The view and horn are different between the different carrier classes! Check them out: Nautilus-Class: th-cam.com/video/d2bRTm55CJg/w-d-xo.html Drake-Class: th-cam.com/video/EFQq6aFhmxk/w-d-xo.html
@@tailsfan11westandwithukraine Neither have I, but I also don't play the game enough either. Last time I actually gamed on my system has probably back in December.
What would you expect to hear when moving something this large through hyperspace? The hyperspace is not a smooth ride, more like waves on an ocean. It makes sense for the carrier to make noises like that. Guess why the lockdown includes closing the bulkheads, hatches, and airlocks? It is to give more stability and in case of hull breaks, the whole carrier wouldn't tear apart in hyperspace.
Given that much larger ships use the old frameshift drives, it's a likely possibility that something can go wrong compared to those used by player controlled ships.
Well, in all likelyhood it's mostly automated, like the spacecraft we have in todays time, so if nothing goes wrong they wouldn't have to press anything.
Ya even if it the ships is mostly automated there are an awful lot of displays and buttons. That person on the right was literally sitting on their hands you figured they would at least be flipping through different modes keeping an eye on things. Then again, maybe it’s just a really cool photo op for tourists to pretend they were on the bridge.
What's incredible to me is that there seems to be a difference between the jump protocols and Capital-class Frameshift Drives on Carriers and those found on Farragut-class Battlecruisers and Majestic-class Interdictors. Let me explain. When a Fleet Carrier has a jump scheduled, it enters Pre-Jump countdown. What's interesting to note is that the status monitors around the ship refer to this first 10 minutes as the "Lockdown Protocol". It's assumed that all over the ship, essential systems are being secured; tools put away, living quarters locked down, anything that isn't bolted down gets bolted down. Once the 3 Minute mark hits, the landing pads on the Carrier are retracted into the ship and carrier services are offline and the rest of the carrier is secured; Commercial areas lock up, all personnel must find a seat, etc. What's notable is the "Maintenance Teams In Place" at 1:10 on the clock. After this, the Frameshift Drive is activated from it's dormant state then spun up, something that can be heard from *outside* the carrier by a fair distance. Once this happens, almost all of the lights inside and outside the carrier dim down, as if power to every non-essential system is being fed into the Frameshift Drive. It makes it short jump, emerges at its destination then promptly relaxes and the drive can be heard spooling down. Security Teams check the status of the internals and life goes on. Now let's compare this to what little we know of a Capital Warship jump. Capital Warships arrive at the signal source in a HIgh-Intensity conflict zone, where their overwhelming firepower is required. One jumps in, and the weapon hardpoints can be deployed and all hell breaks loose. Here's the interesting thing; destroying the heat relays on the exterior causes what's called a "Thermal Cascade event" in which the heat from all of the weaponry and other systems overloads all of the ship systems and threatens to render it inoperable. When this happens, the ship initates an emergency Frameshift jump, no spool up, no announcement, just open the portal and off it goes. If the Frameshift Drives on all Capital-class vessels are the same, this shouldn't be possible, as Farragut-class or Majestic-class can be routed within 3 minutes of it appearing with optimal fire. This leads me to the following conclusion; Drake-class Fleet Carriers and its derivatives are very, very, VERY unsuited for Frameshift jumping. The ship itself is long and narrow, with little height or width, and if not for the Zero-Gravity aspects of space, would probably snap in half under its own weight. Every jump damages the carrier itself, causing stress to the hull, and probably damaging some interior components as well. Unlike Military grade Capital Warships, which are expected to jump in and out of zones whenever, Fleet Carriers simply don't have that capability. Just an interesting observation I've made over the time I've been playing.
"Every jump damages the carrier itself, causing stress to the hull, and probably damaging some interior components as well." That's actually confirmed in lore and in the gameplay mechanics. Every jump costs 100,000 credits in additional maintenance costs from the stress of the jump. That doesn't automatically mean they're less suited for it than the military ships though. Rather, Military ships built for combat will be prepared to use systems in ways that would be considered too unsafe for civilian use. The spool-up on a frame-shift drive indicates that a generator or fly-wheel (mechanical energy storage) is being bought up to full speed. If it's a flywheel, then it could just be a mechanical back-up in case of main power loss mid-jump, which would make a lot of sense from a safety perspective. A Military ship in a combat situation however may deem it an acceptable risk to jump without that backup in place - and may not even have one fitted as a weight saving measure. Internal volume and mass could be used for a higher capacity powerplant or thicker armour instead. If the 'spool-up' is the ships primary generator coming up into a high-output state that it normally doesn't need, that could still be explained by the Military ships just keeping their generator 'hot' in combat situations so they're ready to go whenever. As for the maintenance and wear aspects, we get no visibility into the running costs of the warships. However, given that military vehicles even today are pushed far harder than civilian vehicles and have much harder maintenance cycles as a result, it really wouldn't surprise me if the warships also suffer a heavy 'jump-tax' on their maintenance budget.
