Newcomer / Intro yaw(n) ... who's the engineer who thinks ships can't yaw???

So, I thrust my yaw thruster, and it must be the size of a pencil. I thrust roll, and the ship does nothing else.

Is there some kind of bias against good video games in this place? we all know what at acceptable yaw rate is. works. any.

whatever mr. engineer. not only would it yaw just fine with those magnificent future engines, (well, in combat, only ships that yaw even made it),, but the yaw would INCREASE speed the longer you thrusted.

the game is like, useless without being able to face a direction you need to. no, they won't roll and roll in the future of space. they will have very good engines, and in space there is no up. they will just yaw the whole time, and keep their pants on. why do you people insist I move so much just to move so little?

next. flight assist can believably counter the effects of rolling and pitching and yawing. that's not that much thrust. once you boost up to speed, using those huge rear-facing engines, it's going to take a while to slow down unless you flip your ship around and use those same humongous engines to fire in the opposite direction. must be some military intelligence wizards planting loony ideas in these people's heads to make them think ANYTHING else. anyone play "escape velocity nero",, and see how that ship flies?? that's how ships fly. why doesn't my elite dangerous ship fly that way????
 
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The devs did not want to crrate a "Turrets in Space" game. That is all.


I think they went a touch overboard, but such is life.

Z...
 
The Yaw answer is simply to make the flight model more fun.

It was tested with and without, yaw turned out as "turrets in space".

I dunno, maybe you could make it fun with everyone turreting, but after playtesting the decision was that moving away from yaw makes for a better flight model.

Sure, OP is clearly the expert though.
 
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I think turrets in space would be good. Turrets in space would be a natural and fundamental part of any space fighter game-play. the whole reason for inertial travel newtonian physics games is to BE a TURRET IN SPACE AT MOMENTUM.

what a disappointment. they should rename the game, we don't care about space, we just want our airplane game with no ground.

You know why an x-wing is so boxy?? it's because then it can fly like a turret in space,,, in the atmosphere. the boxy shape would easily break from air-foil into a friction ball where thrusting to turn would work just like in space.

what happened was, the game designer lost an argument, and wants to make a little place just for themselves to do a few limited maneuvers that would only really occur in certain nebula. well, now computers can handle it,, fix the game and go work on nebula mechanics.
 
In all the years I've been on this forum I've always avoided this topic, mainly because of its highly subjective nature. But I know it's easier for you to read this thread than search through all those posts about this so here goes...

Elite: Dangerous is a game, and games have to have rules to make them playable. Take, for instance, the game of chess. Your king can only move one space at a time. You bishop can only move diagonally. If all the pieces of a chess set could move anywhere they like on the board then it would be chaotic.

Frontier Developments have decided that Elite: Dangerous should have a slow yaw and a sweetspot speed which increases turn rate so that the spaceships swoop, loop, and jink during the spacefights. Of course this is unrealistic, but then the whole premise of dogfighting in outer space is unrealistic.

Elite: Dangerous is based on a very old space game from years ago. Frontier Developments wanted to capture the essence of that game, and to bring the fun back into space dogfighting. To my mind they have achieved that goal. There must be parts of this game that you like or else you wouldn't be on this forum asking for this change. But this is a part of the game that is fundamental to its design.

You might be better going to the makers of "escape velocity nero" and asking them to add the features you like about this game.
 
It's akin to a 'movie based on a true story'. If they did not have dramatic license a 'true story' movie would be quite boring and no-one would go to the cinema to watch it.

If you want find a true space sim some recommendations here (although a few of them 'tweak' physics as well):
https://en.wikipedia.org/wiki/Space_flight_simulator_game

But then this thread is off-topic for a Newcomers forum. Probably better suited in Space/SciFi Games ?

@OP: Have you flown with Flight Assist Off?
 
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Actually, realistically we'd need engines the size of the main thrusters on all axes to get the "Yaw action" some are looking for. This was demonstrated by Scott Manly in space engine. So it's all just gameplay, you just don't like the style that FD chose. Frontier had realistic space flight, it sucked imo.
 
Just on yaw as opposed to roll and pitch, there is a physical reason why that would remain useful even in space and it's that human tolerance to changes in g forces are much weaker to the sides than pitching up. All that is irrelevant though because, as others have mentioned, it's about gameplay and feel. This is how the devs wanted it to feel. Personally, I enjoy it as well. I can't wait for the nimbler ship carried micro fighters from CQC though as they're a bit more my pace but turrets in space gets lame (and is no more realistic than what we have here).
 
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Why pick issues with this out of all things. Why not pick issue with faster than light travel? Why not have a game were you meet no one and the majority of its spent in our own solar system just flying away from it until you simply die or run out of food. Now that's realism
 
Hey, buffy. You should definitely do an episode about how instead of yawing you can just roll and then pitch.
Some people evidently need it. :D
 
You know why an x-wing is so boxy?? it's because then it can fly like a turret in space,,, in the atmosphere. the boxy shape would easily break from air-foil into a friction ball where thrusting to turn would work just like in space.

Yeah that's definitely the reason, I mean it's not like x-wings follow a conventional flight model is it.

Bear in mind Elite has been there done that, with Elite 2, turrets and jousting in space.
 
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Check out Rogue System, an upcoming military space sim that takes its physics seriously.

Elite is a game first and foremost and the designers chose to have slow yaw simply because they thought pitching and rolling spaceships look cooler than yawing spaceships. Rule of cool is the order of the day here rather than strict adherence to realism.
 
Check out Rogue System, an upcoming military space sim that takes its physics seriously.

Elite is a game first and foremost and the designers chose to have slow yaw simply because they thought pitching and rolling spaceships look cooler than yawing spaceships. Rule of cool is the order of the day here rather than strict adherence to realism.
Agreed overal however roll and pitch is more realistic than strong yaw because of how human tolerance to g forces works.
 
If you turn FA off doesn't that just work like Newtonian flight? That's how I've been using it when in a fight and can't 'turn' as fast as my opponent. FA off and pivot as I'm travelling along my current vector.
 
If you turn FA off doesn't that just work like Newtonian flight? That's how I've been using it when in a fight and can't 'turn' as fast as my opponent. FA off and pivot as I'm travelling along my current vector.

Indeed and it can be used in conjunction with other "tricks" like opening scoop or deploying landing gear (hand breaks).
 
Indeed and it can be used in conjunction with other "tricks" like opening scoop or deploying landing gear (hand breaks).

So the flight mechanism the OP is requesting is actually already built into the game and from the sounds of it and how I've been using it. Would probably be more of an accurate way to fly in near proximity in space. Cool :)
 
No, with FA off yaw is still gimped. I like that, but if you dont you cant change it in-game. Also, capping speed is very un-newtonian as well.
 
True capping speed is un-newtonian. However the speed cap is probably something that I suspect would come about if space travel etc became popular.

Lets face it something moving at 400m/s is about 1440 km/h. That's bloody fast. And we are talking relative speeds here with the station etc. going that fast within a few km's of another body would be crazy if full newtonian flight was the standard flight model. I can quite realistically see a flight model similar to what ED portrays when space travel is 'normal'

Either way it makes the game fun for me personally. I can still dogfight and act like a turret when I want to :)
 
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