Elite Dangerous

Elite Dangerous

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tsmspace Jul 4, 2019 @ 11:43am
Why is ED yaw so unrealistic????
Ok, I love space games. and one thing that you CANNOT ARGUE ABOUT, is that real ships will be able to yaw hard.

The shuttle I start with in Elite Dangerous training has two main engines, both of which would have axis vector control, ,,, and if all else fails you could just increase power to one of the engines over the other.

I don't know why I had such a temper about it, it was only 9$, and a simple update could fix the problem, but man. This can only be one of the biggest debates in the history of the games development. Do we make yaw make sense or just celebrate how much a few people practiced this one trick from airplane games???

It's only 9$ but even getting that back won't fix what life must be like for people in this game. A ship would be able to yaw as fast as any object could spin in space if you just kept up some thrust. Can we please have a game that makes sense for space??
Originally posted by Lupus:
Thread is just going round in circles now therefor locking. I will leave you with this from Mike Evans regarding the flight model.

Originally posted by Mike Evans:
Suffice to say a low yaw rate is a fundamental part of our games aesthetics and a corner stone to our flight model that we at frontier like the way it is. We're not changing it, for to do so would be to compromise our own vision for what Elite: Dangerous is and what it's going to be. I don't give a damn what all the other space games have done in the past, nor do I care that our yaw rates are apparently even slower than a plane's is (though every time I've tried doing a pure yaw turn in IL-2 I've stalled my plane before I got anything that even resembled a steady and fast turn rate). Fast yaw and pitch in a space game is a video game trope of the highest order along with banner arrows sliding around the screen and compasses telling you where to fly all the time. I'm almost certain that other developers just implement those features because they've been so prevalent rather than actually reassessing whether the game needed them or could be even better without them! We found for example that the compass that pointed you towards your target at all times made combat too easy to end in stalemate of circling. As soon as we tried removing it all of a sudden it was more exciting to fight someone because they could give you the slip whilst you weren't glancing at your sensors and even if you did pay attention to the sensors the difference in the way the information is presented can still mean you don't quite stay on the target's tail perfectly, again providing more opportunities for them to turn the tide of the battle.

Suffice to say we wanted Elite to feel like star wars in terms of how the ships move by banking/rolling and pitching through manoeuvres opposed to the yaw and pitch based FPS style movement most other space games offered (where roll plays little or no part). That limitation to having to do your main directional change manoeuvring by pitching makes the flight path taken to be more cinematic and means a skilled player can predict the manoeuvres of an opponent in advanced by observing their current roll position relative to themselves only. So long as they match the roll quickly enough they can always follow through the inevitable pitch manoeuvre effectively and maintain the chase. If the target could yaw or pitch effectively then it's much harder to assess what they're going to do as they're current roll position doesn't really matter any more.

Finally realism has played no part whatsoever in any of our design discussions about the flight model. We don't care what would be realistic as we only care what the game play experience is when flying these ships and so far we feel we're hitting the right notes for the majority of our audience.

https://forums.frontier.co.uk/threads/increase-yaw.29623/page-7#post-609596
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Showing 16-30 of 128 comments
ZombieHunter Jul 4, 2019 @ 4:29pm 
Everyone seems to think that any force in space results in the same net result. If the thrusters for yaw are smaller and only produce up to X amount of thrust then there is a theoretical maximum velocity they can achieve, even in space.

If this were not true then we could just slap on more main thrusters to any rocket and theoretically go faster and faster except there is a point at which the added mass and fuel mass results in no new net thrust. We on Earth know that mainly what slows us down is friction through the atmosphere so we also think if you remove that you get infinite velocity but this is not true. You get infinite travel at velocity but you do not achieve infinite acceleration.

Each rocket has a limit of acceleration. A rocket can only propel an object up to a point at which point its max thrust results in no net change in velocity.

For chemical rockets:
https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation

Roughly the max velocity of any rocket is twice the value of its jet velocity.

ED's attitude thrusters appear to be chemical rockets. Not sure where they get their magic fuel from or why they have infinite fuel but they appear to be chemical rockets.

