If you want to help, I would suggest that you give them encouragement instead.
Actually, if anything, I think my comments are encouraging to them--they'll probably do anything to make sure I'm never proved right!
If you want to help, I would suggest that you give them encouragement instead.
Less expensive than the craft, cargo and life of the pilot if pitted against the craft with extra set of rotational thrusters.I first thought it was strange to have only roll and pitch, but then I realized this is sufficient to reach any point within a three-dimensional scope and thought: Ok, why bother with more thrusters, perhaps they are expensive. (-;
Less expensive than the craft, cargo and life of the pilot if pitted against the craft with extra set of rotational thrusters.
You would, inevitably, if you were pitted against a ship with more thought out manoeuvring capabilities.But after reaching above average or something I didn't die anymore anyway
I think most space games - and all real spacecrafts - use roll plus pitch plus yaw.
You would, inevitably, if you were pitted against a ship with more thought out manoeuvring capabilities.
So therefore, your argument actually points out that elite is far similar to a conventional flightsim than most other space games where yaw is about as powerful a control as pitch and roll is a far less important control.
Nevertheless, roll does result in a curve albeit indirectly - you have to roll when you want to your flightpath to curve sideways.Hey:
Roll is a very important and heavily used feature both in flight sims and in E1 (your discovery).
Aircraft: Roll results in curve.
E1-Cobra: Roll results in spinning around one axis, flight vector doesn't change at all.
I'm stunned.The flight model of E1 is not a realistic spacecraft simulation (with roll being a notable exeption working exactly as in FE2, FFE, Orbiter or reality)
Is it? You have to roll to turn, you have limited maximum speed, and your velocity vector is tied to the direction your nose is pointing.but it is even further away of a realistic aircraft simulation.
Nevertheless, roll does result in a curve albeit indirectly - you have to roll when you want to your flightpath to curve sideways.
You have to roll to turn
your velocity vector is tied to the direction your nose is pointing.
I've actually signed up to help try and make the Pioneer game, I think there's more life in the fan created stuff than in the business.
Maneuvers like this: Reduction of thrust to zero to minimize turn rate, turn, back to thrust. Standard in any space sim, impossible in any flight sim.