So no Core Code rewrite for Elite in Odyssey?

With Space Legs coming in Odyssey, and the three year full team dedicated to making it happen, I really thought there was going to be a revamp of the core code of the game. Specifically the way the game handles vehicle code and instancing.

Currently when a player is flying a ship the player IS the ship and the player instance if fixed around said ship. That's why the SLF can't fly more than 30K away from the ship, it's tethered to it because at 30K you are approaching the instance boundary and while in the SLF the instance is still fixed to the ship. Mainly because of multi-crew, if other players are in the ship or flying the SLF then they all share the instance surrounding the ship, the SLF does not get its own instance.

The SRV is different. When a player deploys the SRV the instance switches from the ship to the SRV and it becomes the focus point. This is why the SRV can go anywhere on a planet, but it's also why the ship will auto take off if you drive too far away, because the instance boundary stays centered on the SRV and the ship essentially becomes an NPC. This is also why multi-crew doesn't work with the SRV, because the instance moves independent of the ship so players can't stay on it.

Legs complicates this. Would the player avatar use the SLF model or the SRV model for instancing? Can multiple players mount SRV's in Odyssey? Could multiple players walk around ship interiors? Are starports fixed instances where you can't walk too far away from them? Are multiplayer leg combat zones fixed instances too around the "social hubs", or can a squad walk all the way around a moon together?

THIS is why I was hoping for a core rewrite of the game's instance & network code. By making the player avatar be the focus of the player instance, and turning all ships, SLF's, SRV's, etc into "vehicles", suddenly multi-crew would become possible everywhere and in any fashion. Both SRV's and SLF's could deploy from multi-crewed ships. Ship and station interiors could have multiple people in them. Players could set foot onto a small moon and walk in different directions and eventually meet on the other side of the planet, without instance boundaries stopping them.

Looking at what they've shown from Odyssey so far, and the Polygon interview, AND the lack of ship interiors, my hunch is Odyssey will essentially use the same instancing code we have in game today. Meaning a player on foot will work like an SRV does. When you disembark your ship it becomes an NPC asset, so other players can't stay on your ship while you walk around outside. If you walk too far away from your ship it will auto take off. Multi-crew would never work with EVA's like this, and teams using SRV's with SLF's, ships, and people on foot would not be possible.

I thought this core rewrite was why it was taking the whole team three years to make this expansion.

I think I was wrong. 😞
 
It was only a few forum folks with a massive over abundance of optimism that ever considered a "core rewrite" to be a possibility.

David Braben was supposedly quoted at some stock holder meeting to say something about some of the code being re factored - but there's never been any suggestion really that there would be a "core rewrite" except in the mind of those who haven't been following the reality of Elite's development (or lack there of)
 
With Space Legs coming in Odyssey, and the three year full team dedicated to making it happen, I really thought there was going to be a revamp of the core code of the game. Specifically the way the game handles vehicle code and instancing.

Currently when a player is flying a ship the player IS the ship and the player instance if fixed around said ship. That's why the SLF can't fly more than 30K away from the ship, it's tethered to it because at 30K you are approaching the instance boundary and while in the SLF the instance is still fixed to the ship. Mainly because of multi-crew, if other players are in the ship or flying the SLF then they all share the instance surrounding the ship, the SLF does not get its own instance.

The SRV is different. When a player deploys the SRV the instance switches from the ship to the SRV and it becomes the focus point. This is why the SRV can go anywhere on a planet, but it's also why the ship will auto take off if you drive too far away, because the instance boundary stays centered on the SRV and the ship essentially becomes an NPC. This is also why multi-crew doesn't work with the SRV, because the instance moves independent of the ship so players can't stay on it.

Legs complicates this. Would the player avatar use the SLF model or the SRV model for instancing? Can multiple players mount SRV's in Odyssey? Could multiple players walk around ship interiors? Are starports fixed instances where you can't walk too far away from them? Are multiplayer leg combat zones fixed instances too around the "social hubs", or can a squad walk all the way around a moon together?

THIS is why I was hoping for a core rewrite of the game's instance & network code. By making the player avatar be the focus of the player instance, and turning all ships, SLF's, SRV's, etc into "vehicles", suddenly multi-crew would become possible everywhere and in any fashion. Both SRV's and SLF's could deploy from multi-crewed ships. Ship and station interiors could have multiple people in them. Players could set foot onto a small moon and walk in different directions and eventually meet on the other side of the planet, without instance boundaries stopping them.

Looking at what they've shown from Odyssey so far, and the Polygon interview, AND the lack of ship interiors, my hunch is Odyssey will essentially use the same instancing code we have in game today. Meaning a player on foot will work like an SRV does. When you disembark your ship it becomes an NPC asset, so other players can't stay on your ship while you walk around outside. If you walk too far away from your ship it will auto take off. Multi-crew would never work with EVA's like this, and teams using SRV's with SLF's, ships, and people on foot would not be possible.

I thought this core rewrite was why it was taking the whole team three years to make this expansion.

I think I was wrong. 😞
You seem to be making lot of assumptions based on a single short Dev Diary with little technical info 😂


Couldn't find a way to tag you Jay, so I'll quote your post and my comment instead :D
Main reason I'm posting this is it seemingly didn't get caught by our supersleuth @StuartGT, and it might otherwise have gotten swept aside amidst the hype from the dev diary and the additional stream in the evening, and there's been some chatter on here wondering if Odyssey is the end of an epic journey for elite?

Well... according to this article, it's not the final update for elite, instead Odyssey is only putting the framework in place for future updates.

