Exactly; ED isn't Elite.
Dementedly nudging a whacking great HOTAS up-a-bit, left-a-bit for hours on end is the inverse of leet = lame.
Best you can do in ED is maybe roll 180° and try mix it up with some down-a-bit, right-a-bit. Bit of variety.
Or else just accept ED for what it is - flawed, but not-elite - and go play FFED3D instead if you're ready to get real.
Interplanetary travel's much more engaging in the previous two games. You can simply fall back on autopilot to take the wookie work out of flying the ship, but equally, you can use it in more interactive ways..
For example:
- ships in the previous games have 'momentum' (their mass, times their velocity), which means the faster they go, the more time and effort is required to change headings.
Hence you can 'spoof' a course by simply flying towards some other target - building up tangential momentum to your actual intended target - before selecting your real target, and thus following a spiralling trajectory into your destination.
You don't need autopilot to do this, but it takes all the effort away, allowing you to make a creative, intelligent piloting decision on the fly and immediately execute that strategy.
Because NPC's in the previous games are persistent (spawned with the system itself when you hyperspaced, not injected later), interdictions are not random encounters - any ship that's going to try to intercept you has to actually fly through space to get to you...
Hence spoofing your destination like this ends up throwing potentially-large numbers of would-be attackers into a spiralling trajectory - it's very fuel-intensive, and there's no way of knowing what your actual destination is until you're much closer to it. You end up flinging your tail of attackers into an ever-tightening curve, in which only the smaller, faster ships have a chance of maintaining pursuit, provided they have the fuel range..
- another creative use i was playing with the other night: if you can disable your thrusters / empty your tanks, then you can select an AP target whilst in orbit; this causes the ship to hold a given direction, slowly rotating the ship in sync with the planet / star's rotation like a gear wheel, instead of just pointing in whatever aimless direction. This in turn allows you to play with different persectives from the various internal / external cam views, to watch novel tracking / panning shots you wouldn't ordinarily get to see.
Arguably, this is one thing Pioneer actually improves upon, with its 'hold retrograde / prograde' AP functions - a most-basic AP feature than any real ship would have as standard. Logically, attitude / azimut would be maintained by precessional torques applied to tilting gyros, rather than using gas thrusts, so costs no extra energy. Yet ED has almost no AP controls at all, aside fromwobble mode'FA-off'. And ED devotees do get creative with FA-off.. it's just not much to play with tho is it, compared to the range of most-basic AP functions a high-performance futuristic ship would have?
And this is the point - flight in ED is a chore because it's constrained to one particular singular player function with precious little room for creativity, spontaneity, tactics, skill or inspiration.
Travel in ED forces the player through a narrowing cone of gaming options, where the previous games opened up emergent possibilities. There's just no getting away from it - 'spaceflight' (the axial premise of the whole game) in ED devolves to that interminable, intractable 'up a bit, left a bit' thumbscrew of a task. Mandatory. Because space is big?
Space was always big, but flight in FE2 and FFE is creative, fun and engaging. That's the standard for Elite.
Did you check out the flyable demo before buying ?, I did because I'm really picky about FM's I think ED is the bee's knee's.