Well... you can't do it.

+1 for trying. People tried and failed before though...

Haha yeah I guess it was tried before. The main goal of this was to see wear and tear build up on my ship. So just point toward star and work on something else while "the magic happens".

I would have been pretty impressed if the game actually made the other system dynamically load while on the way though.
 
You can be sure it won't work, as the jump doesn't just load in (or generate) the system bodies etc, it also generates the static skybox. The skybox would need to be dynamic as you travelled across a system if you could move from one system to another in real time.
 
You can be sure it won't work, as the jump doesn't just load in (or generate) the system bodies etc, it also generates the static skybox. The skybox would need to be dynamic as you travelled across a system if you could move from one system to another in real time.

Well it does work in other games and softwares. Also from Ross to Il Aqu. the skybox would be more or less the same anyway.

I can understand why the devs thought nobody would do that... then again they ask people to do just that in some missions so...
 
Well it does work in other games and softwares.
Which games?

Also from Ross to Il Aqu. the skybox would be more or less the same anyway.
You're missing the point. It IS generated every time you jump, the sky box is just a sky box, it's static. I imagine if you took a screenshot of looking towards the galactic core from those two systems they would be different, even if not massively.
 
Which games?


You're missing the point. It IS generated every time you jump, the sky box is just a sky box, it's static. I imagine if you took a screenshot of looking towards the galactic core from those two systems they would be different, even if not massively.

Well space engine comes to mind. Skyboxes are generated on the fly more or less seamlessly. (One build was buggy in that respect and you could clearly see the seams and the background pop)

As for the skybox differences, they still would be minimal.
 
I have no issue with criticizing FD, but I would have done the same in their shoes. Dev time has to be allocated, use cases that are certainly going to be in an extreme minority are justifiably ignored.
 
My guess would be engine limitations, there is a loading time between jumps to handle instancing. It's a shame we can't do it, though. Wouldn't mind some loading time snuck in between the hours it can sometimes take for such a trip, with vast stretches of nothing.

Not much point having it, though. Maybe if we ever had the dark systems originally mentioned (ObsidianAnt's "What if" new series), which would probably include rogue planets aswell.
 
My guess would be engine limitations, there is a loading time between jumps to handle instancing. It's a shame we can't do it, though. Wouldn't mind some loading time snuck in between the hours it can sometimes take for such a trip, with vast stretches of nothing.

Not much point having it, though. Maybe if we ever had the dark systems originally mentioned (ObsidianAnt's "What if" new series), which would probably include rogue planets aswell.

My guess is that they need to connect to servers with each jump. So they didn't bother with dynamic loading (of that sort, plenty of dynamic loading in that game). It's not because it's hard to do or they can't. It's just not worth it I guess.
 
Seems like a sensible way to approach it. The alternative of pre-loading nearby systems in case you go there in SC would make the game overall worse by increasing load times during jumps 99.9999 percent of the time.
 
Seems like a sensible way to approach it. The alternative of pre-loading nearby systems in case you go there in SC would make the game overall worse by increasing load times during jumps 99.9999 percent of the time.

Well as far as pre-loading goes these would not put a big strain. I mean the game already preloads a bunch of things in the background while you play... just not the systems.
 
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