pads move, for example) also throws off sense of scale.
I'm curious, being on PS4 and unable to try this for myself, does Star Citizen share this lack of scale, or is ED unique in this regard?
I've said the same thing, which I also think is why we'll not get walking around in ships. It feels very small when you think of the size of the cargos, engines, etc. then look around the cockpit... I won't go into the crew and where they all are.
The visual cues are there if you look for them - inside Orbis/Coriolis stations there are those car type things that move around the internal circumference for example, in space though there is naturally going to be a lack of recognisable reference points that give you a clear indication of both size and distance. The instrumentation readouts do supplement that though as can the Orbital path plots.Simple things could help improve the lack of scale.
Sitting in the station, when you look out at the station's name, some guy in a remlok suit pops out and starts repainting the sign.
Put something on the canopy struts that I can identify with at a glance, a hand hold grip, or a fire extinguisher, for example.
Simple visual clues as you look around the cockpit.
In response to the OP- I have to agree that scale is a bit off- at least on a normal monitor as opposed to VR. (which not everyone can afford nor was it listed as a minimum requirement to play ED)
Not sure if it's due to perception b/c of lack of "reference" objects by way of comparison, or if it's indeed the actual size differences.
IMO more of it has to due with the lack of reference objects- and by that I mean things that we would normally visually cue for reference for comparison.
For example, if you didn't know how large an object was supposed to be, and viewed it for the first time- would you see it as "small" or "large"?
Perception is wonderful, isn't it?
In a docking bay- we hints of things that remind us of cues... containers, a few vehicles driving around, other ships. In space - you're up close to an object and there's nothing else around most of the time. Just you, and the object. Difficult to tell how "large or small" it should be, no?
Now you do bring up some good points with things like sizing of Stars and such- b/c in all reality some objects really should take more length of time to traverse, and I think perhaps they've a bit of handwavium to prevent people from complaining as to just how long travel takes (not that it stopped them with regard to SC or anything else, conversely) so it doesn't feel like literally a half hour in respect to the object, even if IRL that's how long it would truly take.
Do you feel the corvette looks large in the hangar? Do you feel the Viper looks tiny in the above screenshots? Imagine if there were always people walking around the pads after being docked, do you think it would help with the corvette looking bigger?
IMHO, its all about frame of reference.
That an object of ten meters tall is ten times taller than an object that is one meter tall. As mentioned, you can check it by driving along a ship and see how long it takes to reach to travel the length of the ship, and see if that matches with the stated distance traveled in the speedometer.
The numbers are correct. That is a fact. Whether you feel the scale is correct is something else.
Correct as in the devs have stated numerous times that the radius of body's and distances are scaled correctly. Correct as in if I fly at a fixed speed I can calculate the time it will take to reach a body (taking into account the orbits)
The scale in VR & 2D is the same, the only difference is how we perceive it. Just like looking at an object on TV (2D gaming) or seeing that same object in reality (VR)
As already mentioned, this has been confirmed by the devs. You can also confirm this yourself using the methods we mentioned above. You could on the other hand act like a flat earther. Choice is yours.
Space is mostly empty though, it is a fundamental feature of it. Where ED is concerned, we have instrumentation that helps provide us with a frame of reference.Unsure given the examples... they "appear" to look normal.
I'd indeed have to agree "reference" really is the key. The problem is in perception when you're "out there" because it's really difficult to see much reference in "emptiness".
I'm surprised you used Skyrim VR as an example. I found the scale in that game to be really off. Spiders are massive, while NPCs have little heads.
No. Even a simple implementation would instantly clarify scale. It is about frame of reference, nothing more, and FPS is great for that. Also, space legs isn't 'too hard', thats why DB unequivocally confirmed in 2017 spacelegs is coming.