Sense of Speed

In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.
 
What i can't really resolve (and not even sure its correct) is i swear there should be some depth of field blurring or similar given how literally far away they are. All the bodies work as pretty sights, but as soon as i try to rationalise anything they all become ping pong balls and i quickly stop.

Would be amazing to actually see a planet from those distances to see what they really look like. Like looking back at gas giant from ring distance eg. I somehow can't imagine it actually looks like that.. or maybe it does?

The sense of speed for me is lost with that association first i think.. how far away is it actually? I can't tell. It looks pretty close because i can see the lights well enough...

EDIT: Could they one day use a subsurface scattering effect to make atmospheres seem more gassy? Cant wait for the probably coming console cutting. I also both regret and not regret not being around for the alphas. The planet graphics in all the youtube footage were so much better.. gas giant storms had bump maps and all planets looked like they had some sort of rendered atmosphere on them. It would have been great to see it but i would have never survived the downgrade. Its a strong pet hate of mine (eg when the witcher 3 did it).
 
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In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.
I've been burned at the stake for mentioning this. :(
 
In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.
SC throttle limiter is utter crap, your ship magically cant slow down for some objects but it you deselect target and lock back on it magically can slow down.

equally it accelerates at a glacial pace while "escaping the gravity" but all of a sudden bursts into life.

there is also the 2500km/s restriction in orbital cruise.

and... the ship magically slows down when heading towards a target making your 7 second approach turn into a 45 second approach, if im approaching the gravity object what exactly is restricting my speed?

in summary and imo i believe the SC throttle should be like normal space, and equally differing ships should have differing acceleration and top speeds in SC to spice it up in line with their normal space maneuverability etc. meh pipe dream though.

i reckon the lack of small seismic charges in the game is the real cause...
 
In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.

I think we have to accept supercruise as a bit odd. The scale of things seem off, because it literally is off. Supercruise is space compression. The ship doesn't move faster than in normal space, within it's local reference frame. It just makes the distance shorter.
 
In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.

As been pointed out, SuperCruise is Space Compression.
In your reference space you are still moving at normal thrusters speed, that is tens or hundreds of meters per second.
So Jumping in and out of SuperCruise is basically nothing more than activating/deactivatin the SpaceCompression.
The speed in your space doesnt really change. Only the reference frame.
 
I wouldn't know. I just turn on the SCA and alt-tab to the forum until my ship gets to where it needs to be to actually do something.
 
We quite literally have no experience to act as a frame of reference for us in this regard.

I find VR to be really good for giving a sense of scale (and hence speed) - planets and stars really do look massive in stereoscopic 3D. It comes with other compromises though.

Only to a point though, due to all the surface details and flares being simply scaled they all end up looking pretty much identical in scale regardless of vast differences.
 

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While not meeting the Scientific Accuracy originally used as a guideline (Space is big - yes, but due to that it's also often terribly boring), some FX inside the Systems is simply missing.

Alternatively, something else to do other than just move the Throttle to max. and just wait (or go AFK to make a Tea/Coffee since there's virtually nothing to do).
That would dive deep into the Simulatory realms though, i.e. an alternative to the existing SuperCruise that's (just as a generic example) :
  • is faster than SuperCruise but requires some active Flight Control Inputs to work
  • is theoretically faster than SuperCruise but permanently requires manual flying to attain optimal performance (good flying = top speed, poor flying = low speed)
  • Alternatives to SuperCruise (interlinked to still afford interaction - but fundamentally a different travel mechanic)
  • different Engines (like an Engine type that's maybe faster or simply different for in-System Travel - but slower and less agile in Normal space)
In short, something to spice things up and either
  • fill longer in-System travels with meaningful/semi-scientific visuals or
  • make the process of in-System travel less passive/boring, so the lack of speed perception isn't so prominent
On the FX inside Systems, one could get away with them being synthetic. Orbit lines work to that extent to a very small degree and many might not like a synthetic overlay - but it could be optional to toggle just like orbit lines.
Might be a tad hard to come up with a Synthetic overlay for uninhabited Systems, although Gravity wells, radiation or thermal regions would offer themselves.
 
As a long time fan of various flight sims, I always viewed supercruise as a stand in for "time compression" typically found in those games. A stand in needed due to the multiplayer nature of ED and not wanting to take weeks/months to fly anywhere inside a star system. No, it's not really all that believable if you look at it too close, but it is a decent enough compromise for a game.
 
What i can't really resolve (and not even sure its correct) is i swear there should be some depth of field blurring or similar given how literally far away they are. All the bodies work as pretty sights, but as soon as i try to rationalise anything they all become ping pong balls and i quickly stop.

Would be amazing to actually see a planet from those distances to see what they really look like. Like looking back at gas giant from ring distance eg. I somehow can't imagine it actually looks like that.. or maybe it does?
Depth of field in a camera is caused by the lens and the iris. That lens is somewhat similar to the lens of an eye. However that is not the whole explanation. In VR you can notice that the brain works tightly connected with the eyes, creating visual perception. If you focus your vision on something in VR, the foreground and background becomes blurry, but the flat 2D images you stare at doesn't change. Pretty wierd, but perception quickly becomes very strange once you start digging into it.

