Supercruise accelerating / Decelerating - vent your frustrations.

I really, really don't like how long it takes to speed up and slow down either. When you're taking off from a planetary landing, okay, I can understand that, that's fine.. to a point. When you're outside a space station, starting your run.. you're going slow. When you jump into a system, you're going slow. When you're in the middle of nowhere, who knows.

The speeds need to increase. We should be able to rapidly slow down when arriving at a station, not having to sit and wait 40 seconds to arrive at a station. I put the throttle in the blue and bring up the steam overlay to browse a website because of how long it takes. God forbid I wasn't 1 pixel off and wind up going passed it without an audible cue (where's that auto-centering feature?!). Same with increasing speed, it should accelerate faster. It just makes no sense how we can go from 1,000c to 5c in half a second when in deep space, and vice versa, yet not do the same (at least slowing down) when around a planet. Would improve the experience so much.

Also, the random slowdowns when flying grate me too. For some reason, when flying to a station/planet, it arbitrarily decides to slow down, specifically if you've got a planet on your radar. It tells you to "SLOW DOWN!", even though you're locked onto a planet 3000ls away when the approaching planet couldn't even possibly affect you. Or, some variation of this. When the game finally decides it's passed, it lets you speed up again. Same thing when you're approaching a planet/station too, it FORCEFULLY slows you down, even if you're going full throttle. I don't understand why it happens, and it's really frustrating.

Also, I just pulled this from a google search. Complaint from over a year ago. https://www.reddit.com/r/EliteDangerous/comments/2jjxtu/just_spent_15_minutes_in_super_cruise/
 
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I understand that, so the distance divided by my velocity equals the ETA, and that 00:07 means I'm going 7 times slow the distance (so say at 350km away I'm doing 50km/s, then 210km away I'm doing 30km/s) but it would be great if it said "If you keep your line in the blue zone, you'll be ready to safely exit SC in 46 seconds", ofc with just a number of the dash somewhere!

Too American to do the conversions to metric, but...

If you're traveling at 60 MPH to a destination 60 Miles away your ETA is one hour.
If you slow to 30 MPH to the same destination your ETA is two hours away.

If you've traveled half the distance, and your ETA is 30 minutes, but then slow to 30 MPH, your ETA becomes 1 hour.

The same is mostly true here too, with the added exception that most destinations are also in motion as well, though their velocity remains constant, so that complicates things a bit more.

I'm still sticking to my original annoyance - the automatic throttle-jam when near a destination to ensure overshooting it, with a drop to 0 throttle as soon as you're past your destination.
 

raeat

Banned
I don't know what game you folks are playing, but the idea of going full throttle and then slowing to 75% 7 seconds out and arriving with no issues is not what happens in Elite Dangerous. I slow to 75% with 15 "seconds" left. Still will horribly overshoot. Now I'm trying to slow to "blue" (as you call it) at 15 seconds and then speed up to 75% after having slowed and still horribly overshoot.

Meanwhile, I'm not sure what it is about nav beacons. Next to no mass and still crazy "speed up" and massive overshoot.

I thought it might have something to do with your engine causing you to speed up to max mid-way through your journey and then firing to slow you down. We do know that if you boost and don't press off or toggle off flight assist, your own engines will prevent you from escaping. But the main thrusters only point in one direction. We don't pivot about at the halfway point of a supercruise journey. I blame the circles that echo out from your targeted destination as you approach. It's almost like you are hopping levels of supercruise all the time with each hop set, by default, to "screw you." I guess it is easier to calculate distinct barriers than a continuous deceleration, but what a pain in the kitten it is.

But maybe I'm just in a bad mood because the faction I spent 30 hours running missions on during a civil war just both won and lost a civil war (according to the station news feed), and lost a base... Maybe I'm running into Fdev's predestination issue again.

But the "if the monster glances your way you forget how to run/fly slow down" stuff is a "feature" of most games. Wouldn't want players sacrificing combat stuff in favour of pure speed builds and just zooming past the randomly generated mobs, now would we? :(
 
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I'm with the camp saying SC is generally fine, but they really need to rethink gravity wells around moons/planets being too strong.

It's faster to 'take off' by hi-waking to another system and coming back.
 
The problem is that gaining speed is quick, but losing it is slooow. This makes it feel sluggish. The opposite should probably be true, difficult to gain speed but easy to lose it once you're at your destination. That way it would feel more responsive.

Alternatively, just scale the velocity entirely by your proximity to a gravity well, without any of this directional nonsense. So at full throttle you would go as fast as the local gravity will allow, and no faster no matter what. And then let acceleration and deceleration within that limit be responsive. The blue zone would then be an indicator for ideal approach speed for say stations that are not gravity well limited, rather than a hard limit to how fast you can go before overshooting.
 