There is the fact that the drake class fleet carrier is the only capital ship that can be privately owned. They are not military grade, so probably got the bare minimum requirement to be able to jump to begin with. If they were military grade, they probably would be able to jump in and out in an instant like the battlecruisers can. But lore aside, it is really just a mean to give uptime and down time for players. lol
@@rada660It's not really downtime for the player but the load on the server. It is a difference if you have hundreds of small ships jump or a huge vessel that acts as space station. Guess why jump times can vary greatly between 15 minutes and over 1 hour depending on activity
I'm assuming that from the massive amounts of stress incurred by the jump, if a civilian Fleet Carrier were to be hypothetically hyperdicted by a 'Goid, I am assuming it would be absolutely shredded when when your vessel typically twists and writhes. I would also guess that would be the reason why we never hear about it occurring, because they would just turn into those massive debris fields we can find with Thargoids lurking through them. Of course this is all just hypothetical, but fun to think about lol.
I've always wondered why Fleet Carriers and other Capital Ships can jump seemingly anywhere inside a star system, but smaller player ships always have to jump from star to star.
I think it's because fsd's on capital ships work differently, they are based of thargoid technologies in lore (at least i think they are, not really sure tbh)
The navigation in the current model of fsd locks onto the central star in a solar system, which is an improvement over the old models which would drop you at the edge due to mass lock. Smaller stars would technically be able to be locked onto most likely, but the devs didn't implement that :/
Someone else said this already but, Capital class FrameShift drives function differently as they're based off of Thargoid technology. Originally Thargoid vessels were unable to travel in supercruise because of the way their drives functioned. Since the FSD's were based off of this tech, they couldn't either. They travel in hyperspace wherever they go.
It’s now a whole year ago but lorewise: small ship fsd’s are newer and work by creating and tethering a tunnel to the highest gravity well in a system (normally the star itself). Capital ship fsd’s are older technology, use tritium instead of hydrogen and rip a tear in realspace. The capital ship doesn’t “jump” anywhere but enters into hyperspace through the tear and travels in there wherever it wants to. Technically this allows capital ships also to stay nearly indefinitely in hyper space to appear whenever they want to, but we don’t have a mechanic ingame for player carriers (npc capitals can do that)
Basically: Our ship FSDs are basically warp drivers from Star Trek, except the edge between ftl and entering Elite's version of subspace (WitchSpace) is rather large. CC-FSDs are more of a misnomer than anything, as they operate more like Stargate hyperspace drives - tear a hole and ride through it. They can stay in witchspace for as long as hull integrity allows, and fly through it much faster than our warp-bullet-adjacent ships.
Agreed. I understand that the command deck is more or less at the rear of the ship, but the exit could be a little better than that. At least we finally see the inside of that portal.
@@zathary564 Well... from what i can tell our ships actually basically go into hyperspace by becoming a drill that is at the speed of a bullet. The capital class drives have to basically actually rip a hole into fabric of reality with sheer might instead of letting the relativistic lightspeed physics do the work (which is also why supercruse is not available to these ships... i think it was a happy accident due to how normal-class FSDs work.)
For starters, it is a work of fiction. If they had the secret of hyperspace travel I don’t thing they would be a games industry lol. And secondly, if you check out the wiki page about FSD, you will see that it is based off of the Alcubierre drive theory.
basically external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ffr-static.z-dn.net%2Ffiles%2Fd25%2F9022842fde7795a449c6dc9f2bfc87a7.png&f=1&nofb=1 bend the half circle on this image like a butterfly flap its wings, that's how you "bend " in the gravity from E to F according to how FSD work in elite, kind of, the FSD bend the gravity and space around it, so that the ship itself does not move but reality around it does, the bigger the mass the harder it is tho, hence why in super cruise the closer you get from planet and POI the louder the FSD make noise and slow down, also explain why suns are like beacons for system to system jumps, they are the biggest masses in a system.