Keep in mind spaceships are also designed to handle vertical loads more than lateral loads. Even in space high lateral loads can rip a spacecraft apart. Just b/c there is no atmosphere does not mean there is no G loading, momentum, moments of inertia, torque, etc. All forces still apply in space.
Last edited by ZombieHunter; Jul 4, 2019 @ 4:47pm
Yggdrasil Burnes Jul 4, 2019 @ 6:18pm 
You can buy a simple aerial joystick from any gameing or computer store. It's so much easier to control with a joystick than the keyboard. Just make sure you have enough buttons on the joystick and your mouse for all the commands.
IVAN__V Jul 4, 2019 @ 7:01pm 
This game has the dumbest yaw ever ! Even Freelancer and Freespace 20 years ago had better yaw !
tsmspace Jul 4, 2019 @ 7:45pm 
Originally posted by lefty1117:
yep it was a debate during the pre-beta phases, but in the end we settled on closer to an atmospheric flight model with some drift and lite newtonian optional control via Flight Assist Off. In the end I think it was the right choice, overall their model is much more star warsy than say, Star Citizen (which I am a pledge to, and I like), and in my opinion it's more fun. The ships feel a bit weightier but the drift isn't drastically overdone like SC in their new flight model. The decision to go with fun over realism I think was the right one. I often think to myself how much better SC would feel if the flight model was closer to ED's.

what's Star Citizen like
tsmspace Jul 4, 2019 @ 7:52pm 
Originally posted by Dread Lord:
yeah SCs flight model sucks unfortunately, if they dont change that I probably wont ever bother... that and if they don't have proper VR support its a no no for me


Originally posted by ZombieHunter:
Everyone seems to think that any force in space results in the same net result. If the thrusters for yaw are smaller and only produce up to X amount of thrust then there is a theoretical maximum velocity they can achieve, even in space.

If this were not true then we could just slap on more main thrusters to any rocket and theoretically go faster and faster except there is a point at which the added mass and fuel mass results in no new net thrust. We on Earth know that mainly what slows us down is friction through the atmosphere so we also think if you remove that you get infinite velocity but this is not true. You get infinite travel at velocity but you do not achieve infinite acceleration.

Each rocket has a limit of acceleration. A rocket can only propel an object up to a point at which point its max thrust results in no net change in velocity.

For chemical rockets:
https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation

Roughly the max velocity of any rocket is twice the value of its jet velocity.

ED's attitude thrusters appear to be chemical rockets. Not sure where they get their magic fuel from or why they have infinite fuel but they appear to be chemical rockets.

Keep in mind spaceships are also designed to handle vertical loads more than lateral loads. Even in space high lateral loads can rip a spacecraft apart. Just b/c there is no atmosphere does not mean there is no G loading, momentum, moments of inertia, torque, etc. All forces still apply in space.

well, there are other ways to control yaw than little thrusters all over the ship. actual space-ships (to include rockets and satellites and robot explorers) use a multitude of techniques. There are reaction-wheels, tiny thrusters at strategic focal points, as well as gimballed main engines, or vector-plate deflectors on the main engines. (actually modern jets probably fly more like space rockets than like the planes in ED, because of their vectored thrust).. In the case of These stunt fighters, my money is on a blend of gimballed engine and vector-plate (on the main engine) to result in basically any maneuvering a pilot might need in open space. tiny thrusters all over are useful when docking, because the ship can't move much relative to nearby objects, but if there's any room at all, a gimballed or vector-plated main engine would do the job much better,,, we're talking about a LOT MORE THRUST coming out of the main engine ,, assuming said engine is as big as the pictures show.
tsmspace Jul 4, 2019 @ 7:53pm 
Originally posted by tsmspace:
Originally posted by Dread Lord:
yeah SCs flight model sucks unfortunately, if they dont change that I probably wont ever bother... that and if they don't have proper VR support its a no no for me


Originally posted by ZombieHunter:
Everyone seems to think that any force in space results in the same net result. If the thrusters for yaw are smaller and only produce up to X amount of thrust then there is a theoretical maximum velocity they can achieve, even in space.

If this were not true then we could just slap on more main thrusters to any rocket and theoretically go faster and faster except there is a point at which the added mass and fuel mass results in no new net thrust. We on Earth know that mainly what slows us down is friction through the atmosphere so we also think if you remove that you get infinite velocity but this is not true. You get infinite travel at velocity but you do not achieve infinite acceleration.

Each rocket has a limit of acceleration. A rocket can only propel an object up to a point at which point its max thrust results in no net change in velocity.

For chemical rockets:
https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation

Roughly the max velocity of any rocket is twice the value of its jet velocity.

ED's attitude thrusters appear to be chemical rockets. Not sure where they get their magic fuel from or why they have infinite fuel but they appear to be chemical rockets.

