Supercruise and Time Dilation

Wouldn't it be cool to see the celestial bodies move as they actually would if we approached them in FTL in-system frame-shift drive?

I will give the scientific background below, first a summary of the idea.

Proposal: We don't see celestial bodies as they are, we see them as they were when the light started traveling towards us. An object 600 light seconds away appears to be as it was 10 minutes ago. As we travel faster than light, we move through the light that the object emitted; for example, if we travel 10C, the object we're flying towards would appear as if moving 10 times faster.

Visual: planets would rotate faster, satellites would spin visibly around their gas giant as we approach, or move backwards if we travel away, and return to their position if we go back towards them.

Concordance: the actual coordinates of bodies is computed as now; it's just the visual representation that changes depending with the current distance.

No game mechanic change: This needs not to apply to other objects in frameshift drive, as they are already supposed to move "outside the space-time continuum", so we could simply ignore time dilation for other objects in FTL -- no change in-game to piracy or interdiction mechanics needed.

Technical: Only the visual representation of stationary objects would require adjustment. ED already computes the actual movement of the bodies, and does so with a somewhat precise accuracy. I think there is a tick in the simulation of the positions of bodies every minute. Absolute precision is not necessary, a linear interpolation of the expected position at light-time distance would be more than enough to give the effect.

Navigation: very little would actually change: in manual navigation, we already need to perform constant adjustments to follow the objects we point to, and in FSD assist the computer would simply point at the object where it appears to be from our current position, following the change in apparent position more or less as it does now. The only difference would be that we may 1) need to be a bit more pro-active in following static objects as they change position through time dilation and 2) see some subtle re-alignment of satellites and planet rotations as we approach them -- OR, and that's what I really like -- learn to anticipate where an object will be as we reach it.
[This may be very subtle: let's consider for example a planetary system 6kls out; that's 100 minutes. This means that when we reach the destination, the target planet will be where it would have moved in 100 minutes, or 1h20m, which I expect to be 1-10 planetary sizes. It may be barely noticeable, but noticeable enough in the orbit of its satellites that appear to subtly move as we approach].

Scientific background: There are two possible reasons why we observe a finite speed of light.
1) Either the universe is actually a space-time continuum, where every point is defined by 3 spatial and 1 temporal dimension, which causes objects in different places to experience also different times, or
2) There is a limit to the speed at which a change can be transmitted from a plank-size quantum to another -- in which case, we can REPRESENT the structure of the universe AS IF it was a spacetime continuum.

In both cases, general relativity provides a mathematical/geometrical 4-dimensional representation of the universe as space-time, which is in case 1 exactly matching the ontology of the universe, and in case 2 representing it well enough at a macroscopic scale to match our computations with the observed effects.

As we travel faster and faster through space, we also travel through time. Proxima Centauri is not "just" 4.2 light years away, it is ACTUALLY 4.2 YEARS away in time. Moving at the speed of light means to arrive there INSTANTLY, and INSTANTLY move into the TIME of Proxima Centauri, which is 4.2 years away from our time.

Now, this would be impractical in-game: things happening at a every starport would actually happen at different times: you subscribe for a community goal that lasts a week, go get some cargo in a system 40ly away, and when you come back to deposit it after 5 minutes on that same starport, 80 years have passed.

For this reason, we can imagine that hyperspace jump break the space-time continuum somehow.

However, the in-system FSD works differently, and time dilation through destinations is still acceptable. Moreover, seeing the system spin faster as we approach or return back to what it was when we move away would be incredibly cool :).
 
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Let me leave the actual physics of a presumed Alcubierre type drive aside for a moment1. Just how fast would an observable object travel? Earth does roughly 1 degree of orbit per day, and you fly out to her from the jump-in point in either 400 lightseconds or maybe 1 minute of real time. During those 6 minutes, Earth will have covered 1/240 degrees of her orbit. Do you think that sort of movement would actually be visible?

1 i.e., I can't be bothered with it.
 
I know - there are a few new stations around Neutron stars and black holes that complete their orbit in less than a minute. But at the ponint where their position actually gets resolved from their parent body and you have a chance of seeing them move - how close are you and how fast are you moving?

Usually, every time I actually can see a body/station moving, I have to be close enough to also be deep inside the parent bodies' gravitational field, so my speed is <<c.
 
Bodies do move. And those that move quickly are entirely perceptible. It's not uncommon to have to "chase" a station on approach in supercruise.
Mitterand Hollow.
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Noticed too. Bodies do move, mainly interest points and stations; they appear to stop moving when you are in drop range, but I think it's due to the normal simulation rather to a time dilation mechanics.
Truth to be told, that's what prompted me to think it would be cool to have a real time dilation visual in-system FSD. Little would change with respect to how things work now. Just you may notice some planet-satellite sub-system to be a bit less static as you approach, and maybe, you may notice planets spinning a bit as you approach the surface (if they are small and rotate fast enough).

That would be a subtle effect, but not more subtle than noticing the stars outside the cockpit are actually the constellations we observe from Earth (if you are near the Sun system). Or the darkening of the view if you turn too sharp in a planet flight (excessive G force).

I think it would be an additional piece of realism that would go unnoticed for most, but would cause awe in any player noticing it.
 
Technical: Only the visual representation of stationary objects would require adjustment.

It would be a royal pain in the butt to implement, actually. A planet you see is implemented as an object in scene graph, and basically your proposal requires recalculation of ALL system bodies every frame while you fly around. It could also be disorienting. For fast moving bodies this will be worse, as you'll be chasing things that aren't there.

There is also matter of NPC ships which should also be subject to time dilation.
 
It would be a royal pain in the butt to implement, actually. A planet you see is implemented as an object in scene graph, and basically your proposal requires recalculation of ALL system bodies every frame while you fly around. It could also be disorienting. For fast moving bodies this will be worse, as you'll be chasing things that aren't there.

There is also matter of NPC ships which should also be subject to time dilation.
1) as for the implementation, The simulation already does that. Objects already move in real time, you can verify that when chasing a starport (because it actually moves quite fast w/respect to the planet around where it orbits), and it suddenly stop moving as you enter its reference frame -- as noticed by other posts in this thread too. So, all you have to do computation-wise is adding a factor on the computation of where you see astral bodies in their orbit depending on the distance in light second; very trivial.

2) The chasing effect would be there, but minimal, again not harder than chasing a POI or a starport orbiting around a planet right now. You do it without even noticing when manual, and it's done for you in autocruise. Also, the effect would be negligible when getting near, i.e. when precision counts.

3) as for the NPC, I already specified they're in FSD too, so relativity doesn't count for them, we'd just leave them as they are RN.
 
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