1. Warp Drive - This is a type of FTL Travel that caused spacetime to form like a wave causing the spacetime ahead to contract and expand from behind the ship like surfing the water but without the water. 2. Hyperspace - This is a form of FTL Travel that traverse the other-dimensional region of space in our universe without the limitations of real space that would enable the ship to travel faster than light speed. 3. Jump Drive - this is a form of FTL Travel that creates a spacetime bubble on the ship and teleports the ship into another region of space instantaneously. 4. Wormhole - This is a form of FTL Travel that folds 2 points of space by tearing a hole in spacetime like a black hole but without the gravity of an actual black hole 5. Dimensional Travel - This is a form of FTL Travel that creates a tunnel to another dimension much like Hyperspace. But Hyperspace only travels on a separate dimension from real space, but Dimensional Travel lets a ship enter other parts of dimensions of our universe 4D, 5D, 6D, or even 7D dimensional lane and exiting to real space on another region of space of our universe. 6. Interdimensional Travel - This is a form of FTL Travel that let a ship travel inside and between a Parallel Universe or The Multiverse and acts as a shortcut to travel into another point in real space upon exiting. Elite Dangerous Odyssey only has Faster Than Speed of Light Travel via Hyperspace like in star wars. Folding Space is for Wormholes and Bending space is for Warp Drives
FSDs use both acubuliere transit and hyperspace. Supercruise is the acubuliere drive in work. When jumping system to system it is hyperspace. However hyperspace travel is technically the older drive, most capital ships in elite only have hyperspace capability due to FSDs not being ready for use in capital ships. You will never see a capital ship in supercruise.
@@lukea1533 That is because FSDs are hybrid technology, the supercruise is of human invention, hyperspace is of Thargoid design. This is why Thargoids don't have supercruise, they can only jump from place to place and use sublight thrusters once there. The irony is that when you are in supercruise, you are in a state that Thargoids cannot keep up or even catch you with. Not in hyperspace, but still able to travel FTL.
What I find especially hilarious about those carriers: The two crew mwmbers on the bridge really have to wear red and green suits like the position lights for port and starboard, as if they need a reminder on where to sit down.
I remember when this first came out. And watching it after not playing for a year... jeez. I still love it. Might be time to get the rig outta storage.
Kinda off-topic but it reminds me of space jumps from "space battleship Yamato". Though in latter during traverse through another dimension time was literally frozen and everyone on the vessel were in stasis-like state
The transition is choppy, they need to iron it a little but overall, it is very immersive. Very nice. I wonder why didn't the ship exit the jump next to the sun of the system... Is there a difference between normal ships and capital ships
The only thing I can think of is that larger ships has a more sensitive target-lock of gravity fields. FCs can jump in orbit around stars too, but unlike normal ships, they have the option
Isn't it also a necessity because carriers don't hae supercruise? You wouldn't want your carrier to take weeks of travel to arrive at the conflict due to being limited to sublight thrusters.
@@erwin101 Yep. Fleet carriers are able to function the way they do and jump as far as they do because the tech is actually thargoid. Fleet carriers have no supercruise capability, just like thargoid interceptors didn't.
Ikr? I quit as soon as it focused on FPS instead of new ships, and it divided the playerbase in multiple ways.. 500+ hours but quit years ago at this point.. Used to be fun lol... combat is just bs most the time and too much downtime I could spend playing helldivers or elden ring
Would have been so much cooler if it didnt suddenly cut off the process at the end. Still remember the first time i saw a capital ship jumping into a system and it was such a cool moment
One thing that I _don't_ like about this scene is how the operators on the helm act like there was nothing happening around them. Why they are not, you know, _working_ in their consoles?
One thing that I find to be an minor but annoying oversight is how the landing pads are retracted and secured prior to a jump... But once the FC emerges on the other side, the landing pads are immediately in their active state again and there is no animation for the hangars reopening.