Keep in mind spaceships are also designed to handle vertical loads more than lateral loads. Even in space high lateral loads can rip a spacecraft apart. Just b/c there is no atmosphere does not mean there is no G loading, momentum, moments of inertia, torque, etc. All forces still apply in space.

well, there are other ways to control yaw than little thrusters all over the ship. actual space-ships (to include rockets and satellites and robot explorers) use a multitude of techniques. There are reaction-wheels, tiny thrusters at strategic focal points, as well as gimballed main engines, or vector-plate deflectors on the main engines. (actually modern jets probably fly more like space rockets than like the planes in ED, because of their vectored thrust).. In the case of These stunt fighters, my money is on a blend of gimballed engine and vector-plate (on the main engine) to result in basically any maneuvering a pilot might need in open space. tiny thrusters all over are useful when docking, because the ship can't move much relative to nearby objects, but if there's any room at all, a gimballed or vector-plated main engine would do the job much better,,, we're talking about a LOT MORE THRUST coming out of the main engine ,, assuming said engine is as big as the pictures show.


basically the reality is,,, the ships pictured in the game would be able to whip 180 as fast as you can think it. no question. In reality, they could whip 180 so hard the pilot would need to be a hardass just to survive it. We're talking about moving fast.
Agony_Aunt Jul 4, 2019 @ 8:18pm 
Reality doesn't always make good gameplay.

In ED there is always a balance to be had between gameplay and realism. Depending on the person, a feature in ED might be too real or not real enough.

I think FD made the right decision here regarding the flight model. It might not be realistic, but its fun (subjectively).

Imagine if ED had realistic flight. Can you imagine how many players would immediately have been turned off by it? In the original game and Frontier it had a more releastiic flight model... imagine how well a flight model like that would have been recieved.

As others have mentioed here, turrets in space doesn't really give you that Star Wars feeling of flying around like some sort of ace combat pilot.
ZombieHunter Jul 4, 2019 @ 9:27pm 
Originally posted by tsmspace:
Originally posted by tsmspace:




well, there are other ways to control yaw than little thrusters all over the ship. actual space-ships (to include rockets and satellites and robot explorers) use a multitude of techniques. There are reaction-wheels, tiny thrusters at strategic focal points, as well as gimballed main engines, or vector-plate deflectors on the main engines. (actually modern jets probably fly more like space rockets than like the planes in ED, because of their vectored thrust).. In the case of These stunt fighters, my money is on a blend of gimballed engine and vector-plate (on the main engine) to result in basically any maneuvering a pilot might need in open space. tiny thrusters all over are useful when docking, because the ship can't move much relative to nearby objects, but if there's any room at all, a gimballed or vector-plated main engine would do the job much better,,, we're talking about a LOT MORE THRUST coming out of the main engine ,, assuming said engine is as big as the pictures show.


basically the reality is,,, the ships pictured in the game would be able to whip 180 as fast as you can think it. no question. In reality, they could whip 180 so hard the pilot would need to be a hardass just to survive it. We're talking about moving fast.
The reality is any ship designer would design in safeguards to prevent the ship from doing just that. Yaw will kill you quickly. Yaw with no velocity vector is simply spinning but yaw with velocity will kill you if it is too extreme and it will destroy the ship. Again the ships are not designed to handle lateral G's. They look like airplanes. Airplanes suck at handling lateral G's unless you are flying a fighter and even then yaw sucks. If you want to know how dangerous yaw is look up flight stories about pilots who were allowed to use unrestricted yaw via rudder pedals in airlines and ripped the tail right off the plane. Planes, aircraft, rockets, etc want to go forward or backward. They suck at changing direction and it must be done with care. You can't just 'whip' anything around if you want to live through it be it on the ground, in flight or in space.
Last edited by ZombieHunter; Jul 4, 2019 @ 9:28pm
Toastie Buns Jul 4, 2019 @ 9:49pm 
I don't get this (edit:entire) argument. If an object in space is ripped apart by yaw, it'll be ripped apart by pitch as well.
Last edited by Toastie Buns; Jul 4, 2019 @ 9:50pm
ZombieHunter Jul 4, 2019 @ 10:00pm 
Originally posted by Toastie Buns:
I don't get this (edit:entire) argument. If an object in space is ripped apart by yaw, it'll be ripped apart by pitch as well.
Surely you understand objects are engineered differently based on the use cases for them?

For instance your car is great at going forward. The bearings are designed to roll forward. Your car sucks at going sideways against the stiction of the tires. You will destroy your bearings and your CV's and your tires if you drift your car with no modifications. Even with modifications you will still destroy bearings, axles, CV's and tires.

Why do you think the Space Shuttle Challenger broke apart in flight? It is NOT b/c it exploded. It did not explode at all. It disintegrated. When the attachments broke attaching the shuttle wings to the boosters and tank it left the shuttle to face head on air at enormous speeds. Well this is not controlled flight anymore. So the shuttle yawed quickly to the left at over Mach 3 which resulted in its immediate breakup. The shuttle could handle Mach 3 going forward but it cannot handle Mach 3 with the side of it fuselage facing the oncoming air stream. Instant breakup.

There are always forces being exerted on a craft. Most craft are designed to go forward and are engineered appropriately. They are not designed to handle tons of lateral stress. Everything matters from the location of the CG to the shape of the object as to what it can handle and what it cannot.

