Too fast for orbital cruise?

Deleted member 38366

D
Such an occasion is a fairly rare event - but it happens.

For all I can tell (pure theory but the best I can come up with), the Game is using a form of Position/Vector extrapolation and prediction, presumably to satisfy smooth Player movement in busier Instances.
However, once in a while a smaller or bigger error occurs in that extrapolation or calculation, which basically self-corrects within the very next frame or so.

In normal space, this is only really visible if you carry active Collector Limpets following the Ship. With the Ship at speed, those will (once or twice a Minute) make a sudden *warp* move, typically ahead. Miners for example are seeing that all the time.
In Supercruise, you can observe the "star dust" to identify the same effect when at speed. The Ship basically "repositions" somewhat once or twice a Minute from the looks of it. Subtle, but notable if you look for it.

IMHO such an effect is what causes a momentary error - like the Ship (for a single Frame) is internally calculated to suddenly move well faster than 200km/sec, beyond what is the safe speed limit for Orbital Cruise.
As the Engine picks up this (bugged) speed vector without applying a sanity check the "sudden massive acceleration", it instantly dumps the Ship out of Orbital Cruise with an erroneous "too fast" Message.
 
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Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.
It bothered me for a short while when they first introduced it, but then I figured I was just getting hung up on the classical aeronautical use of "glide" simply because we're flying (or are we piloting?) vehicles that handle for gameplay reasons in a broadly similar fashion to aircraft.

An ice skater can also glide across a rink, or a mop across a floor, but neither is trading height for distance in a gravity well or using thermals for lift. It's just a word with multiple meanings, one of which involves atmospheric flight, that's been slightly misappropriated for the ED universe. It's not the first and it probably won't be the last. You might also wonder what a Skimmer is skimming over, or indeed through, when it skims. ;)
 
It bothered me for a short while when they first introduced it, but then I figured I was just getting hung up on the classical aeronautical use of "glide" simply because we're flying (or are we piloting?) vehicles that handle for gameplay reasons in a broadly similar fashion to aircraft.

An ice skater can also glide across a rink, or a mop across a floor, but neither is trading height for distance in a gravity well or using thermals for lift. It's just a word with multiple meanings, one of which involves atmospheric flight, that's been slightly misappropriated for the ED universe. It's not the first and it probably won't be the last. You might also wonder what a Skimmer is skimming over, or indeed through, when it skims. ;)

Could you stop bringing reason and logic to my arguments please? :D
 
That WOULD make perfect sense...except can't you Thrust backwards as fast as forwards (and Boost Backwards equally TOO) so presumably your "weaker" Retro-Thrusters as as powerful as your Forward ones...

Hence the "glide" effect you get. Cut power to rear thrusters so they aren't producing and forward thrust and attempt to arrest your forward momentum with your retro thrusters.

Newtows First Law Rook. Don't make me get the Mass Effect 2 video explaining it.
 
Hence the "glide" effect you get. Cut power to rear thrusters so they aren't producing and forward thrust and attempt to arrest your forward momentum with your retro thrusters.

I was under the impression that we were "gliding" down to the surface on what was left of the warp bubble created by the FSD, but then what mechanic decides "you're close enough, drop down to your max sub-light speed now"?

Newtows First Law Rook. Don't make me get the Mass Effect 2 video explaining it.

Yes, yes, we LOVE science. :D
 
Ok so I've got you all putting 'glide' in quotation marks now. That's good enough for me.

My work here is done. Goodnight, gentlemen.
 
I was under the impression that we were "gliding" down to the surface on what was left of the warp bubble created by the FSD, but then what mechanic decides "you're close enough, drop down to your max sub-light speed now"?

Also a consideration. As for mechanic, your onboard computer is constantly calculating distance and power to thrusters behind the scenes.

Once you drop to about 1-2k from the surface it decides that's close enough and fires everything it's got to arrest your momentum. If your ship is not following pre-programmed safe decent directives, it counters in order to obey the First Law of Robotics as soon as it's able. If it can't....

SPLAT.

Yes, yes, we LOVE science. :D

If you insist.

[video=youtube;reIUf3552_Q]https://www.youtube.com/watch?v=reIUf3552_Q[/video]

Ok so I've got you all putting 'glide' in quotation marks now. That's good enough for me.

My work here is done. Goodnight, gentlemen.

Or maybe we're just doing it so as to slowly transitioning your thinking to OUR way of thinking? >: D
 
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Or maybe we're just doing it so as to slowly transitioning your thinking to OUR way of thinking? >: D

No! Never!

Another thing I find weird is how supercruise in Elite somehow kinda tries to emulate a funked up skewed version of a brachistochrone trajectory when travelling between two objects in space. I just don't know why it does that, especially as the Alcubierre-type tech we use for supercruise negates the need for any kind of real trajectory management or transfer orbits.
 
