Ships are really slow

You ever notice ships in elite dangerous are incredibly slow, given the fact that they are in the vacuum of space? The Eagle for example has a BOOST speed of 349ms (780 MPH)... But a plane that would have been built 1000 years earlier, the F18, has a speed of 531ms (1190 MPH) cruising within earth 1g pressurized atmosphere.

I'm sure there's some epic scientific, aeronautical reason to explain it involving air-intake or something, but it just seemed like ships should be faster and more maneuverable.
 
You're talking stock ships, get them modded and you will get it a lot faster.

[video=youtube;QpQk_kBaV6k]https://www.youtube.com/watch?v=QpQk_kBaV6k[/video]
 
Essentially it's to help gameplay (i.e the devs wanted ww1/2 style dogfighting) and for networking reasons. Originally the limit was 500m/s, they have since changed that with engineers, however I still think they should have gone for somewhat higher speeds originally.
 
Essentially it's to help gameplay (i.e the devs wanted ww1/2 style dogfighting) and for networking reasons. Originally the limit was 500m/s, they have since changed that with engineers, however I still think they should have gone for somewhat higher speeds originally.

Yes, agree however it is what it is and you can get higher speeds if you want. That is how the game is designed due to net traffic reasons.
 
Not a particular reason, just gameplay reasons, also we are not slow at all, there are 4 speeds, only in normal space we go so slow, the other 3 speeds are gliding 2.5Km/s , Supercruise up to 1000C I think, jump speed ? LOL ridiculous speed ... The F18 sucks my balls :p
 
That speed readout is relative to the moving point that the FSD drops you into realspace at.
For example, when you drop out at a space station, your orbital velocity is matched to the station's and you have your speed measured relative to that.
If you drop out in deep space, it's likely into a circular orbit around the most influential nearby body, with the FSD picking that orbital velocity as the zero-point.

The reason the speeds are constrained to below, say, 1000m/s relative is almost certainly because it provides the most engaging gameplay, or perhaps faster speeds introduce errors into the netcode.

For an in-universe answer, perhaps because the flight-control computers for these ships are hard-wired to keep speeds below 1000m/s because A: they have safeties to prevent the dumbest pilots getting out of control, and B: to prevent some maniac using their ship as a kinetic weapon. This is enforced even if the FCC is "off." The precise speed each ship can get to before the governor kicks in is based on an algorithm that factors in ship mass, acceleration in each of 6 axes and specific construction standards (like ANCAP safety ratings for cars, for example.)
 
You ever notice ships in elite dangerous are incredibly slow, given the fact that they are in the vacuum of space? The Eagle for example has a BOOST speed of 349ms (780 MPH)... But a plane that would have been built 1000 years earlier, the F18, has a speed of 531ms (1190 MPH) cruising within earth 1g pressurized atmosphere.

I'm sure there's some epic scientific, aeronautical reason to explain it involving air-intake or something, but it just seemed like ships should be faster and more maneuverable.

Instead of an epic reason, it's quite a simple one to my mind: We can dogfight at low speed. If we were travelling twice as fast, engagement ranges would be increased and fights would be more about stand-off weaponry. If you try having a dogfight in Elite at full speed, it does not feel close-in at all.

As to manoeuvring, aircraft gain much of theirs from airflow over the surfaces. We have to rely on raw thrust to turn our 500 ton ships in vacuum. there's also that of course: 500 tons! I think we are already very agile, given that we can do a 180 turn inside a couple of km!

(Technically the F18 does not have that speed at 1atm of pressure, because the listed top speed is at altitude with lower pressure. The speed at sea level and 1 atmosphere is a bit slower. )
 

Deleted member 38366

D
Having seen near-supersonic speeds at 100ft Altitude *cough* or less *cough* as well as Mach 2, I think the main issue of speed in this Game is perception.

Planet surfaces (Canyon runs, surface-skimming) seem to be as close as one can currently get in terms of getting that "speed rush".
Problem is, there's not a whole lot of places that really yield that in a suitable manner. Topography is limited and there's naturally no "jumping trees" on some airless Planet. Luckily no big birds either, trust me that's quite useful ;)

I think the issue of "feels so slow" is not workable during space flight and there's nothing really fixing that, with the sole exception maybe of dense Asteroid Fields.
Only Planets will (hopefully, eventually) yield a feeling of speed, provided at some point in the future we get to have more diverse and distinct features that invite the Player to scream over (or through!) at high speeds.

PS.
Always remember : it's not the speed that kills. It's the sudden stop :D
 
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You ever notice ships in elite dangerous are incredibly slow, given the fact that they are in the vacuum of space? The Eagle for example has a BOOST speed of 349ms (780 MPH)... But a plane that would have been built 1000 years earlier, the F18, has a speed of 531ms (1190 MPH) cruising within earth 1g pressurised atmosphere.

