Too fast for orbital cruise?

Skimmed this thread. Glide is another name for loading screen. Apologies if it has been mentioned,
As for too fast for orbital. Man that's just daft, Insta drop out and survive. You should be faceplanting the planet.
And as per the OP Take it in well below the blue zone. you kind of get a feel what is too fast after a while.

I think it is certainly a frame of reference mechanic. Others have said you can see points of interest etc on way down, but I think the final rendering is trying to work out exactly where you'll "pop out". In normal space. This then let's the graphics engine draw the scenery correctly.
So it's part loading screen, part guess mechanics. ... I guess ;)
 
It's not really a glide, it's more a full retro rocket firing. You have less control because all the engines are prioritising slowing you down to m/s from km/s :)
 
It's not really a glide, it's more a full retro rocket firing. You have less control because all the engines are prioritising slowing you down to m/s from km/s :)

I can glide for 200+kms at 2500mps, it's certainly not a deceleration mechanic and engines aren't slowing you down because they aren't operating during glide. You can turn and roll but you can't move sideways.
 
It's not only a loading screen. Loading would take half a second to a second max (according to Dav the network guy). Glide is a game mechanic to speed up the process to the planet surface.
 
Skimmed this thread. Glide is another name for loading screen. Apologies if it has been mentioned,
As for too fast for orbital. Man that's just daft, Insta drop out and survive. You should be faceplanting the planet.
And as per the OP Take it in well below the blue zone. you kind of get a feel what is too fast after a while.

I think it is certainly a frame of reference mechanic. Others have said you can see points of interest etc on way down, but I think the final rendering is trying to work out exactly where you'll "pop out". In normal space. This then let's the graphics engine draw the scenery correctly.
So it's part loading screen, part guess mechanics. ... I guess ;)

Glide is purely a game mechanic, meant to accelerate the trasition from space down to the surface. By the time you are in glide mode you are 100% inside a normal space instance and can already interact with other players. It is not a loading screen. The game loads non-stellar assets on the fly (and obviously does planetary LOD stuff dynamically as well both in supecruise and normal space), it doesn't need a time out for that.

FD have already stated that its a loading mechanic so i wont defend that point.

I don't recall them saying it, do you have a source? The only 'proper' loading screen in the game is the hyperspace animation. There are some further interruptions when you enter supercruise and drop to normal space, but those are network/matchmaking related, they are not loading screens per say.
 
Glide is purely a game mechanic, meant to accelerate the trasition from space down to the surface. By the time you are in glide mode you are 100% inside a normal space instance and can already interact with other players. It is not a loading screen. The game loads non-stellar assets on the fly (and obviously does planetary LOD stuff dynamically as well both in supecruise and normal space), it doesn't need a time out for that.



I don't recall them saying it, do you have a source? The only 'proper' loading screen in the game is the hyperspace animation. There are some further interruptions when you enter supercruise and drop to normal space, but those are network/matchmaking related, they are not loading screens per say.

:( You gonna make me try and dig up that last thread! I'll see what i can do!
 
I wish the mechanic was was just that the ship would start heating up from the little bits of atmosphere. Yes there is atmosphere in most cases.

I think the planetary landing mini game is overly complex and not in the least realistic. I hope they change it to be "planetary landings light" when we get planetary landings!
 
ive had this happen quite often recently its never been an issue before and ive been playing a long while.

I've had it happen when i come into a glide onto a planet where its too fast but what im talking about is i get the too fast for orbital cruise way before i get to the part where glide engages. More like when i enter orbit of the planet itself. I didn't think there was a speed limit on orbiting a planet.

It has to be a bug.

Perhaps this is what the OP is referring to rather than the one when entering glide too fast?
 

Ayane

Banned
By the way, lets do away with the glide entirely and lets just have OC and then choose your own speed to planet Surface.
If going too fast then ship damage.

Also quite annoying if you are in Glide and want to reenter OC then you cant without going to normal space.

This is quite an aged mechanics and should be reworked.
No thanks.
 
It has to be a bug.