As cool as the hyperspace Jump itself is, they could have done a lot to make it something much cooler. We know from the lore that the Capital Class FSDs are older, more human tech than the smaller stuff we have for our personal ships, which have more stuff reverse-engineered from Thargoid tech. Because of this, it would have been awesome, and made sense, if there had been multiple visible phases of travel while inside Witchspace. Take for example: Phase 1: Normal Entry Phase 2: Acceleration: Have the ship groan and creek further, add some of the classic, or better yet, new, FSD noises while you have the Hyperspace Corridor visibly accelerate in how it passes you. Phase 3: Coasting: your standard traversal. It doesn't have to last long, but what you could do is have the ship and/or the FSD make increasingly more stressed noises, to show the technology of our ships being pushed to their operational limits. Phase 4: Breach: So, you know how normal ships just "BWAMP" into position at the end of a hyperjump? I imagine a world where the FSD has to pierce its way back into Realspace properly. Perhaps model this alongside a rapid deceleration inside of Witchspace, but what I envision is a sort of ethereal or astral cloth that's getting pushed and stretched by the Carrier as it starts exiting, the sort of effect you'd get from the carrier trying to quite literally pierce through the veil between the two dimensions, back into Realspace. Phase 5: Standard Exit
damn this is awesome... I mean I love instand jumps and all, but this is just epic :) Its also feels pretty useless, in 10 minutes everything will be already over on the other side :)
It's not meant to be a response ship. You are either gating it in to INITIATE a battle, or, how I would use it, you'd portal in to a Pristine mining site so you can fill its colossal hold with valuable rare metals without having to go back and forth through pirate-infested space in a Type-9 Heavy (Compare 512T to 25,000T). It is meant to be used as a mobile base with most of the services of a station.
@@MaxUltimataWhat about other caps? Or its just how capital ships are in Elite? When I tried to play it there were no capital ships at all, not even NPC I think. Perhaps I played EvE too much, there capital ships can enter the combat and ruin someones day pretty fast :) But ofc they dont do it in such an epic fashion as this ship in Elite.
@@Haarba1 Capital Class ships are Strategic Assets, not Tactical. Kinda like comparing a personal "fuck you" note to a "fuck you" manifesto with thousands of signatures. The former you can write up in, like, a minute. The latter requires coordination on a scale that makes it so that actually delivering that "fuck you" manifesto be a tomorrow thing at the very least.
Not bad, but could have been much cooler if they properly made exiting from the hyperspace. Also entering itself seemed kind of strange and not really exciting. Actually a lot of things would use some small improvements, but definitely exiting was the worst.
I assume the whole jump is a video playing since u cant leave the seat, and that explains the cut before entering hyperspace and the buggy hanger bays not opening properly and instant cloud remove after exiting.
No, it is a 3D construct. The abrupt cut is due to you being immedietly transported to another location, and it is not always properly loaded as every hyperspace jump basically is a loading screen. The clouds do dissipate 'normally' sometimes but even then it doesn't really look that good
Whilst I have no problem with the fact that you can now view outside whilst jumping in a carrier I was very disappointed that Frontier abandoned half of their player base for a rough down version of a jump from Ato B and planetary space walk (which was ultimately a failure in my eyes).
I still think Carrier's should have been one time purchases and not what we have currently. I get it for the realism, but having to do constant upkeep that can be very expensive in a game where everything is expensive and making money is very difficult (sometimes, a lot of the time...) is a little ridiculous. A one time expensive purchase where services are also expensive purchases would be ideal. Especially considering you also have to pay to fuel the thing with resources that are hard to come across and when someone finds huge deposit of them it's basically scavenged clean in a mere few days
Dammit... where my one time use of carrier capital ship assistance request... Just wanted a carrier jumping in to help with the fight... Then after fight was done the carrier would open all bays for docking... those who wanted to dock just to refill and repair could... those who wanted out... would just go on the carrier... tho i know its easier to just leave it near a CZ and jump between... would just be cool tho
I like watching this video and saw the Naga name and i thought of Vox prīmārius (feminine prīmāria, neuter prīmārium); first/second-declension adjective. One of the first, of the first rank, chief, principal, excellent, remarkable as a capitol ship name.
It tacks along time for a ship like this to warp . Because every time on one the ship I live on it feels like I’m going to ether die or just get thrown around . Man I hate living on a large cargo ship as a stowaway
Official explanation of Elite is this: The ship's cockpit simulates all audible cues in space, so you can hear lasers, explosions, asteroid impacts etc. Same thing probably applies to FCs. This is also the reason you cannot hear anything or everything is muffled when canopy is breached.
I like how I set the goal of getting a fleet carrier so I could be the buddy barge for all my friends and by the time I ground my way to it, not only are my friends not playing anymore but the game's now owned by a chinese company and is so broken when they did try to come back we just spent 3 hours dealing with instancing issues then moved onto another game. Britain does nothing good anymore it seems.
OK so high firstly I gotta say I love this video it’s really amazing but I have one question I’m on Xbox if I buy a fleet carrier do I get to go in first person like this because I would love to see if you like this on Xbox!!!
Yo i didn't know you could drive Fleet Carriers i saw two different classes randomly orbiting and their landing pods were closed and refused my landing permission, are they Non Player Controlled Carriers or it can be both Player Controlled and NPC controlled?
