Why do manufacturers hate Yaw?

I actually love pitch<>roll in Elite. Feels like dogfighting. The actual reason I have never gotten on well with the X series is Pitch<>Yaw just feels like an FPS in space to me.
 
The one thing does twist my melon is the space brakes that fire to slow you down after a boost or a pip change when you are FA off. WHHHHYYYYYYYYYYYY! [Apparently it was due to network lag issues in the early days]

This is the more interesting question I think.

As someone mentioned earlier in the thread we fly the ships computer and the computer flies the ship. I can believe that privately purchasable ships have nannying safety devices which cannot be disabled. Not necessarily for the safety of the pilot (they have remlok) but for the safety of the rest of the galaxy. No body wants to be taken out hundreds of years from now by the relativistic remnants of a drug war around a distant moon, and I can imagine as collateral and environmental damage made headline news over decades and centuries safety measures were designed into not just some ships but how all ships work to mitigate the damage and make them easy to fly like a galaxy wide bouncy castle. I also like to think Engineers go beyond these rules into a grey area, and that truly military only vessels like cap ships (or Jaques station) work to a different, older ruleset.
 
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For a company that doesn't care about the realism of their game I'm sure hearing the term 'space sim' being thrown around a lot when it suits them.

Registered my account solely for this.
I backed the kickstarter thinking it'd be a great space sim that'd take me back to my nostalgic youth, but the first time I got into the pilot's seat I realized something was distinctively off. The sidewinder didn't feel like a space fighter, it felt a lorry with a wheel missing. I wasn't fast and agile, I was slow and cumbersome. Disabling flight assist did nothing to assuage that feeling, and I turned the game off in disgust, backers remorse burning fiercely in my head.

I've come back to the game once or twice since, but I just can't get over how absolutely ridiculous the ships handle. We're in space, right? There's no friction or drag to slow things down.

Somewhere, I had hoped that they'd fix this eventually but it seems it was a pipe dream at best. Besides this one thing Elite has almost everything I could possibly want from a space fighter sim and it's grueling that it has to be one of the things that I absolutely cannot handle in a space game. All I can do know is remind myself never to support a kickstarter again and silently grind my teeth whenever I see the game in my steam library.

Money wasted.
 
For a company that doesn't care about the realism of their game I'm sure hearing the term 'space sim' being thrown around a lot when it suits them.

Registered my account solely for this.
I backed the kickstarter thinking it'd be a great space sim that'd take me back to my nostalgic youth, but the first time I got into the pilot's seat I realized something was distinctively off. The sidewinder didn't feel like a space fighter, it felt a lorry with a wheel missing. I wasn't fast and agile, I was slow and cumbersome. Disabling flight assist did nothing to assuage that feeling, and I turned the game off in disgust, backers remorse burning fiercely in my head.

I've come back to the game once or twice since, but I just can't get over how absolutely ridiculous the ships handle. We're in space, right? There's no friction or drag to slow things down.

Somewhere, I had hoped that they'd fix this eventually but it seems it was a pipe dream at best. Besides this one thing Elite has almost everything I could possibly want from a space fighter sim and it's grueling that it has to be one of the things that I absolutely cannot handle in a space game. All I can do know is remind myself never to support a kickstarter again and silently grind my teeth whenever I see the game in my steam library.

Money wasted.

If the only ship you ever tried is a stock Sidewinder I can understand why the flight model seems slow to you. Try a G5 Dirty Drive Imp Eagle next time...
 
If the only ship you ever tried is a stock Sidewinder I can understand why the flight model seems slow to you. Try a G5 Dirty Drive Imp Eagle next time...

Dude was probably sitting there, way out of the ships blue zone, wondering why a stock ship with no lateral thrusters is having trouble with yaw. Kids these days eh? ;-)
 
In space if you have ANY sort of thrusters for 1 direction, your turning/rolling/pitch speed should be UNLIMITED, provided you'll need same amount of time to stop spinning. We need FA+Safety OFF.
 
In space if you have ANY sort of thrusters for 1 direction, your turning/rolling/pitch speed should be UNLIMITED, provided you'll need same amount of time to stop spinning. We need FA+Safety OFF.

It would make for very dull "dogfighting".
 
For a company that doesn't care about the realism of their game I'm sure hearing the term 'space sim' being thrown around a lot when it suits them.

Registered my account solely for this.
I backed the kickstarter thinking it'd be a great space sim that'd take me back to my nostalgic youth, but the first time I got into the pilot's seat I realized something was distinctively off. The sidewinder didn't feel like a space fighter, it felt a lorry with a wheel missing. I wasn't fast and agile, I was slow and cumbersome. Disabling flight assist did nothing to assuage that feeling, and I turned the game off in disgust, backers remorse burning fiercely in my head.

I've come back to the game once or twice since, but I just can't get over how absolutely ridiculous the ships handle. We're in space, right? There's no friction or drag to slow things down.

Somewhere, I had hoped that they'd fix this eventually but it seems it was a pipe dream at best. Besides this one thing Elite has almost everything I could possibly want from a space fighter sim and it's grueling that it has to be one of the things that I absolutely cannot handle in a space game. All I can do know is remind myself never to support a kickstarter again and silently grind my teeth whenever I see the game in my steam library.

Money wasted.

I think truly sim-like space flight would be a difficult & very different game, and that ED's flight model does a good job of making a 6-degrees-of -freedom flight sim feel both fun & engaging without being too arcadey.

The SRV driving model is very good and you have bases & things to race around as well as procedurally generated rugged terrain in various levels of local gravity to negotiate. I have driven the SRV buggy over 15,000km and while I've lost a few to overexuberance I've never given up & self-destructed one that was stuck. If you bought the game recently (ie for a low price) looking for a sim-like experience the SRV makes it worth the price alone imo.
 
No, it wasn't. There was a period during the Beta where yaw and pitch were comparable. But people complained about "turrets in space" and they artificially nerfed yaw to force people to roll and pitch in space [haha] [haha]

sorry but you are wrong. I played since alfa and your statement is completely made-up.
 
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