It's not a bug, orbital cruise is not the "glide" part, if you look at your speed marker in the bottom left corner you will see when you approach a planet it can turn blue, just like when you approach a station to show it's safe to exit SC, if you hit the exclusion zone limit and it's not blue you will crash out of SC into normal space, this is how it has always worked.
 
ive had this happen quite often recently its never been an issue before and ive been playing a long while.

I've had it happen when i come into a glide onto a planet where its too fast but what im talking about is i get the too fast for orbital cruise way before i get to the part where glide engages. More like when i enter orbit of the planet itself. I didn't think there was a speed limit on orbiting a planet.

It has to be a bug.

Perhaps this is what the OP is referring to rather than the one when entering glide too fast?

It certainly feels like it can be far too easy to come down "too fast" when descending into a planet's sphere of "Orbital Flight Engaged". Always so very annoying when it happens, as you end up crashing out in real space in the awkward region where it's too close to re-engage the FSD (after waiting an entire minute for it to recover) yet far enough away for it to be tedious to reach the destination with thrusters.
 
Did have an odd one this evening, still way above the DRP altitude, not too steep though possibly a little fast and it dropped me to normal space from OC at 68 km altitude, DRP was about 40...
 
It certainly feels like it can be far too easy to come down "too fast" when descending into a planet's sphere of "Orbital Flight Engaged". Always so very annoying when it happens, as you end up crashing out in real space in the awkward region where it's too close to re-engage the FSD (after waiting an entire minute for it to recover) yet far enough away for it to be tedious to reach the destination with thrusters.

They literally tell you when you are going to fast! It's there, in numbers, in front of you! Also you are never to close to engage the FSD, all you need to do is point away from the planet, you can be at zero throttle turn to point away from the planet and engage the FSD, it won't jump to SC of course because you are zero throttle and need to throttle up, but you are never to close if you have been kicked out of SC by hitting the orbital cruise marker to fast, just point away from the planet.
 
They literally tell you when you are going to fast! It's there, in numbers, in front of you! Also you are never to close to engage the FSD, all you need to do is point away from the planet, you can be at zero throttle turn to point away from the planet and engage the FSD, it won't jump to SC of course because you are zero throttle and need to throttle up, but you are never to close if you have been kicked out of SC by hitting the orbital cruise marker to fast, just point away from the planet.

What numbers? All you get is that silly little speed bar to the side that dips into the red. Not very helpful when the angles and speeds that are considered "not too fast" seem to be highly variable dependent on things like your speed, your altitude, the size of the planet and so on.

You're right that you can in fact spool up the FSD and get going in supercruise, by "too close" I mean that doing the whole exercise of pointing away from the planet and then looping back again is just frustrating when I'm trying to approach a settlement or surface starport. The way supercruise scales velocity makes it easy to overshoot and then you have to do it all over again because oh noes you came in too steep and the FSD doesn't like that. Or something like that. It's hard to precisely describe why I find the experience of approaching surface installations to be kinda tedious. Time and practice have made me less likely to slip up, but it still takes more time than just dropping next to an orbital.

That's why I prefer to operate from space stations, it's much less of a faff to enter and leave those places in supercruise.
 
What numbers? All you get is that silly little speed bar to the side that dips into the red. Not very helpful when the angles and speeds that are considered "not too fast" seem to be highly variable dependent on things like your speed, your altitude, the size of the planet and so on.

You know how it works when you approach a station, in the speed monitor in the left bottom corner the number enters the blue zone when it's safe to exit SC, the same applies when approaching a planet, the numbers are in the blue zone when you are traveling slow enough to enter orbital cruise. Once you've done enough landing on enough different planets you get a natural feel for it, you know, you become a really good pilot, but until then, instruments are your friend.

Here is a picture, look at the bottom left where it says speed, I have circled it on red to make it clearer, it's in the orange zone, to fast for orbital cruise;

Mobn71d.png


Here is a second picture, look at the same spot, I have slowed down, it is now in the blue zone, safe to enter orbital cruise, as simple as that!

xPDbc7x.png
 
You know how it works when you approach a station, in the speed monitor in the left bottom corner the number enters the blue zone when it's safe to exit SC, the same applies when approaching a planet, the numbers are in the blue zone when you are traveling slow enough to enter orbital cruise. Once you've done enough landing on enough different planets you get a natural feel for it, you know, you become a really good pilot, but until then, instruments are your friend.

