The jump sequence from the Capital Ship trailer was perfect

The jump sequence from the Capital Ship trailer was perfect. Not just the visual depiction but also the sound design. It felt like you were actually traversing an enormous distance, there was and incredible sense of scale as you the ship approached the star engulfed in a dense cloud of dust.

The sound design conveyed a sense of speed and danger that is currently lacking when jumping and super cruising. We are warping spacetime here and yet it feels and sounds less menacing than accelerating with standard drives. I also loved how the holographic HUD shut down and rebooted after completing the jump and the sound effect of the hyperdrive turning off.

For reference:
https://www.youtube.com/watch?v=VE8B4KptyVI
 
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Yaffle

Volunteer Moderator
Actually I'd forgotten about the HUD in that too - seems similar in some ways to what we have (fuel on the right, but with a neat 'how long to next place' thingy too) but clearer somehow.

Anyhow, if hyperspace looks like this in the finished game all I will ever do is hyperspace and squeal with delight.
 
I hope they tweak the current supercruise effects so it's more thumpy like the video, for lack of a better description; though I imagine SC will get a lot better anyway once the delay issues are worked out.
 
I hope they tweak the current supercruise effects so it's more thumpy like the video, for lack of a better description; though I imagine SC will get a lot better anyway once the delay issues are worked out.

It's hyperjump in this video. FD has said that inception has changed, though current effect is also placeholder and it will be more localized for every jump in future.
 
That trailer is also the best argument for giving the player an option to reduce, or completely remove the "space dust" velocity vector effect. No dust in that video.
 
Autocannons.... please?


I picture those being like cannons but gimbaled I'd really REALLY love a set of those on my Cobra's C2 hardpoints.
 
Yeah, the amount of detail in that starting sequence is amazing.
Also the compass is looking 1000x better and the color too, hope they change it.
 
I've watched that again a few times now and honestly I think the current sounds are better than those in the vid.
They were also hyperspacing not supercruising and as has been said, we know those effects are placeholders.
 
That trailer is also the best argument for giving the player an option to reduce, or completely remove the "space dust" velocity vector effect. No dust in that video.

Mike Evans said he's positive to give a slider for amount of stuff coming towards you (six months ago though). My guess as it is comparingly easy to implement it is very low on todo list (they have all ships to implement). We should just remind him of that promise (well, sort of).
 
Anyhow, if hyperspace looks like this in the finished game all I will ever do is hyperspace and squeal with delight.

I completely squeally agree. Even though the devs have said that was simply an experimental placeholder - I would love to see that effect implemented to production.

It's just so good!
 
It did look nice, but there is a problem with it.

It has a clear "beginning and end".

In practice the hyperspace jump does two things right now.

1. It looks cool!
2. It does a lot of background tasks. Removing the old system, generating the new one, loading in assets, establishing connections with other players and so on.

Number 2 creates a problem since you can never know for sure when these things will be finished since that depends on the specific computer you are running on and you internet connection. Therefore having a "animation" with a set "beginning and end" becomes problematic. What happens if you reach the system before the background tasks have finished their tasks? Well...actually we already know that. We currently see it quite often when exiting supercruise somewhere in an area with lots of other players around...shake... ;)

That is why the hyperspace jump needs to be able to "loop" is some way. There are of course improvements that can be made though and I previously wrote some thoughts down here:

Keep the current tunnel effect but ALSO keep the skybox in the background thus making it possible to see beyond the "clouds" in the tunnel and still see the stars behind them. Also add some sort of distorsion effect (Similar to the EVE in-system warp effect to the skybox. Then switch out the old skybox to the new one during the jump. That switch should be pretty impossible to notice with all the "clouds" and distortion going on. Also let us see the the "light at the end of the tunnel" (AKA the star) a lot sooner off in the distance at the end of the jump. How soon we see it could be based on distance/magnitude of that particular star.

That should do it IMO! :cool:
 
Those Sidies were pretty nippy! More maneuverable than the implementation.

Yeah I was just thinking that too; the ships in the current build don't come anywhere near that level of manoeuvrability. Hopefully the current flight physics are just placeholders :)
 
I prefer the jump visuals as they are in the game over how its depiction in the trailer. The former looks as if we really go to another dimension in a violent way to traverse vast distances, while the latter just looks as if the ship is just moving really fast with a sudden stop. A lot less exciting. That isn't what hyperspace should be, though.
 
I prefer the jump visuals as they are in the game over how its depiction in the trailer. The former looks as if we really go to another dimension in a violent way to traverse vast distances, while the latter just looks as if the ship is just moving really fast with a sudden stop. A lot less exciting. That isn't what hyperspace should be, though.
I disagree. There's absolutely no sense of scale, movement or danger in the current "warp tunnel" effect.
 
Number 2 creates a problem since you can never know for sure when these things will be finished since that depends on the specific computer you are running on and you internet connection.
I wonder if the game could estimate how long this would take and reduce the travel speed accordingly, perhaps with increasing accuracy.
 
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