Fleet Carriers are all player controlled. Being different classes are skin selections for them (I have one video for each except Fortune-class). You can set different landing permissions to allow all, only friends, none, or only those who does not have a bounty. You can inspect what landing permission it has in the navigation panel.
Just curious, but how many hours would one need to put into this game to be able to purchase one of these things? Is a single player *ever* actually capable of that?
I've been on elite for a good 7 years now, had a seat in every ship, used to use the mass mining trick back before they introduced the supply & demand aspect, nowadays making money is alot more tricky, however that being said, if you have the time and the "lil" deposit to make an AX ship, doing a couple days of thargoid hunting in the systems they're lurking in, you can easily rack upwards of 300-500 million, I've been doing it for a few weeks now and am up to 2.6 billion. Just join in on all the combat zones and non human signals you can find. (PSA, not sure if it's a bug or not, but the combat bonds you get from destroying the goids don't reset if you get blown up yourself)
It is a nessecary compromise of the game, imagine all the shooting and exploding and thargoids withut the sounds in space. Realistically you should only be able to hear when objects hit your ship
15 minutes. 5 minutes for cancellation. T- 10 min jump location is confirmed. At this point, the server registers an upcoming marker change. T 0 marker changes location and ship executes jump. For anyone at the new location, the ship exits hyperspace. 15 minutes allow to reduce stress on the server since at any given time you could have several carriers jumping. If too many carriers try to jump, they increas the jumptime to avoid a server crash
The view and horn are different between the different carrier classes! Check them out:
Nautilus-Class: th-cam.com/video/d2bRTm55CJg/w-d-xo.html
Drake-Class: th-cam.com/video/EFQq6aFhmxk/w-d-xo.html
Now imagine the Thargoids interdicting one of these ships.
The fleet carrier captain: YOU THOUGHT IT WAS JUST A SINGLE EMPTY FLEET CARRIER?!
**Deploys the engineered anti-xeno ships**
Never seen a Thargoid yet. Not with my own eyes, anyway. I guess I should count myself lucky for that.
@@tailsfan11westandwithukraine Neither have I, but I also don't play the game enough either. Last time I actually gamed on my system has probably back in December.
Thargoid mothership hyperdicting a fleet carrier full of AX ships. That’d be a helluva fight
@@StryderOSU id love to see that
8:23. The sounds of something far away from you in the ship closing or locking sounds so amazing.
The sound of the FSD slowly spinning up before the jump is so good. The sound design in Elite has always been unmatched.
Oh eternal God-Emperor, preserve us from the dangers of the void.
We gonna get lost in the warp fr fr
What bugs me the most and what is the most terrifying. Is that the fleet carrier sounds like it's going to fall apart at the wrong move.
"Nobody so much as FART!"
-some chief of engineering, probably.
What would you expect to hear when moving something this large through hyperspace? The hyperspace is not a smooth ride, more like waves on an ocean. It makes sense for the carrier to make noises like that. Guess why the lockdown includes closing the bulkheads, hatches, and airlocks? It is to give more stability and in case of hull breaks, the whole carrier wouldn't tear apart in hyperspace.
Witchspace be like that sometimes
Given that much larger ships use the old frameshift drives, it's a likely possibility that something can go wrong compared to those used by player controlled ships.
@@shrk128farts
It's good you have those two people down there quietly staring at those screens.
Actually, the left one is supposed to use a tablet, but it seems the asset hasn't loaded in properly, so he's just waving around in the air.
Well, in all likelyhood it's mostly automated, like the spacecraft we have in todays time, so if nothing goes wrong they wouldn't have to press anything.
agreed, they should have been doing jumping jacks or playing cards or something
Ya even if it the ships is mostly automated there are an awful lot of displays and buttons. That person on the right was literally sitting on their hands you figured they would at least be flipping through different modes keeping an eye on things. Then again, maybe it’s just a really cool photo op for tourists to pretend they were on the bridge.
@@graealex he does have a tablet in hands tho
What's incredible to me is that there seems to be a difference between the jump protocols and Capital-class Frameshift Drives on Carriers and those found on Farragut-class Battlecruisers and Majestic-class Interdictors. Let me explain.