The shuttle broke apart due to the airstream but in space if it was going fast enough in the wrong direction it could still break apart. We think b/c space is a vacuum that anything goes. Wrong. Objects will eventually break apart due to forces whether they are in space or in atmospheres. Everything has its theoretical limit.

If anything Kerbal Space Program will teach you quickly that just b/c you are in space doesn't mean anything goes. Bad things can happen if you exert forces on your craft it was not engineered for or designed to handle.
Last edited by ZombieHunter; Jul 4, 2019 @ 10:02pm
Toastie Buns Jul 4, 2019 @ 10:04pm 
Yeah, that's atmos flight and low earth orbit, with two very important forces at play; gravity and aero.

Once you're in microgravity, a wing is just dead weight. It's not gonna rip off for no other reason than it's not bolted on. The reason for that one however, is centrifugal force. Thus the argument could be; "Why did you build a ship that pulls itself apart?"

In that case; literally any change in vector is pulling that wing off. I'm just saying.
northerndevo Jul 4, 2019 @ 10:10pm 
Originally posted by Agony_Aunt:
Reality doesn't always make good gameplay.

In ED there is always a balance to be had between gameplay and realism. Depending on the person, a feature in ED might be too real or not real enough.

I think FD made the right decision here regarding the flight model. It might not be realistic, but its fun (subjectively).

This.

I can - to a certain extent - see what the OP means; there are times when I would like a bit more lateral authority on my DBX. A few times while scouting planets some of my touchdowns have been in deep canyons. I tend to use helicopter procedures when scouting ground because hey - it's what I know lol. However, in general terms the yaw is quite sufficient for what we're doing in the game. For non-combat flight yaw is generally for fine-tuning an approach and assistance in 'plank-wing' style turns which I prefer around stations. In combat yaw is fairly useless - roll and pitch are much more effective and tactically superior.

In truth, no-one can say with certainty what the yaw of any of these ships should be; these are physically impossible spacecraft with utterly unrealistic behaviours.

Therefore, Frontier has to choose a balance of forces that is sufficiently realistic to aid immersion and playability. It has to design an overall philosophy that works for everything from an Eagle to an Anaconda. Based on my own play time, I think they've found quite an effective balance.

ZombieHunter Jul 4, 2019 @ 10:23pm 
Originally posted by Toastie Buns:
Yeah, that's atmos flight and low earth orbit, with two very important forces at play; gravity and aero.

Once you're in microgravity, a wing is just dead weight. It's not gonna rip off for no other reason than it's not bolted on. The reason for that one however, is centrifugal force. Thus the argument could be; "Why did you build a ship that pulls itself apart?"

In that case; literally any change in vector is pulling that wing off. I'm just saying.
The force is pulling the ship apart. You are confusing air pressure with physical force. Forces still apply in a vacuum.

In Kerbal Space Program build a three stage rocket and put a thruster on one stage that points perpendicular to the designed flight path. Now if you can get the unbalanced thing into space when in orbit light the perpendicular rockets. My bet is the forces will rip the rest of the rocket apart. The rocket can handle longitudinal forces along its length but it cannot handle lateral forces well at all. The velocity vector of a craft should pass from aft to front through the CG. Now what design could handle lateral forces? A Borg Cube. Since it has equal amounts of mass and structure along all axes it should be able to handle all forces. But it could not handle shearing forces nor could it handle aerodynamic forces. Aerodynamic resistance is based on surface area and since the cube has a ton it is not an optimal design for atmospheric flight. It would fly b/c even a brick will fly if you throw it fast enough but it won't be optimal and would requires tons of energy. An optimal spacecraft design for both atmosphere and space is the one that is closest to a sphere or a saucer. Those shapes can handle forces along all axes.

ED is airplanes in space. Based on that theory alone the yaw here is simulating yaw in aircraft. And since aircraft cannot handle massive yaw forces this is why ED yaw is the way it is. But the forces in ED are unrealistic for any design. Inertia alone would destroy every single craft. Dropping into local from relativistic speeds would vaporize your craft. I have calculated the acceleration in ED from stop to 1C and it pulls over 25 to 30 G's at any given time. Instant death. It also decelerates at -25 to -30G's with a max of over -100G's when dropping from SC to local.

NASA has stated they could accelerate to around 80% of lightspeed with a constant acceleration over time. B/c the acceleration is constant your body would be ok. Your body, and objects, are not ok with sudden decel or accel. But gradual works just fine.

So don't complain about ED being unrealistic in one aspect. It is in ALL aspects. Hence, it is a game.
Last edited by ZombieHunter; Jul 4, 2019 @ 10:29pm
Toastie Buns Jul 4, 2019 @ 10:29pm 
You know what? I'm on it, boss
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Date Posted: Jul 4, 2019 @ 11:43am
Posts: 128