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    Thursday, January 28, 2021

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here!

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here!


    [DAILY Q&A] Ask and answer any questions you have about the game here!

    Posted: 28 Jan 2021 08:50 AM PST

    Greetings, Commanders! This is the Daily Q&A post for /r/EliteDangerous


    If you have any questions about any topic, whether it be for the moderators, tips and tricks for piloting or general gameplay/development questions please post here!

    Please check new comments and help answer to the best of your ability so we can see this community flourish!

    Remember to check previous daily Q&A threads and the New Q&A FAQ.


    WikiCareer ChartLore (Brief) • ThargoidsSagittarius Eye MagazineThe Elite Squadron

    Game Update Summaries: CoreHorizonsBeyond2019-2020

    submitted by /u/AutoModerator
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    @EliteDangerous: "an unknown vessel needs our help!"

    Posted: 28 Jan 2021 05:07 AM PST

    Wanted a Corvette but didn’t know it was behind a rep lock... She’s alright :)

    Posted: 28 Jan 2021 02:09 AM PST

    A ringed neutron star. I love this game.

    Posted: 28 Jan 2021 03:51 AM PST

    This game is almost too realistic at times

    Posted: 28 Jan 2021 11:31 AM PST

    I'm doing an astronomy course and it keeps showing pictures of various nebulae that make me go "Hey, I've been there!!". They showed the Coalsack and I genuinely got nostalgic because it was the first nebula I explored.

    submitted by /u/Engeneus
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    So i went through a hub after supercruising too fast

    Posted: 28 Jan 2021 12:04 PM PST

    The first time I've felt compelled to take a screenshot in this game. It really is stunning.

    Posted: 28 Jan 2021 09:05 AM PST

    Flying to Sag A* without a fuel scoop - Day 3

    Posted: 28 Jan 2021 10:39 AM PST

    Day 2 Post -- Ship's Data Log -- Apollo's Build

    When I signed off, I said that I'd make a few jumps in the morning. Well, I lied. I kinda just kept jumping while talking with the Path Rangers, a few experienced members of the Elite Dangerous Discord, and a few personal friends who are much more experienced in the mechanics of the game than I am.

    I learned two major things:

    1) The density of systems changes drastically depending on what specific part of the galaxy you're in. In the Sagittarius Gap, the most efficient route was for the Apollo to make 15 LY jumps straight across. In other portions of the trip, such as Entry 4, the most efficient route was to snake through 5-8 LY jumps, drastically cutting down on fuel usage.

    This isn't something we can avoid, as taking detours to avoid these low density areas would cost far more than it's worth compared to just trekking through them. But it does explain why the fuel efficiency might suddenly shoot up or down when I don't expect it to.

    2) A ship similar to the Apollo, with a ~70 LY jump range, was tested in / near Colonia. The ship ended up using just 1.7 tons of fuel to cross 130.56 LY of space, a fuel efficiency of 78.8 LY/T! Thank you so much to Lukavago of the Path Rangers for the test, it helps a lot to know what's ahead of us.

    The Apollo will reach a jump distance of ~70 LY when the fuel tank reaches 100T/468T. If the fuel efficiency is even close to consistent when approaching the center of the galaxy, we should have enough fuel to make it. The trip requires a cumulative average fuel efficiency of 55.55 LY/T, and I'm optimistic that it's reachable.

    The Apollo is in the least efficient portion of the trip. It's heavy, the systems it must trek through are sparse, and I was honestly pretty distracted while piloting it. As the journey continues, I expect the cumulative efficiency of ~34.9 to increase dramatically.


    Holy fuck I jumped a lot yesterday. I'll be including some rough values in these update posts, but the bulk of the data will be listed in the Google Sheets document which has a more detailed breakdown and some analysis courtesy of u/Nekito97, but for reference Day 2 concluded in Entry 3. As of writing this we're currently in Entry 5, 3,037 LY from Quince.

    As I wrote earlier, I'm optimistic on these numbers. I want this trip to succeed, and it seems like everything is in my favor. Short of exploding or falling asleep at the helm, I'm certain the Apollo will reach DSSA Rocksteady in Prooe Hypue FH-U e3-2. From there, there aren't any major hurdles between us and Sag A*.