Here is a picture, look at the bottom left where it says speed, I have circled it on red to make it clearer, it's in the orange zone, to fast for orbital cruise
When you're above the orbital cruise speed, it quite clearly shows you that you can't enter orbital cruise because your speed is over 200KM/s. It really is that simple. It's right there, in the area you circled sausaged in red.

In practice, the game gives you a little leeway - about 70KM/s in my estimation - but it is, in fact, quite clear what speeds you should be aiming for in order to enter into orbital cruise.
 
Why does this happen sometimes even though I am below the blue zone?

I enter Orbital and on way to surf. I do not exceed 130km/s as in this case . Even then it happens!

By the way, lets do away with the glide entirely and lets just have OC and then choose your own speed to planet Surface.
If going too fast then ship damage.

Also quite annoying if you are in Glide and want to reenter OC then you cant without going to normal space.

This is quite an aged mechanics and should be reworked.
Just like the Advanced docking computer, the Planetary Landing Suite seems to prefer average masses and speeds, and goofs up with outliers. If a ship is exceptionally heavy or exceptionally fast, even if you have all guages in the blue, you can still experience a safety override. The ship does not slow down as quickly as the computer predicted. I always do a "brake check" right before entering orbital cruise. That is, I hit "X" to throttle all the way down, and then bump up the throttle four button presses to put me well below the "blue zone" on the right and well within the "blue zone" on the left. It eliminates those failures. I also throttle down to zero just before entering glide to prevent overshooting my landing when I exit (and I'm on team 'glide should have been called something else,' but that is immaterial). During planetary landing, the old addage applies: slow is smooth; smooth is fast.
 
Considering your most powerful thrusters needed to arrest your decent are BEHIND YOU meaning you're FACE FIRST to the ground it makes perfect sense.

During the glide your ship has been captured by the gravitational pull (however weak it may be but still there) and is being dragged down.

With your most powerful thrusters in the back, you ether have two choices. Ride out the decent on your considerably far weaker retro thrusters as they control your decent with the under thrusters providing the necessary lift to keep your ship from slamming 'bottom' down into the planet and put you into 'hover', or flip your ship around nose up throttle full to arrest your downward movement.

The third option is of course fiery death by kamikaze watermelon. SPLAT.

Essentially it's the same mechanics as driving a large truck. They can't stop on a dime. They need time and distance before they can come to a complete halt and you're moving SEVERAL times faster then a big rig.

Which I KNOW FOR A FACT the rest of you keep disregarding and keep swerving in front of my 13 ton armored box thinking it won't absolutely disembowel your car on collision. I think it's supposed to be a law you shouldn't be cutting in front of a truck any closer then 40 feet.
4th option: equip some ungodly shields
 
Just like the Advanced docking computer, the Planetary Landing Suite seems to prefer average masses and speeds, and goofs up with outliers. If a ship is exceptionally heavy or exceptionally fast, even if you have all guages in the blue, you can still experience a safety override. The ship does not slow down as quickly as the computer predicted. I always do a "brake check" right before entering orbital cruise. That is, I hit "X" to throttle all the way down, and then bump up the throttle four button presses to put me well below the "blue zone" on the right and well within the "blue zone" on the left. It eliminates those failures. I also throttle down to zero just before entering glide to prevent overshooting my landing when I exit (and I'm on team 'glide should have been called something else,' but that is immaterial). During planetary landing, the old addage applies: slow is smooth; smooth is fast.

That's all good advice for beginners, I remember my first planetary landing, nervous as anything, gliding at such a shallow angle and nice and slow, now it's fast as possible, hardly every hit to fast for orbital cruise and never overshoot my target even on really small planets, or large ones, mind you the really high grav do take a bit of care still, but with practice and experience we start to learn what out ships can and can't do, but the most important thing is, have fun doing it and learning from, well let's say, bad experiences and leave it there.
 
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