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I Supercruise accelerating / Decelerating - vent your frustrations.

I have nothing to vent.
I love the way it is.

What I would like is more agency for pilots during supercruise; ways to influence how the ship handles.
Using pips in SC doesn't do anything for example.
It would be great if this would improve.

I am not fundamentally opposed to increased acceleration/deceleration (if done in moderation).
It should however not be an automatic thing.
We should be able to manipulate this. We should need skill.

But I am afraid that those who want Supercruise to be faster will not be content with a moderate speed up and therefore it might ruin the game for me.
 
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I don't do "FDev must fix this garbage" sort of threads,
but if I had to write teenage boy rant post,

It would be about supercruise accelation and decelaration rates.

I admit supercruise is sort of where it needs to be, in an online freeform game like elite.
It's just like the cruise in I-war, and similar to the boosts until mass-locked in Elite1.
At speeds 150->250c it's fine!!

However, as a married man with limited time to play......being stuck near a gravity well and the ship arbitrarily slows down, as I'm trying to leave a planet/station, or approach.

I understand the reasoning why our velocity "should" change so the gameplay around planets is relatively similar to the gameplay and travel-time required in deep space with regards to distances needing to travel vs gameplay.
It sort of like 1/3 of the time is getting away from being mass-locked, and 1/3 of the time is slowing down the ship.
So "gameplay" like interdictions have a relative chance of working as well as viewing planets and getting into orbit (without our throttles being 0-250c they scale to make flying easier)

I Understand the reasoning, I just don't like it happening especially when 1/3 of the time is actually zipping through space really effectively but 2/3 is just speeding up/slowing down.
(crap it might even be 50/50 but it just FEELS like it eats up the majority of the travel time).

Our FSDs are based on the Alcubierre Drive, which ceases working properly near large masses and gravity wells. Granted, FD have        ized the concept of the Alcubierre Drive for gameplay reasons (yay!) but the basics are still there, hence the mass-lock mechanic. Not that the mechanic is consistent across the game, but hey, that's what it's loosely based on.
 
I have never heard of such a supposed limitation to alcubierre drives. Alcubierre drives also rely on massive warp rings to function, which are absent from the game. So I don't think either of those are true.
 
Overall I'm happy with super cruise. One of my favorite "places" to fly. Arcing in to a planetside landing approach is one of the more fantastic flight experiences I've had in Elite. I can't wait to do this on atmospheric worlds.

YES, THIS ^^^^^^^

I like flying a spaceship. I meditate on the nebulas, the Formadine Rift, the Void and that cute Venusian girl with the green... er. fields! Yes, fields of green...


I fly in huge arcs, trying to keep the star at 90 degrees overhead as long as possible. My supercruise picks up speed far, far faster than if I flew in a straight line near the star. Similar also works with planetary masses, keeping them rear of the 3-9 line as much as possible during egress. When I travel from a mining ring out to an orbiting station, same thing. Put the planetary mass at 90 overhead, and make an outward arc to the station on the opposite side.

And this too ^^^^^^^^^^
 
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I have never heard of such a supposed limitation to alcubierre drives. Alcubierre drives also rely on massive warp rings to function, which are absent from the game. So I don't think either of those are true.

They don't use warp rings; at least, not in-game. They do, however, create a "bubble" around the ship, which is the reason we can't deploy weapons during SC or hyper-jumps. They'd get sheared off the ship.
 
If I have missions at two stations in the same system, I find it faster/safer to high wake out after leaving first station then high wake back in for the second station. I also find just leaving SC and jumping back in to SC after leaving first station speeds things up.

THIS too ^^^^^


Let us push the engine past it's limits in exchange for damage if we push it too hard.
Let us turn the safeties off entirely and burn our engine out gravity crash-braking around gas giants.
Make it so if we stuff up we may need to initiate an emergency dropout in order to avoid destroying the engine.
Maybe make the frameshift field have some inertia so we slide if we try to corner too fast in SC.

You darn kids...



For some reason, when flying to a station/planet, it arbitrarily decides to slow down, specifically if you've got a planet on your radar. It tells you to "SLOW DOWN!", even though you're locked onto a planet 3000ls away when the approaching planet couldn't even possibly affect you.

After a lot of investigation by many others & myself, we realized "SLOW DOWN" is not a directive; it is an indicator that you are brushing some object's grav well and are being slowed down. Somewhere on these forums is a rather long thread about it, but I don't remember where.
 
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When it takes to long I jump. Except for when to far away from the main star and destination.
I would rather have FD look at a new mod for the FSD in wich allows you to supercruise faster via gravitational assist or whatever.
Dump the (I think 99% unused) 'shielded FSD' mod and replace it with a 'slingshot FSD'
 
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