Difference is that one is a video game that's supposed to be fun to play. The other is real life that is not.
You mean you don't put 4 pips to shields when you're city driving?
Difference is that one is a video game that's supposed to be fun to play. The other is real life that is not.
You mean you don't put 4 pips to shields when you're city driving?
You need to speed everything up, the gameplay, the narrative, all of it.
Couldn't disagree more. I want my space sim to feel huge, I want it to take a good fraction of the planned ten-year lifespan to reach high rank, and I love the slow-drip feed of their story. It is exactly these things that motivated me to buy the gane in the first place. Diff'rent strokes![]()
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).
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.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).
I was under the impression that when in Supercruise, your velocity relative to your destination is 200c (or whatever it says on your dash), but your velocity relative to local spacetime is 0 because the FSD is compressing space in front of you and expanding it behind you rather than 'moving you'. This also explains why you don't experience relativistic time-dilation effects while travelling FTL in Supercruise... is this so? Am I wrong? I could be wrong, it has been known.
Agree, in this case when you arrive to destination, the arrival date/hour will be much higher than the one you have on your ship, if you are travelling at 200c means FTL 200 times, if the ship distorts the space, Einstein's relativity theory say that the time in this case, although it remains at zero for you, in normal space remains the same (whisper: you can never complete a mission!)here FD had to slightly alter the scientific part of ED LOL!![]()
The ETA is based on your current speed. That's why it stays the same -- you are both decelerating and getting closer. Speed times distance and all that.Yes the ETA counter isn't smart enough to account for current acceleration/deceleration rates. Which frankly makes it a pretty poor autopilot in that case.
Ermh....better read again at wiki what Frameshifting means. It's actual a real theory about FTL travel without time-dilation-effect!
Just technically not makeable (now).
The thing is, there is an "autopilot" feature when in Supercruise, which depends on what you have targeted as a destination.
Your ship automatically speeds up, and slows down, according to the distance to the destination.
If you set your throttle to exactly 75%, anytime before you reach :07 seconds ETA, you will arrive at the correct speed to disengage safely.
You can even just target your destination, set throttle to 75%, and the ship will take care of the rest. It won't be the fastest way to get there, but it will work every time. Yes large masses (planets and suns) can cause you to slow down, but the 75% will still work exactly right.
This is why changing the target changes the speed. It is not a bug, it's part of the operation of your ship's computer.
Myself, I have 75% throttle bound to a key. When I get between :10 and :07 seconds out, I hit the 75% throttle, and cruise perfectly into the destination.
Vent my frustrations?
I really hate the fact that the government seems hell bent on driving our country into the ground just to support their corporate pa....
Oh hang on, you mean I should vent my frustrations re. supercruise?!
Erm.
Pretty much fine with the current system, however deselecting a close by target SHOULD NOT allow you to slow down quicker than when the target IS selected... I call it a bug.
The ETA is based on your current speed. That's why it stays the same -- you are both decelerating and getting closer. Speed times distance and all that.