    Starting Location: BLU THUA NE-G C11-3 - 1,665 / ~26,000

    Ending Location: SMOJAI JQ-Z B28-0 - 3,037 / ~26,000

    Starting Fuel: 417 / 468 T

    Ending Fuel: 381 / 468 T

    Starting mood: Suspicious

    Ending mood: Tired, but optimistic.

    submitted by /u/YourPhoneIs_Ringing
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    12 hours and over 500 jumps later and I finally made it to Sagittarius A

    Posted: 27 Jan 2021 11:05 PM PST

    V is for victory? Here's my first own neutron star discovered on a trip to nebula far, far away. Can't wait to see my name attached to this beauty.

    Posted: 28 Jan 2021 12:09 PM PST

    Honestly, I am a noob an started playing a few days ago... Here are some of my first screenshots!

    Posted: 28 Jan 2021 11:27 AM PST

    It's about time...

    Posted: 27 Jan 2021 11:35 PM PST

    Just one of these unforgettable moments with my T-10

    Posted: 27 Jan 2021 11:03 PM PST

    in case anyone was having trouble finding the data points on 3B

    Posted: 28 Jan 2021 09:26 AM PST

    An eye-opening interview with Doc Russ on how the Galaxy is generated in the game Elite: Dangerous

    Posted: 28 Jan 2021 01:43 PM PST

    I found this article online and was just absolutely blown AWAY at how much went into making the Galaxy realistic. If you love this game, you will almost certainly love this article.

    The interview was initially conducted by Kirill Tokarev and you can find his article- photographs and all- here: https://80.lv/articles/generating-the-universe-in-elite-dangerous

    Introduction

    Hello! I'm Doc Ross, current lead render programmer on Elite: Dangerous via a rather convoluted route. I used to be a particle physics researcher with Lancaster University (UK), attached to the DZero Experiment at Fermilab in the United States. My focus was looking at differences between matter and anti-matter in sub-atomic interactions. Five years ago I made the jump to games programming with Frontier Developments, where I cut my teeth on some gameplay functionality for Elite: Dangerous, before helping create the StellarForge system which simulates the galactic data forming the environments you play within. This crossed over with graphics programming to display all this data on the screen, which has eventually lead to my current role.

    Generating The Universe in Elite: Generating Planets

    Hierarchical data is useful here, where the smallest details on planets are informed by the results of planet-scale information generation, which are informed by star-system scale information, which are informed by galactic information. Everything is simulated top-down, where parent data is always available for generating the sub-objects – for example having the average star system values on hand before we create planets within the system. The body will only store information relevant to it but will have a link to its parent and access to its siblings if it is required.

    We have galaxy-scale material and age distribution functions, the mass of the Milky Way which informs us of how much "stuff" is in a volume of space (a sector) and approximately how long it has been there. The top-down view of the distribution is one of the only non-programmatic resources used in StellarForge, and it ensures the spiral arms and galactic bulge form the correct shape.

    This allows the simulation of star systems with stars of the correct type and age of a primary star. The leftover materials that are designated to that star-system are used to generate the parameters of a proto-planetary disc, providing distributions of elements that can be accumulated over epochs that the simulation steps through during generation. Things like solar winds blowing away materials, catastrophic events, tidal locking, and gravitational heating can all be tracked on a per proto-planet basis.

    Generating The Universe in Elite: This produces a simulated planet which knows its rough classification based on how much mass it has, the types of materials it is made from, it's volcanic parameters, a temperature differential of the crust, mantle and core, trapped gases/atmosphere, and heating from tidal effects and direct radiation from the parent stars.

    These parameters can be used to infer ranges for parameters which control geological feature forming concepts, such as current/past tectonic activity and volcanism. This, in turn, influences the average properties of things like basins, undulating terrain, mountains, fissures, craters, perma-ice and snow from nearby ring systems.

