



A mountain in my new colonized system has a face :)
I shudder to think what the odds of this are hehe :) I'm calling it Old viking mountain. about 15 km high above everything else in the area.




I shudder to think what the odds of this are hehe :) I'm calling it Old viking mountain. about 15 km high above everything else in the area.
One of the aspects within ground exploration in Elite that sets this game apart from any other, at least for me, is how it can sometimes just absolutely nail a truly alien atmosphere. Especially in VR as everything just looks to scale and you really get the sense of being on a different world. As the start of a colonization effort I decided to scan all the life forms in my new system. One of the 9 planets is a stunning Ammonia atmosphere world, with very high mountains and giant valleys. I could literally walk around on this planet for an hour, not doing anything, just taking in the views.
I ran into this very mysterious looking row of double standing stones. 10 of them, in a line, almost like a series of gates. With ammonia worlds being the likely birth places of the Goids, It almost made me wonder. Some type of ancient ruin from a time when Goids were perhaps still more human like..? Or just a randomly generated, very interesting looking series of stones...
Who knows ;)
Now I just need to find 7 of 9 and get her on my crew ;)
Since I figured out that it's possible to surf stars, whenever they are big enough and have enough gravity to stop a ship at full SCO overdrive velocity, I've been trying this on many big stars throughout my travels. Being back with DW3 around Sagittarius A* finally gave me the chance to try this with Sag A* and not only does it absolutely work. This as absolutely one of the most spectaculair things you can do in VR Elite for sure. So if you're in the DW3 fleet or close. I highly advise giving it a try :)
For Sag A* the sweet spot seems to be between 7000 and 5000 Ls. So just full throttle SCO overdrive at her, keep full throttle locked at all times, and only drop SCO overdrive as you get just within 7000Ls and keep pointing dead at Sag A*. Her gravity will slow you down. Then you just have to find the exact right angle to keep a fast steady orbit. No matter what you do, eventually she will pull you all the way in S.o once you come almost to a standstill (even while at full throttle) activate overdrive again to blast out of there.
Source 2 is a fuel star and large enough to surf also, so they make for the perfect star surfing binary system actually. Fill up again at Source 2, and your ready to go again :)
Surfs up cmndrs ;)
NASA has finally disclosed classified Apollo 11, 12, and 17 documents revealing what the astronauts truly witnessed on the Moon. Join me for a VR moonwalk as we dive into these shocking UAP/UFO disclosures and the truth behind that famous astronaut behavior.
My fellow VR Cmndr's.
I've been tweaking colors a lot lately using re-shade, to make the game look as good as possible. I'm very happy with how the game looks overal. But there is one persistent bug, specifically in VR, which F-dev seem not to wish to address (or at least this has been known for a long time as far as I could find and it persists). It is really robing the fuel scoop experience and basically anything I do close to stars from its grandeur, as it just looks strange and makes all starts look the same... white...
In VR, when you get close enough to most stars, and you look at them directly, it seems their is something going wrong in the auto-exposure settings. And the beautiful details of the stars get completely washed/blown out by this bright white sheen that suddenly appears and starts to intensify within a few seconds until the star is basically just 95% bright white, and you can barely see the details through it.
As far as I could find info online, this is something to do with the way Elite handles exposure that was perhaps never updated for modern VR headsets or perhaps it never really worked correctly in VR? Sources seem vague on that..
I can mitigate the effect a tiny bit by turning of bloom completely, and in re-shade.. if I lower the exposure all the way to 0, I can get the game to look about 90% of the original intended look while close to a star, but that also lowers exposure everywhere else in the game. So it's not really a good solution.
Do any of you know if there is a way to permanently fix this?
I would very much love it, if this can be solved somehow.
What if time forces even the most fundamental laws of physics to keep changing?
The broader science community has been struggling to integrate the nature of fundamental uncertainty, in what is otherwise a harmony of mathematical precision.
I predict that what is truly fundamental to our universe is not any laws we can describe like E=MC^2 but really only time itself is fundamental. And time = change. In essence the Law of time simply states that: nothing NOTHING AT ALL can be permanent, except for the fact that all things must keep changing.
It is an absolutely paradoxical fundamental structure at the heart of existence and there exists no words and also no math that can really describe this process, because there is no way to describe something that is never permanent.
But this one fact is here, and it is clear. Every discipline of science has its own ways of avoiding the word uncertainty, but nobody really denies it any longer either.
If the one true law of our universe is simply that: Everything must keep changing, except for the fact that everything must keep changing.
Then the logical conclusion is that, with enough time, even structures which we assume to be very structurally fundamental to how the world currently is shaped, will eventually change their shape and function.
Hence E=mc^2 is known to be a nearly perfect description of what we call energy to mass conversion, but that is only true now. It is an island of stability now and may remain so for a million years more, but it will not always remain so. And it is very likely that it has not been so forever either...