A planet seen from far away looks like a star. Typically a bright star, when looking at the major planets in our solar system seen from Earth. Jupiter looks like a very bright star to the naked eve. A bright dot of light on a black background. Through a telescope you can see the disc of the sphere and the moons which looks like stars. If ever you get the chance, try looking at Saturn through a telescope. That really freaked me out the first time I did.

Btw. Our visual perception of the Universe is a result of our eyes having evolved to fit the light from the Sun here on Earth. If we had eyes like an eagle or a wasp the night sky would look very different. You normally can't see nebulae with the naked eye. The light from nebulae is very faint, so even in a dark place where your pupils dilate to the max, you can't really see them. In a telescope they mostly look grey because your eyes have monochrome rods that are sensitive to low light. That is also why colors are washed away in the night.
 
I have an absolutely terrible idea to add to the supercruise mechanic, which may or may not take account of the physics of FTL travel (by that I mean, I'm not sure whether this would necessarily apply to the spacetime compression mechanism). And it basically amounts to an extra overlay of effects and making it slightly more dangerous to travel like that.

First things first, I don't know enough about the way the game handles supercruise's interaction with gravity wells, so I'm going to leave the acceleration and deceleration rates alone for now. Suffice to say, they'll be the same as they currently are.

But achieving a sense of speed when travelling faster than light, in a scientifically plausible manner, aside from the rapid approach of astronomical objects is mostly in the visuals. One thing in particular happens when you travel close to, at and beyond the speed of light - blue shift.
All the light that is in front of you, travelling towards you, is blue-shifted to a point where realistically all you would see is the ultimate in tunnel-vision with a tiny circle of visibility surrounded by a huge cone of just blue blurriness. Behind you would be completely black as no light could reach you.

In terms of gameplay, obviously that would be very restrictive, but how about a mild version of that attached to acceleration? So at 1c, a slight cool colour cast starts to appear over all the light sources, and this cast increases in intensity very gradually as you go faster and faster, until you get to the point where you're travelling at trans-Hutton speeds and the outside becomes just a swirling mass of blurry blue hues, with only the HUD to guide you.

The other thing that happens, because of Relativity being what it is, is that all that blue-shifted light (all the way out to the longest radio waves) becomes ridiculously compressed gamma rays. Absolutely deadly if you don't have adequate shielding. And, let's face it, the universe being the way that it is, compressing all wavelengths of light into ultra-high frequency gamma radiation, would probably be something there can be no adequate shielding against. We're talking frequencies of gamma radiation that do not naturally occur anywhere in the universe.
So, gameplay-wise, we remove the top-speed for supercruise altogether. No more 2001c, and we increase acceleration rates between long distances, BUT with the caveat that travelling at such high compression factors rapidly eats away at your hull integrity, so you have to balance whether you get there at "normal" supercruise speeds (with normal supercruise travel times we're currently used to), but unharmed... or you can push it to the absolute limit, going like 7000c and risk having the gamma radiation rip your ship to pieces before you get there. People may only want to try this if they have adequately stocked AFMUs, hull-repair limpets, if their destination is a starport or if they are planning on visiting a starport soon.

The OTHER other thing that happens is that, when you drop out of FTL - disengaging the warp field - spacetime springs back into place. Not only would this have a noticeable effect on any gravitational wave detectors, but... also fling the accumulated ludicrously-high-frequency gamma radiation caked on the compression front, forwards at whatever is in front of you.
So, someone doing a daring high-speed, unsafe drop-out in front of a starport, might end up killing all the NPCs flying around and invite a lethal starport response? Food for thought on that one. (I know it would also kill everyone in the starport as well, but... game).
The only problem here (which I don't see as a problem) is that it could be used for ganking... I don't see it as a problem because if someone has the requisite skill to drop out of supercruise accurately within the starport's no-fire zone at a multiple of the speed of light, and kill you with a radiation front, I think they deserve the kill.

Some of these things might make the more extreme ends of supercruise travel a little less monotonous.
 
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What i can't really resolve (and not even sure its correct) is i swear there should be some depth of field blurring or similar given how literally far away they are. All the bodies work as pretty sights, but as soon as i try to rationalise anything they all become ping pong balls and i quickly stop.
The thing is - in space there's nothing to obscure, or blur objects that are far away -like atmosphere on Earth. Therefore everything looks crisp and there's no way of judging distance by the atmospheric perspective.
Astronauts on the Moon had serious problems because of that, as they underestimated distances to objects and size of things, like craters, etc.
 
In supercruise, especially when jumping into a system at full throttle while out exploring as I often do, it's remarkable how fast my ship is and how quickly it accelerates. If I were in normal space and tried to change my trajectory at these speeds, well, my ship and I would be torn apart on the subatomic level and the energy released would technically be infinite in comparison to what we currently understand about astronomic physics.

This doesn't quite translate into the game, so naturally the scale of things seem off.

Not sure what could be done for it, if anything. Just an observation.

Cheers.
My solution to that is to avoid flying in SC at full speed.
When I can afford it, I use 25% throttle keybind. Flying past planets, approaching moons feels much more... real? Majestic?
 
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