🤷‍♂️😂
I was waiting for a troll "Odyssey is last update waaaa" doom thread to post it in, for bonus laughs 🍿
 
If there is no core re-write, why does Odyssey not support VR from the outset? The old code already contains the code...

Because in a ship cockpit/SRV you're stationary (as a person) it's not just about looking around when you are controlling an actual body and not a machine.

Just activating the code, would mean you could look around while your body moved in all kinds of odd ways, and your interactions with the game world might be a bit odd, would your hand always face forwards? do they rotate with your head? can you aim left while looking right?

There's a load of reasons it's not anything near as simple as "just turn the code we already have on"
 
You seem to be making lot of assumptions based on a single short Dev Diary with little technical info 😂


Couldn't find a way to tag you Jay, so I'll quote your post and my comment instead :D
he wouldnt have to make any assumptions if FD did a better job of communicating whats going to be in this long awaited expansion, they have been working on for YEARS, and that is (supposedly) due out in a few months.
 
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Because in a ship cockpit/SRV you're stationary (as a person) it's not just about looking around when you are controlling an actual body and not a machine.
...so why doesn't it exist in the bits we already have it, ship, SRV... I mean, I've not been inside Frontiers building reading the code and talking to the developers, so I wouldn't know - but it seems odd that others here cansay with apparent authority that there is no re-write - I envy them getting to see what is coming next year :)
 
With Space Legs coming in Odyssey, and the three year full team dedicated to making it happen, I really thought there was going to be a revamp of the core code of the game. Specifically the way the game handles vehicle code and instancing.

Currently when a player is flying a ship the player IS the ship and the player instance if fixed around said ship. That's why the SLF can't fly more than 30K away from the ship, it's tethered to it because at 30K you are approaching the instance boundary and while in the SLF the instance is still fixed to the ship. Mainly because of multi-crew, if other players are in the ship or flying the SLF then they all share the instance surrounding the ship, the SLF does not get its own instance.

The SRV is different. When a player deploys the SRV the instance switches from the ship to the SRV and it becomes the focus point. This is why the SRV can go anywhere on a planet, but it's also why the ship will auto take off if you drive too far away, because the instance boundary stays centered on the SRV and the ship essentially becomes an NPC. This is also why multi-crew doesn't work with the SRV, because the instance moves independent of the ship so players can't stay on it.

Legs complicates this. Would the player avatar use the SLF model or the SRV model for instancing? Can multiple players mount SRV's in Odyssey? Could multiple players walk around ship interiors? Are starports fixed instances where you can't walk too far away from them? Are multiplayer leg combat zones fixed instances too around the "social hubs", or can a squad walk all the way around a moon together?

THIS is why I was hoping for a core rewrite of the game's instance & network code. By making the player avatar be the focus of the player instance, and turning all ships, SLF's, SRV's, etc into "vehicles", suddenly multi-crew would become possible everywhere and in any fashion. Both SRV's and SLF's could deploy from multi-crewed ships. Ship and station interiors could have multiple people in them. Players could set foot onto a small moon and walk in different directions and eventually meet on the other side of the planet, without instance boundaries stopping them.

Looking at what they've shown from Odyssey so far, and the Polygon interview, AND the lack of ship interiors, my hunch is Odyssey will essentially use the same instancing code we have in game today. Meaning a player on foot will work like an SRV does. When you disembark your ship it becomes an NPC asset, so other players can't stay on your ship while you walk around outside. If you walk too far away from your ship it will auto take off. Multi-crew would never work with EVA's like this, and teams using SRV's with SLF's, ships, and people on foot would not be possible.

I thought this core rewrite was why it was taking the whole team three years to make this expansion.

I think I was wrong. 😞
I'm pretty sure the legs are going to be coded as a different kind of SRV, from what we've been told so far.
 
...so why doesn't it exist in the bits we already have it, ship, SRV... I mean, I've not been inside Frontiers building reading the code and talking to the developers, so I wouldn't know - but it seems odd that others here cansay with apparent authority that there is no re-write - I envy them getting to see what is coming next year :)

Because they don't know how to handle the transition from VR to none VR.
 
It was only a few forum folks with a massive over abundance of optimism that ever considered a "core rewrite" to be a possibility.
I'd settle for a "finish what they started" write. You know, all these things currently in the game that are half-baked (multicrew, wings, codex, CGs, Galnet, Powerplay, etc). It sure would be nice if these things were put back into the oven and fully cooked as part of the work done on Odyssey.
 
A few here did seem to be under the impression they were getting Elite Dangerous 2.
Yes, and I think it developed from "if they rewrite the core, they will have to launch ED2," so it became a kind of circular prophesy that spiralled upwards, all from DB saying that some code might be re-factored (see Drelthar's post above).

But, in truth, FD were too silent and it led to a lot of speculation that they could have squashed with a polite "no we are not."
 
he wouldnt have to make any assumptions of FD did a better job of communicating whats going to be in this long awaited expansion, they have been working on for YEARS, and that is (supposedly) due out in a few months.
Odyssey is due out in around 7 months.
 
I found that ~100 people working on ED combined with the low progress of the actual game for about 2 years to be a valid indication that the game would get a complete overhaul. At least FDev told us very often that this large number of people focusses on the new era and that's why we cannot expect too much for the actual thing. So what were these 100 people doing?
 
I'd settle for a "finish what they started" write. You know, all these things currently in the game that are half-baked (multicrew, wings, codex, CGs, Galnet, Powerplay, etc). It sure would be nice if these things were put back into the oven and fully cooked as part of the work done on Odyssey.
Agreed, improving/fixing those core features would be excellent to see (y)
 
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