Making it so that every single shape and structure in our universe eventually changes completely... Because that is what the only true fundamental law forces all things to do.
Making both the beginning and end to our universe much more strange and mysterious then perhaps previously imagined. What if time forces even the most fundamental laws of physics to keep changing?
What if the laws of physics as we know them, have a history of evolution themselves? And all we know of physics today, is only the current stable-ish balance of forces?
I predict that this is what will turn out to be true. And that an entire new era of science may begin, once we start to look at every fundamental law as a temporary island of stability, and we start to recognize the underlying movement and active changes in these very stable-ish structures at the core of how our world is organized. They may move very slowly, but move they do...
Time demands it of everything...
Very curious how you see this? Are you also hoping that operations, like the recent sound and speed updates to the on-foot weapons game-play (which is great by the way!) will make some major improvements to regular multi-player game play?
Had an interesting convo about the various info that is flying around about the upcoming operations upgrade. And we came to an interesting question, based on our time spent in DW3 with a lot of other players and thus trying to use various existing multiplayer modes very actively for a few months now.
I think there are a few very interesting open questions that have not really been addressed for a long time. And I find that actually many of us are quite curious how operations will relate to these open multi player related challenges. Will it actually also improve or solve some long-standing multi player challenges? So I am very curious what you all think and also how you see this for the future of our favorite game?
1: Do you see any indication, from what is known about operations at the moment, that F-dev is looking to tackle aspects of multi-player that have severely limited how we can work together in-game so far?
Like: A: No option to switch seats or roles on your ship with crew mates?
- A friend (telecrew or real crew) cannot pilot your main ship while you take a fighter or an SRV out. As the main owner of a ship, you also cannot take the gunner role yourself and let another take the pilot seat. Simply no-one else can fly your ship... There is no way to sit in any seat yourself but the pilot seat.
- A friend cannot fly one of your fighters or SRV while you land your ship and go on foot.
- Tele-Crew cannot leave the ship on foot when landed. (The idea of a human robot that is controlled via telesignal by your friends, to keep it in-game lore working is often been opted, so your tele-crew has a limited outside range..)
How I see this is, there is already a seat selection menu when you enter your ship, there is currently just always only one seat that you can select... So if that menu just becomes available all the time while on board, to every player on board and you can just switch at will. that would already solve it. For piloting, a simple 4 number pass-code would be enough. If any friend wants to enter the pilot seat, the owner has to give you the code. So no-one can steal your ship, but you can give permission to fly it.
2: Max 4 people to a team / crew?
This has been stable from the start of oddy, but perhaps it could be up to 8 or more by now?
3: No way to move from one ship to another in space?
- You can enter a team-mates ship, but only while landed. There is no way to dock ships together in space, or land a fighter in another ships fighter bay.. Simply there is no way to transfer your commanders from one ship to another while in space.
A ship to ship docking option would be great. with the seat menu allowing you to switch between the two docked ships, and if you could land a fighter in someone else's fighter bay, that would also be an epic way to transfer between ships. Players could leave one fighter bay empty for this function.
4: sharing missions and bounties is complicated. This is wel known and well discussed.
based on our experience in DW3, we think that, if just these very few elements were updated. It would actually make the multi-player experience much MUCH more appealing. Without having to make any other major changes to the game.
The nature of operations, from what we know so far, seems more like a kind of add-on to the CQC part of Elite. Where its like a counterstrike kind of multi-player mini game you can access, but the things/multi-player options we are looking for, are much more based withing the game universe itself. Now F-dev did do the sound update and speed update to the guns etc. So that defo shows operations could indeed mean some more fundamental updates to multi player in the main game universe. So I'm very hopeful
Very curious how you see this?
It's not everyday that a slight navigational error lands you, not only at the edge of the Milky way galaxy, but also with no way of getting back to civilization. So while my fellow explorers in the Distant worlds fleet worked tirelessly to mount a rescue effort, I had about 18 hours to kill, in one of the most mysterious places that our reality has to offer. The one place where the true scale of our universe is actually visible and where a human can experience the shear vastness of the space... not between stars... but between galaxies. So here is what happened. Hope you enjoy.
After having spent some time really taking a good look at the gardens and various temples and buildings in this station, I figured it was worth it to make a little tour and show some of fantastic mysteries that are hidden in plain site in some stations. For those of you have not seen this yet. It's very much worth it to keybind your free-cam and allow yourself the possibility to take a stroll through a station like this.
If you are also a mystery hunter and have found any good leads in station gardens, please contact me by PM. I'd love to know what you have discovered.
I was examining the temples and gardens in one of the stations as part of some Raxxla hunting. It's amazing how cool and mysterious some of these actually are. I applied a graphical upgrade pass to enrich the foliage and increase the realism of the water a little bit, while keeping it super close to the original. What do you think?
I think it's a great example of what a realistic graphics upgrade perhaps through modding might be able to do one day.