When a Fleet Carrier has a jump scheduled, it enters Pre-Jump countdown. What's interesting to note is that the status monitors around the ship refer to this first 10 minutes as the "Lockdown Protocol". It's assumed that all over the ship, essential systems are being secured; tools put away, living quarters locked down, anything that isn't bolted down gets bolted down. Once the 3 Minute mark hits, the landing pads on the Carrier are retracted into the ship and carrier services are offline and the rest of the carrier is secured; Commercial areas lock up, all personnel must find a seat, etc. What's notable is the "Maintenance Teams In Place" at 1:10 on the clock. After this, the Frameshift Drive is activated from it's dormant state then spun up, something that can be heard from *outside* the carrier by a fair distance. Once this happens, almost all of the lights inside and outside the carrier dim down, as if power to every non-essential system is being fed into the Frameshift Drive. It makes it short jump, emerges at its destination then promptly relaxes and the drive can be heard spooling down. Security Teams check the status of the internals and life goes on. Now let's compare this to what little we know of a Capital Warship jump.
Capital Warships arrive at the signal source in a HIgh-Intensity conflict zone, where their overwhelming firepower is required. One jumps in, and the weapon hardpoints can be deployed and all hell breaks loose. Here's the interesting thing; destroying the heat relays on the exterior causes what's called a "Thermal Cascade event" in which the heat from all of the weaponry and other systems overloads all of the ship systems and threatens to render it inoperable. When this happens, the ship initates an emergency Frameshift jump, no spool up, no announcement, just open the portal and off it goes. If the Frameshift Drives on all Capital-class vessels are the same, this shouldn't be possible, as Farragut-class or Majestic-class can be routed within 3 minutes of it appearing with optimal fire. This leads me to the following conclusion;
Drake-class Fleet Carriers and its derivatives are very, very, VERY unsuited for Frameshift jumping. The ship itself is long and narrow, with little height or width, and if not for the Zero-Gravity aspects of space, would probably snap in half under its own weight. Every jump damages the carrier itself, causing stress to the hull, and probably damaging some interior components as well. Unlike Military grade Capital Warships, which are expected to jump in and out of zones whenever, Fleet Carriers simply don't have that capability. Just an interesting observation I've made over the time I've been playing.
"Every jump damages the carrier itself, causing stress to the hull, and probably damaging some interior components as well."
That's actually confirmed in lore and in the gameplay mechanics. Every jump costs 100,000 credits in additional maintenance costs from the stress of the jump. That doesn't automatically mean they're less suited for it than the military ships though. Rather, Military ships built for combat will be prepared to use systems in ways that would be considered too unsafe for civilian use. The spool-up on a frame-shift drive indicates that a generator or fly-wheel (mechanical energy storage) is being bought up to full speed. If it's a flywheel, then it could just be a mechanical back-up in case of main power loss mid-jump, which would make a lot of sense from a safety perspective. A Military ship in a combat situation however may deem it an acceptable risk to jump without that backup in place - and may not even have one fitted as a weight saving measure. Internal volume and mass could be used for a higher capacity powerplant or thicker armour instead.
If the 'spool-up' is the ships primary generator coming up into a high-output state that it normally doesn't need, that could still be explained by the Military ships just keeping their generator 'hot' in combat situations so they're ready to go whenever.
As for the maintenance and wear aspects, we get no visibility into the running costs of the warships. However, given that military vehicles even today are pushed far harder than civilian vehicles and have much harder maintenance cycles as a result, it really wouldn't surprise me if the warships also suffer a heavy 'jump-tax' on their maintenance budget.
Great analysis cmdr, thank you. As a recent FC owner myself I found this post most interesting.
There is the fact that the drake class fleet carrier is the only capital ship that can be privately owned. They are not military grade, so probably got the bare minimum requirement to be able to jump to begin with. If they were military grade, they probably would be able to jump in and out in an instant like the battlecruisers can.
But lore aside, it is really just a mean to give uptime and down time for players. lol
@@rada660It's not really downtime for the player but the load on the server. It is a difference if you have hundreds of small ships jump or a huge vessel that acts as space station. Guess why jump times can vary greatly between 15 minutes and over 1 hour depending on activity
I'm assuming that from the massive amounts of stress incurred by the jump, if a civilian Fleet Carrier were to be hypothetically hyperdicted by a 'Goid, I am assuming it would be absolutely shredded when when your vessel typically twists and writhes. I would also guess that would be the reason why we never hear about it occurring, because they would just turn into those massive debris fields we can find with Thargoids lurking through them.
Of course this is all just hypothetical, but fun to think about lol.
I've always wondered why Fleet Carriers and other Capital Ships can jump seemingly anywhere inside a star system, but smaller player ships always have to jump from star to star.