    These average properties, which are planet specific, are packed up into a buffer which is sent to the GPU when calculating the surface of the planet. They modulate noise functions which are combined together to form geological shapes.

    Generating The Universe in Elite: All of these values are simulated according to calculations of their plausible ranges. The exceptions come at a star-system level, where information from the Hipparcos and Gliese stellar catalogs are used to seed our generated Milky Way with real stars.

    Details

    We currently have two types of planets rendering in Elite: the ones which shipped with the initial release and the ones with "landable" surfaces which came as part of the Horizons update. The geometry of the former planets is more straightforward as they are perfect spheres; their sense of height difference is provided by the normal mapping of their surfaces.

    The "landable" surfaces start as a cube with square sub-dividing faces which behave as quadtrees. These faces are uniform tri-meshes which, as you get closer to one of them, further sub-divided into four sub-patches with closer points. The points are used to form triangle sheets, and the patches continue to subdivide depending on your distance from the surface, ensuring that the vertex density is higher where most useful, down to a target final resolution.

    Generating The Universe in Elite: The vertices in these patches are uniformly spaced because we not only have to generate patches to render, but potentially separate patches to form physics meshes. We have a very efficient pipeline for requesting and generating these uniform patches to ensure that there is always a physics patch available for any player or non-player entity that requires it.

    Planets tend to be a little curvier than cubes though. Using compute shaders on your GPU, the patches undergo spherification via a mathematical function and they are subject to noise graphs. These are collections of noise equations which take the points position and unique planet ID as input information, along with the astronomical data mentioned above, to form geological feature shapes which can span the entire planet surface if needed.

    In terms of scope and scale, though, planet-scaling noise across accurately sized planets is a challenge. To ensure consistent visuals and gameplay on the screen and between users we need millimeter precision, but the input values for the noise functions depend on the point on the surface of the world relative to the planet's center, which can be of the scale of tens of billions of millimeters. We could use 32 bit – i.e. single-floats if the scales involved were 100s of km instead of 10s of thousands of km. To tackle this, we have written alternate libraries to create the functions in 64 bit – i.e. double precision and dual-float precision. The former is native 64-bit handling floating point numbers and the latter is emulated 64-bit functionality using two 32 bit floats. The reason for this is some GPUs handle one better than the other, or not at all, and we need good graphics card coverage. This comfortably gives us the number-space required for millimeter precision.

    Painting Planets

    When Horizons originally launched we used entirely computer simulated planets. Rock and dust surfaces were entirely described mathematically using pseudo-random number generation. In an update, artist-generated textures were introduced for rock, sand, and scree per material on a planet, blending depending on the gradient of the terrain. Wang-tiling was used to break up the pattern of the texture. Tri-planar blending is also utilized to make sure no stretching happened to the textures across the curved 3-D surface of the entire planet. For most hardware, using blended artist textures driven by the simulated masks based on the terrain performed fastest and looked the best.

    Generating The Universe in Elite: A collection of materials is assigned to each planet, chosen depending on the planet's physical properties. The materials blend into each other, modulated by the type of geology for the planet being rendered. These material collections and their blending masks have undergone an overhaul for rocky planets in our Beyond – Chapter One update.

    Above a certain LOD level of the planet surface patches, flat geometry is used with textures generated for the look, normals, and height of the terrain. This provides additional surface detail from orbit. However, it can lead to the surfaces looking flatter than they would be. To tackle this, each patch also generates lighting information used by it and its neighbors. The shapes of shadows that would be cast across the surface and regions that would appear brighter due to sub-surface scattering are provided through a bespoke patch generation system. Once the player is close enough to the surface, traditional shadowing techniques can take over.

    Managing the Size

    The secret is a development team with a lot of dedication to a game series they love and a strong sense of collaborative spirit. I've been working on Elite Dangerous since April 2013, others have been on since the even earlier days of the Kickstarter campaign, and we're still here expanding what StellarForge and the game as a whole can offer.