I'm sure there's some epic scientific, aeronautical reason to explain it involving air-intake or something, but it just seemed like ships should be faster and more manoeuvrable.

um, do you know the lore of ED, it's not BSG (near instant light teleportation of a ship) , or Star Wars ( over 4 million times the speed of light) , or Start Trek ( I think max is 4500 times speed of light) , there are limits to the technology in the game, it's why there is no Artificial Gravity, there is no instant speed, you must accelerate over time, I LOVE THAT FEATURE. Think about it, the station spin, the reason they spin is to give gravity. It's fine as it is. As for the boost....err, you do know there are no true inertial dampeners in game, you been in atmosphere and boosted, then tried to turn...vision starts going dark. Remember this isn't those other "instant gratification games", they (Frontier) try to make it like it would be, could be. I've been playing this game for 30 years, and I've never had a complaint about it. Frontier is staying faithful to it's original concept... just think about that, other games saying "oh, we've been in development for 4 years...blah de friking blah.." Elite is in the guiness book or records, longest development time for a game in history....yeah...

here is the link, officialhttp://www.guinnessworldrecords.com/world-records/longest-development-period-for-a-simulation-game link


most probably, a single company is getting it right.
 
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You know, even though he's not in the picture anymore, but I tip my hat to him, Ian Bell... Along with David.... there is a bit of a docco you might wanna watch

[video=youtube_share;GpWoF5uVgbA]https://youtu.be/GpWoF5uVgbA[/video]

for those who are young....

BASIC has a meanting

Beginners
All purpose
Symbolic
Instruction
Code
 
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I think more of you need to see this...ans stop complaining about stuff, as all us old people know, Elite is the Grandparent (note poilitacl correctness) it WAS first and all other games are a shadow of what is is, well No Mans Sky just proved that.



Seriously, 4 quadrillion...that is not an average galaxy as we know it, it's just stupid and planets are like what ranged of being sneezed at....BOOOOOOOOO, Galactic average is 300 to 600 billion per glaxay. Dude make it kinda realistic....if your going to use a procedural algorithmic equation that you stole, got sued for , the settled out of court...(oh, why did that happen Ii wonder), make it believable....idiots.
 
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That speed readout is relative to the moving point that the FSD drops you into realspace at.
For example, when you drop out at a space station, your orbital velocity is matched to the station's and you have your speed measured relative to that.
If you drop out in deep space, it's likely into a circular orbit around the most influential nearby body, with the FSD picking that orbital velocity as the zero-point.

The reason the speeds are constrained to below, say, 1000m/s relative is almost certainly because it provides the most engaging gameplay, or perhaps faster speeds introduce errors into the netcode.

For an in-universe answer, perhaps because the flight-control computers for these ships are hard-wired to keep speeds below 1000m/s because A: they have safeties to prevent the dumbest pilots getting out of control, and B: to prevent some maniac using their ship as a kinetic weapon. This is enforced even if the FCC is "off." The precise speed each ship can get to before the governor kicks in is based on an algorithm that factors in ship mass, acceleration in each of 6 axes and specific construction standards (like ANCAP safety ratings for cars, for example.)


Someone who 'gets it'.


My contention however has long been that the FoR velocity should be cleary and emprically shown on the HUD at all times, as it was in FE2 & FFE.

This would go some considerable way towards alleviating the cognitive dissonance of a speed limit in space. A 'space speed limit'. Built into the ships themselves. Even though, precisely because of this limit, speed is now a life or death premium. An outrageous logical inconsistency. In Elite. A modern Elite, not an old 8-bit one. Ahem, sorry, where were we? Ah yes, displaying FoR velocities..

Likewise though, since this is now 'a thing', FD should fully capitalise on it, allowing us to re-zero our velocity vector freely at any time!

Example: Right now we rely on two important mappings in combat - reverse thrust, and FA-off. We tend to end up using them in 'hold' rather than 'toggle' mode, in the attempt to apply controlled bursts of thrust.

So we should add a third option, which simply re-zeroes your arbitrary frame of reference. Whatever my current velocity relative to anything else, this is now my new rest frame. This, whatever velocity vector and heading it is, is now 'stationary', purely for the purposees of measuring / enumerating further velocity changes.

This basically allows you to instantly return to your 'blue zone' handling envelope, at any moment, simply adding the velocity difference to your FoR velocity.

The direct corollary proposition is thus that we need no speed limit - at least, not in terms of forcing aeroplane handling. If the networking model was reworked on the basis of relative rather than absolute velocitiies, then there'd be no practical reason at all for velocity caps.

Speed's relative, and whatever it's relative to can be real or imagined.

But controlled propulsion and floating at ludicrous speeds is the very essence of space travel. Tuck it under the carpet, by all means, accessibility is paramount. But you can't just throw it all out the window, so it's not even there when we come to look for it.

As things stand, the most consistent logical explanation for what's presented in ED is that the vacuum of space is actually some kind of non-classical fluid with velocity-dependent reactive viscosity, and the universe's 'preferential reference frame' against which all motion is relative to.

We're not simply talking about an affront to the Elite marque, or even science fiction per se... this is an insult to basic logic, to everyday common intuition, to Euclid and Zeno and Gallileo, and ultimately the player base.

All it needs is a passable illusion of consistency, of freedom of movement in a seamless environment.. if there's limits, hide them. Conceal them in a way that capitalises on them, adding an illusion of further player control - why not allow the HUD to show tiers of FoR velocities? IE. a second-tier could indicate your FoR's FoR, and so on. You wouldn't have to enable such an option, but it would give the impression of peeling back the layers of stacked relative velocities in a consistent clockwork universe. Instead of the impression of custard-space.

A little thought, a little nuance, the occasional sop to basic logic, is all that's required..
 
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