I think it's because fsd's on capital ships work differently, they are based of thargoid technologies in lore (at least i think they are, not really sure tbh)
The navigation in the current model of fsd locks onto the central star in a solar system, which is an improvement over the old models which would drop you at the edge due to mass lock. Smaller stars would technically be able to be locked onto most likely, but the devs didn't implement that :/
Someone else said this already but, Capital class FrameShift drives function differently as they're based off of Thargoid technology. Originally Thargoid vessels were unable to travel in supercruise because of the way their drives functioned. Since the FSD's were based off of this tech, they couldn't either. They travel in hyperspace wherever they go.
It’s now a whole year ago but lorewise: small ship fsd’s are newer and work by creating and tethering a tunnel to the highest gravity well in a system (normally the star itself). Capital ship fsd’s are older technology, use tritium instead of hydrogen and rip a tear in realspace. The capital ship doesn’t “jump” anywhere but enters into hyperspace through the tear and travels in there wherever it wants to. Technically this allows capital ships also to stay nearly indefinitely in hyper space to appear whenever they want to, but we don’t have a mechanic ingame for player carriers (npc capitals can do that)
Basically:
Our ship FSDs are basically warp drivers from Star Trek, except the edge between ftl and entering Elite's version of subspace (WitchSpace) is rather large.
CC-FSDs are more of a misnomer than anything, as they operate more like Stargate hyperspace drives - tear a hole and ride through it. They can stay in witchspace for as long as hull integrity allows, and fly through it much faster than our warp-bullet-adjacent ships.
The transition at the jump exit is absolutely discusting but nice jump sequence overall.
I have noticed that it at random does it better. My pc is very new with high-end hardware so that is not at fault
Agreed. I understand that the command deck is more or less at the rear of the ship, but the exit could be a little better than that. At least we finally see the inside of that portal.
@@tailsfan11westandwithukraine and... its exactly the same as the one our ships use. Looks cool at least.
@@zathary564 Well, excluding the portal part with the... "lightning?" But yeh, cool.
@@zathary564 Well... from what i can tell our ships actually basically go into hyperspace by becoming a drill that is at the speed of a bullet. The capital class drives have to basically actually rip a hole into fabric of reality with sheer might instead of letting the relativistic lightspeed physics do the work (which is also why supercruse is not available to these ships... i think it was a happy accident due to how normal-class FSDs work.)
I seriously demand Frontier to create an article and a video explaining how the FSD works and how can it bend space-time to travel like that
For starters, it is a work of fiction. If they had the secret of hyperspace travel I don’t thing they would be a games industry lol. And secondly, if you check out the wiki page about FSD, you will see that it is based off of the Alcubierre drive theory.
basically external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ffr-static.z-dn.net%2Ffiles%2Fd25%2F9022842fde7795a449c6dc9f2bfc87a7.png&f=1&nofb=1 bend the half circle on this image like a butterfly flap its wings, that's how you "bend " in the gravity from E to F according to how FSD work in elite, kind of, the FSD bend the gravity and space around it, so that the ship itself does not move but reality around it does, the bigger the mass the harder it is tho, hence why in super cruise the closer you get from planet and POI the louder the FSD make noise and slow down, also explain why suns are like beacons for system to system jumps, they are the biggest masses in a system.
1. Warp Drive - This is a type of FTL Travel that caused spacetime to form like a wave causing the spacetime ahead to contract and expand from behind the ship like surfing the water but without the water.
2. Hyperspace - This is a form of FTL Travel that traverse the other-dimensional region of space in our universe without the limitations of real space that would enable the ship to travel faster than light speed.
3. Jump Drive - this is a form of FTL Travel that creates a spacetime bubble on the ship and teleports the ship into another region of space instantaneously.
4. Wormhole - This is a form of FTL Travel that folds 2 points of space by tearing a hole in spacetime like a black hole but without the gravity of an actual black hole
5. Dimensional Travel - This is a form of FTL Travel that creates a tunnel to another dimension much like Hyperspace. But Hyperspace only travels on a separate dimension from real space, but Dimensional Travel lets a ship enter other parts of dimensions of our universe 4D, 5D, 6D, or even 7D dimensional lane and exiting to real space on another region of space of our universe.
6. Interdimensional Travel - This is a form of FTL Travel that let a ship travel inside and between a Parallel Universe or The Multiverse and acts as a shortcut to travel into another point in real space upon exiting.
Elite Dangerous Odyssey only has Faster Than Speed of Light Travel via Hyperspace like in star wars. Folding Space is for Wormholes and Bending space is for Warp Drives
FSDs use both acubuliere transit and hyperspace. Supercruise is the acubuliere drive in work. When jumping system to system it is hyperspace. However hyperspace travel is technically the older drive, most capital ships in elite only have hyperspace capability due to FSDs not being ready for use in capital ships. You will never see a capital ship in supercruise.