I hate "orbital cruise" and "glide mode". Neither make any logical, physical sense whatsoever, and they're obviously just badly thought out, unimaginatively-named euphemisms for "ED cannot do basic spaceflight". Gamey devices for generating instances, eliminating velocity, and with it, any fleeting sensation of seamlessness or continuity of travel. I mean, "critical attack angle"? In a vacuum? Why? To prevent any player freedom, that's why. Same reason you're not allowed to accelerate or decelerate your ship or choose your own reference frame. If it wasn't for "orbital cruise", "glide mode" and "critical attack angles", players would be free to fly their spaceships their own way, freely accelerating and decelerating and rotating without hindrance, blazing their own trails and having fun interacting with the game assets in creative, playful ways (Shock! Horror! Sacrilege, eh, FD?)

Basically it's done this way because FD are no longer technically capable of making a seamless freeform space-sim. Everyone involved in the previous games has probably long-since retired, and now they have lead designers who honestly believe inertia and acceleration are speed-dependent. That being restricted and immobilised is more fun than unrestrained freedom of movement. That ultra-linear scripted hand-holding is better than non-linear emergent sandbox play.

"Too fast" shouldn't even be a thing in any 'space sim', let alone in Elite..

"Too fast" is a condition that can only even be meaningful in retrospect, after you've already crashed into something. If you're still alive, then you obviously weren't going "too fast".

For that matter, the whole "blue zone" farce is diabolical...
 
I agree the whole mechanic needs a serious overhaul. 'Glide' is just silly.

It may be a forerunner of the approach method for atmospheric planets. I always felt the devs had this in mind when they designed the glide approach this way. As you say, it makes little sense for landable planets at present, although it does help to camouflage the transition to seeing planetary features visible on the surface, including planetary bases.
 
It may be a forerunner of the approach method for atmospheric planets. I always felt the devs had this in mind when they designed the glide approach this way. As you say, it makes little sense for landable planets at present, although it does help to camouflage the transition to seeing planetary features visible on the surface, including planetary bases.

Agreed, it's the one saving grace. If atmospheric flight ever becomes a thing then it will make sense why it was there in the first place.
 
I hate "orbital cruise" and "glide mode". Neither make any logical, physical sense whatsoever, and they're obviously just badly thought out, unimaginatively-named euphemisms for "ED cannot do basic spaceflight". Gamey devices for generating instances, eliminating velocity, and with it, any fleeting sensation of seamlessness or continuity of travel. I mean, "critical attack angle"? In a vacuum? Why? To prevent any player freedom, that's why. Same reason you're not allowed to accelerate or decelerate your ship or choose your own reference frame. If it wasn't for "orbital cruise", "glide mode" and "critical attack angles", players would be free to fly their spaceships their own way, freely accelerating and decelerating and rotating without hindrance, blazing their own trails and having fun interacting with the game assets in creative, playful ways (Shock! Horror! Sacrilege, eh, FD?)

Basically it's done this way because FD are no longer technically capable of making a seamless freeform space-sim. Everyone involved in the previous games has probably long-since retired, and now they have lead designers who honestly believe inertia and acceleration are speed-dependent. That being restricted and immobilised is more fun than unrestrained freedom of movement. That ultra-linear scripted hand-holding is better than non-linear emergent sandbox play.

"Too fast" shouldn't even be a thing in any 'space sim', let alone in Elite..

"Too fast" is a condition that can only even be meaningful in retrospect, after you've already crashed into something. If you're still alive, then you obviously weren't going "too fast".

For that matter, the whole "blue zone" farce is diabolical...

Exactly my thoughts on the issue also. We are flying in vaccuum so why do we have to follow rules that apply to atmospheric flight?
And glide, why are we suddenly locked out of controls in this mode, its still the same space??? Just rediculous.
 
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Why does this happen sometimes even though I am below the blue zone?
This is quite an aged mechanics and should be reworked.

Cause it has nothing to do with the Blue Zone.

its all about the angle you approach the planet..

I can drop out of glide 3km's up and 5km's out from any Engineer's Base. Very satisfying popping into existence right above the other Cmdr's parked on the landing pads.
And you can ask for landing permission the second you arrive.

Is it because I'm awesome, probably.
But more likely I practiced, so no need to rewrite the system, because your question tells us you don't even know the what the system is.
 
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Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.

'Glide' is just less triggering word than the more accurate 'falling'. Using the word falling in regards to flight just gives folks the agita.
 
I agree the whole mechanic needs a serious overhaul. 'Glide' is just silly.

Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.

So what is it, do you want to change the whole mechanic or just the name?

Not that the name has anything wrong with it. Surfers ride waves, bikers ride bikes and in either cases no horse is involved. Words can have multiple meaning, and the meaning of glide in this context obviously doesn't require or imply the presence of an atmosphere either.
 
Can't see it mentioned scanning through the replies, but surely 'glide' needs to be there to transition to the surface instance?
 
Is today officially 'Resurrect a thread from March' day, or is the forum search really. really b0rked ;)

People are bored .... can't think up new topics ... and appear to be dredging through old titles to bring back to life ..... sure sign the forum is not (yet) dead :D
 
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