[The new flight model in Alpha 3.5:] How happy are you with it? Is it where you were expecting?
TL;DRRoberts thinks the new flight model is a good step in the right direction but unfinished, with VTOL hover, balancing, and wear and misfire work still to come, and says most feedback seems positive.
Well, it's definitely a step in the right direction. I mean, there's a lot of stuff that still has to be dialed in. We've got aspects of it that aren't finished. So the next quarter, one of the things we're working on is sort of the VTOL hover stuff. We've actually, on our internal stuff, already done a lot of work on it. So we've been playing around with it and it's quite nice, which is going to make the sort of low speed hover stuff just feel better and give you a little bit more control and also sort of play into the takeoff and land. Because really, with the remodel of the flight model, we wanted to get more realistic, as in the maneuvering thrusters couldn't put out six or seven Gs in every direction and were at least as strong as the main engine, which was like 10 times as big visually. So we wanted to sort of go closer to what it should be like. Maybe not a hundred percent, like The Expanse does a pretty nice job of sort of, I don't want to call it... It's still science fiction, but it's got a little more science fact behind it. Your main thrusters, your main engines should provide most of your thrust and the maneuvering jets are helping maneuvering, and generally they should be more useful in space and less useful in atmosphere, and in atmosphere maybe various lift surfaces, whether it's your wings or tail or whatever, would help you to move. So we wanted to move towards a more realistic model where if you had a ship that had atmospheric features, which we have quite a lot of, they have an advantage in atmosphere over a ship that's not as atmospheric friendly, so to speak.
The Herald.
Yeah, like the Herald. That would be a good example of one. It's not so atmospheric friendly. Or the Starfarer, it's like a big tanker. And so we wanted to have that, and I think I can already see people flying it, people having fun, seeing the difference between the atmospheric and the outer space, and the fact that the maneuvering thrusters are a lot less powerful than they used to be and that you can get additional forces from lift on your wings if you've got more aerodynamic ships. All that aspect's good. The VTOL hover side of stuff will enhance things, because really what should happen on a really big ship where it really doesn't have the power of its... Yeah, here we go. Well, this isn't a big ship, it's a Nox. But basically, say a Starfarer, right? So a Starfarer should be able to slowly push its way up, but it doesn't really have much more than say like one G or something in terms of being able to go up here. So then you have to engage your main engines to sort of go forward and start to go like that. And then that's how you would leave the atmosphere. And if something had big main engines that rotate down, then they could probably go like this pretty easy, or much lighter craft. But I think it would give a more realistic sort of takeoff and entry. And I think with some of the VTOL and hover changes that we're going to bring in for 3.6, landings will be cooler and better. And we'll also be able to get that sort of, what you normally see in movies, or helicopter gunship kind of things where you can sort of be hovering and doing this. So the Valkyrie and stuff could be cooler with some of the newer stuff that we're doing. So we're doing that.
We also have a bunch of stuff that's moved in that works with the flight model, although it's not fully finished out. So we're still trying to balance the component and the heat system and the power system. So there's some hiccups. I mean, this is the first time all these things are working together. And in fact, a lot of the aspects of the power system and the heat system weren't properly working before. So we finally got them to be working. And now, of course, we've got, I don't know, it's like 80 plus actual flyable ships. So making sure all that stuff works and there's balance is going to be an ongoing task over quite a few patches. So this first one, yeah, there's some cases where it's like, oh, well, this is not necessarily what people would call fun or balanced, but we'll start to sort of dial that in and also bring in more aspects. So one of the big things for the next patch is sort of the wear and the tear and the misfires on items. So as the item gets used more, and if it's a lower quality, it potentially could have a misfire or have a critical failure, and that would impact systemically the ship itself and its operation. So whether it's a thruster doing that or it's a power plant or a cooler doing that, it would have a negative impact on your ship's performance and you would see it because it's all done systemically.
So I guess the short story on the flight model is I think that we've made the right changes. It's not finished yet. It's going to be a continual work in progress. We also have some other aspects like the EVA and the missile flight guidance system that we need to switch to use the newer system from the older system. This newer system is a lot more efficient in terms of processing time and power, which is good, because that means we can have more ships out there, AI ships, more player ships. So in general, I think it's a very good step in the right direction. I think from the feedback I've seen so far on PTU, in general, people like the changes. I know there's some debate back and forth on aspects of it or aspects in combat. And I also sort of think that there's so many variables still to play into this that people are going to have to sort of learn how to do things differently. So I feel like people did things the old way, and now with this new way, some people are a little sort of like everyone is when things change. They're like, I don't like it. This is a new way. But I think there will be more variety and there'll be more potential with all the things that have arrived and will be coming in that will just allow for a lot more interest and options for players, especially in the PU, because it's not just about combat, right? It should be about a lot of other things like flight as well as the combat and how you're getting around between places. And we've got a lot of aspects that we don't really have right now in the PU, like we were showing in Squadron where there's the Coil, which is this sort of huge gas cloud nebula that's kind of dangerous.
It affects all your components.
Well, yeah, and also it's in its way its own little atmosphere, so you would perform differently in it. We'll have versions, not necessarily of the Coil specifically everywhere, but there'll be areas where you would go into, say, scoop and collect fuel, for instance. And there'd just be all sorts of different textures of experience that you can have out in space and down on planets. And so that was one of the bigger reasons to sort of move to a more systemic model. So there's definitely more systemic modeling of, say, the thrusters. Thrusters get damaged, and especially when they start to misfire, which will be in the next patch, I think it will be interesting. And I think we'll start to see over time people realize some of the subtleties, and then there will be different strategies and techniques that people use. So in general, I think it's a really good step. It's not finished yet, but I'm quite happy with the direction we're taking. And from my sense on the community side, I think that most people like it too. So there you go.