Can’t wait to get home and give this a bash. Good work guys! 
It occurs to me that, as more basic mechanics get nailed down, the current planetary system is actually quite small and unrealistic. This is fine for engine testing, but Battlescape gameplay testing will need a system that is closer to what the final game will use. (Is the plan still to use a whole star system?)
The reason for this is it will affect travel times, UI elements required, impact player interaction and what assets are placed where.
INovae, you’ve probably already thought of all this, but just be careful things don’t get too far down the line with the test planets, then to have everything needing adjustments because of a change of scale.
Yes,but the problem is that until we have the jump mechanics ( + fuel ) there’s no way we can set up a “real” solar system. It’d take minutes, maybe 1 hour+ just to travel from one end to the other end even at full light speed.
Around 8 minutes at 1c from Earth to Mars or Sol, or over 40 minutes from Earth to Jupiter. Unplayable 
Sounds reasonable to me! Depending on jump mechanics I can think of reasons to approach the old fashioned way.
A few random first impressions (after a few weeks not playing)
- Please bring the old free flight back: freedom of thrust but direction assistance. Correcting direction by hand is finicky, inefficient and just doesn’t feel right. I said it last time, I’ll say it again next time
- I expected interceptors to turn better
- Wow, mouse is insensitive, I have to crank it all the way up.
- The aim system really needs a cursor, to indicate where we’re trying to point the ship (with assistance)/by how much we are turning (without assistance)
- Corvette cockpit is nice, but as we are off-centre, the front panel isn’t centred on the crosshair, which goes against all my space shooter experience
- At some point we’ll really have to rethink the control scheme. Up-down are awkward, forward-cycling only for power routing and autopilot modes and with hard-to-reach buttons at that…
- With the Corvette at least, shots seem to go through target craft if it is too clos-Connection lost
I would really like to second this, or have the option to toggle it if for whatever reason we want that constant rotation(Maybe filming the planet as you manually orbit around it).
What do you mean exactly by “old free flight model” and how does it differ from the current implementation ?
Love it - and perfect for mining operations.
What I meant was for rotational aiming. I have a feeling that’s what @ThornEel was getting at. Where as far as translation goes theres no assistance, but if you moved to aim 90 degrees, you move it 90 degrees and still get some assistance where it automatically stops rotating when you stop moving the mouse, instead of the mouse adding angular acceleration. I really like both methods at different times. For dogfighting, the older method is preferred, but for having really cool approaches to stations and planets, I really like the ability to spiral into the station and it’s one of the few things I really liked in E:D even though I despised it for fighting.
Basically, the correction needs to be at the maximum rotational thrust. It’s like the flight assist is only allowed to use 20% of the maximum possible thrust.
When I looked I couldn’t find the land bases when will those be added because those were mainly what I was looking for I really wanted to see how that smoke effect works because its particle pattern is different from most game instead of just seeing like 50 particles I saw like one distorted one but I wanted a closer look, can you say a little more on those because they are different from most games.
Can you upgrade the flight auto assist because the interceptor with it on cant go faster then 1.5km/s which is not enough to warp, so why does it limit it?
Also my replies to some :
It could be like a mining place for one of a factions which they could fight over for the huge amount the resources in space, like it could be like gimmerfall a base rapped around a asteroid.
Mars takes 20 minutes(well the record closest was around 3 and farthest was around 22) for light to travel, not 8, I have no idea about Jupiter.
Just a heads up to Keith as I seemed to be the only one unable to get on…I tried to install a game on the same partition but wouldn’t work. So Something is up with my computer as it use to work fine. Works fine now on C Drive…
Yes, that’s it. We need to be able to cut movement/speed autopilot and still have the rotational assistance.
I understand that some people may want to turn rotational assistance off as well, but it should be two distinct things (the simplest being, two different buttons).
Huh, i guess i was wrong, i thought it was about 8 minutes, dunno, maybe it’s just when the two planets are closest aligned and 20 is the average?
Well 3-22 average is between(a guess because I couldn’t find a calculator for the average) 11-13 maybe 12.5(because that’s what I got the closest too but I might have made an error).
Maybe you thought it was 7 because of the MSL 7 minutes of terror. The distance happens to be 7/8 minutes 6 months after a hohmann transfer which is the only xfer we use to get to Mars.
That’s really the only time the media will comment on the time to talk to Mars so that’s what you had in your head.
It’s 8 minutes for sunlight to reach the Earth.
I noticed a performance boost on my 960 GTX, did anything behind the scenes happen aside from switching shader version?
I seem to have sound issues. Anyone else?