Ship Scale Problem #2

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What would it look like if the closer you came to an object, like a ship, the wider the lens effect on that object? Though, there should be some max level for how wide.

I don't know if that would make large objects feel larger as you approached.

Talking in reference to questions raise by Obsidianant's video.

Source: https://youtu.be/c9tO88Ezk3Y
 
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people do seem to forget how big the cockpit is on a boeing 747, now compare that to the size of the anaconda. Scale is right
135121
 
I do think the sense of scale in this game is thrown off not necessarily by the large cockpits, but by the large windows (as others have pointed out). The size of the panels are so large, it gives you a false sense that the ship you're flying is much smaller than it actually is.

Despite that issue, I think FDev did design the "cockpits" to be more like a wheelhouse or bridge than an airplane cockpit. It's just poorly represented unfortunately.
 
I read the last version of this thread and somebody mentioned all ships having the same hud interface can help make everything feel similar and I thought that was a great point.
 
Are we sitting too close to the dash in large ships?

Possibly in large ships, but we are definitely too far from most of the controls in smaller ships. A lot of smaller ships have additional control panels and keyboards and the like that look like they are next to the cockpit, while in practice they are actually a couple of metres away. I can't remember which ship it is, but there's even a ship that has a telescoping chair that suspends you up in the air, making the whole cockpit look much smaller than it is as it makes using the floor as a frame of reference impossible.
 
I once mentioned that speeds we are achieving affect our sense of scale. Take fuel scooping for example - you go fow fast, 0.2c? And the bigger the star, the bigger the exclusion zone which scales with the star. In the end it doesn't really matter how big star you are passing by - all feel almost the same.

Another thing that affect our sense of scale is lack of point of reference. This is true with simple IRL clouds - pick one and eyeball it's size. You can't since you don't have a reference point and you can't figure out distance. With ED ships all you have is your cockpit. Our brains try to get a reference with it and the only reference we get is other ships/planes/boats/cars we used in the past. And they were mostly less spacious, hence the false feeling that ED ships are smaller than in "reality".

At first I thought that ED cockpits are like the one in Millenium Falcon. Small space, cramped and everything within reach. In fact they are more like Star Trek's/Andromeda (anyone remembers that TVseries with Hercules?) bridges. But FDEVs kinda failed with giving us the impression of a spacious bridge as Anaconda's or Cutter's cockpit feels not much more than Aurora's or Constellation's from Star Citizen. And those two ships are far smaller than EDs.

So, IMHO, it's not the scale problem, it's the problem of showing that scale.
 
In VR you can see how the scanner, which looks the same in all ships in 2D, varies in size quite a bit - in a fighter it’s about the size of a dinner plate, in an Anaconda it’s like a coffee table. The side panels can sometimes look like a4 paper size, sometimes over a meter wide.

One scale thing I’d like implemented is the jump-drop into a new star system - make it so we arrive 1.3 light seconds from the surface of the star, irrespective of the size of the star. That’s the distance from the Earth to the Moon, we’ve all seen photos of that (Edit: and, um, just looking up at the Moon too, I suppose) so there’s an instant size comparison we can make, and suddenly the big stars are going to look really big.
 
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