    Hierarchies of data and unique identifiers help keep things organized under the hood. Due to the procedural nature of the game, every object needs a unique identifier so that each client and the server knows you're talking about the exact same object. A 64-bit integer number can store the x, y, z coordinate of a sector of space, the sector layer (sectors come as part of an eight-layer octree), the ID of the star-system within the sector and the ID of the body within the star-system. This is the result of careful tuning of the sizes of the sectors and the number of things each one can generate.

    Generating The Universe in Elite: This helps server and client know which astronomical location the player finds themselves in, what may be nearby, and which other players share this space.

    Prioritised resource streaming systems mean that assets such as models and textures are only loaded in when required of the scene, when there is an available memory and when it is more important to the user that other potential items.

    We have a suite of useful development and debugging tools as part of our in-house Cobra engine, which helps artists, designers, and programmers organize many disparate elements into a larger whole.

    I'd like to emphasize, however, that our job is not done yet. There are still a lot of galactic content and mysteries that are being brought to life in Elite Dangerous!

    Doc Ross, Lead Render Programmer on Elite: Dangerous

    Interview conducted by Kirill Tokarev

    submitted by /u/StringinYouAlong
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    Little Milestone - Made it to Beagle Point.

    Posted: 28 Jan 2021 07:50 AM PST

    Finally got me my cutter, absolutely loving it!!!

    Posted: 27 Jan 2021 09:34 PM PST

    Tin Foil Hat Time! The Marlinists are Thargoid assets and they're about to destabilize the Sol Bubble

    Posted: 28 Jan 2021 10:07 AM PST

    GalNet gave us a juicy morsel in the form of a prison on R CrA Sector AF-A d42 (Credit to CMDR Earnol!) that got merc'd by marlinists to rescue a heavily scarred Marlinist "Theta 7". One ship of dudes wipes out the prisoners AND the guards for one group of dudes. Shit's serious and it's gonna be rad to kill these guys in Odyssey.

    BUT WAIT, THERE'S MORE! Among the logs of the prison they mention a bomb factory in LTT 1935 (a Federation system but not important) and we all know what kinds of bombs that Marlinists have, the ones with Thargoid enzymes. The process of getting these is a mystery, right?

    WRONG!

    You go to LTT 1935 and planet 6A has a crashed ship sporting a Thargoid sensor on the ground next to it. Nothing else. This close to the bubble? This deep in human-occupied space?

    Also isn't it a wonderful coincidence that we now know first contact happened in the coalsack well before Jameson shroom'd them to death the first time? Plenty of time to learn how humanity acts and looks with one another?

    And isn't it even more of a coincidence that the same time a bunch of Marlinists are blowing up stations with Thargoid enzymes that Thargoids are wrecking shit in the Witch Head Nebula and recently the Coalsack? Isn't it fascinating that these same Marlinists are destabilizing all 3 super powers of the Sol bubble? Empire and Federation stations have gotten bombed and Alliance citizens are concerned they're next.

    And here's the cherry on top of this tinfoil hat ice cream: Isn't it REALLY convenient that there is about to be a conference of all 3 superpowers in a single station? A space station that Marlinists can destroy with Thargoid enzyme bombs? Right as they're already all on edge? Right when Thargoids are more present than ever?

    Everyone in that conference is going to fucking die and it's going to kick off open galactic war. Theta 7 is Gavrilo Princip, and Archduke Franz Ferdinand is super cruising up to that fated sandwich shop.

    If you don't plan on running away to Colonia, get ready to fight for your BGS powers, and get your AX ships ready on the side cause shit's gonna get WILD!

    VIGILO CONFIDO! SUFFER NO XENO!

    submitted by /u/doctorbeefcakes
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    The proverbial final boss of exploratiom

    Posted: 28 Jan 2021 02:11 PM PST

    my first billion!! been loving the anaconda

    Posted: 27 Jan 2021 11:17 PM PST

    It’s a windy, freezing night. Time to crack a brew and look for undiscovered worlds.

    Posted: 27 Jan 2021 07:08 PM PST

    This is not a timelapse.

    Posted: 28 Jan 2021 02:14 AM PST

    Wallpaper generator Elite Dangerous

    Posted: 27 Jan 2021 09:39 PM PST

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