@@lukea1533 That is because FSDs are hybrid technology, the supercruise is of human invention, hyperspace is of Thargoid design. This is why Thargoids don't have supercruise, they can only jump from place to place and use sublight thrusters once there. The irony is that when you are in supercruise, you are in a state that Thargoids cannot keep up or even catch you with. Not in hyperspace, but still able to travel FTL.
7:05
That horn sounds really good! Wish I knew how they made it.
my moms fart
Maybe some navy horn or a train
my dads sneeze
Sounds like some sort of pitched down fog horn or train horn to be honest.
Bruh they really did the exiting part dirty, they don't have the hangerbays opening up, they just click open from being locked
That's was probably a bug, it doesn't seem to happen anymore. But the entire jump sequence was messed up in this video anyways
What I find especially hilarious about those carriers: The two crew mwmbers on the bridge really have to wear red and green suits like the position lights for port and starboard, as if they need a reminder on where to sit down.
I remember when this first came out. And watching it after not playing for a year... jeez. I still love it. Might be time to get the rig outta storage.
Something to certainly improve on but better than nothing right now.
Kinda off-topic but it reminds me of space jumps from "space battleship Yamato". Though in latter during traverse through another dimension time was literally frozen and everyone on the vessel were in stasis-like state
The transition is choppy, they need to iron it a little but overall, it is very immersive. Very nice.
I wonder why didn't the ship exit the jump next to the sun of the system... Is there a difference between normal ships and capital ships
The only thing I can think of is that larger ships has a more sensitive target-lock of gravity fields. FCs can jump in orbit around stars too, but unlike normal ships, they have the option
Isn't it also a necessity because carriers don't hae supercruise? You wouldn't want your carrier to take weeks of travel to arrive at the conflict due to being limited to sublight thrusters.
@@erwin101 Yep. Fleet carriers are able to function the way they do and jump as far as they do because the tech is actually thargoid. Fleet carriers have no supercruise capability, just like thargoid interceptors didn't.
because small FSDs have to lock onto suns. capital ships use essentially portals and can end up wherever they want
if only frontier management was as good as the sound designers this game would have been epic!
There is a bug. After travel flight decks are ready without prep.
that horn just sounds so menacing
Never had one of these, the countdown feature is damn cool
I must've seen a dozen jumps and only just noticed that the landing pads instantly appear open after exiting the jump, instead of having an animation.
The people behind the sounds in ED are really good. They still have aomething special with this game, hope they don't completely mess up it's future.
Now how would the hyperdyction look like
Well something that massive being yanked out of hyperspace wouldn't exactly be a good thing would it lmao
Baaaa, it's not like in Event Horizon were the ship end up [redacted] now does it.
Does it?
4:15 Was anyone able to understand that? I can’t tell how many minutes he said.
"Any passengers who wish to remain in the system must depart the carrier within the next few minutes"
@@Zethraxxur Thanks. The reverb kind of threw it off. And thank you for filming this, by the way!
@@tailsfan11westandwithukraine I wish the entrance and exit to hyperspace was less buggy, but was my pleasure :)
“Within the next few minutes”
Hyperspace vortex gave me Dr who vibes. Just imagine the TARDIS flying though that
Please fix the "cannot disembark from my ship docked on player fleet carrier" bug.
Although it’s far from perfect, at least they gave us what we were asking for when the fleet carriers first came out. Hopefully they clean it up
Remember when this game was a thing.
its a shame fdev act like this game is shit under their heel now
Ikr? I quit as soon as it focused on FPS instead of new ships, and it divided the playerbase in multiple ways.. 500+ hours but quit years ago at this point..
Used to be fun lol... combat is just bs most the time and too much downtime I could spend playing helldivers or elden ring
both are trash in comparision this game is way better
It's still a thing. People still play it. Especially now with the final Thargoid titan invading Sol
You know it's a good effect when it makes your headphones rattle from the bass.
this is my favorite thing about Odyssey, and my favorite thing about owning a FC.
Some day this would be every day life but i"m to old to see this Nice effort 😃😃
Would have been so much cooler if it didnt suddenly cut off the process at the end.
Still remember the first time i saw a capital ship jumping into a system and it was such a cool moment
One thing that I _don't_ like about this scene is how the operators on the helm act like there was nothing happening around them. Why they are not, you know, _working_ in their consoles?
They looking like they would shop on amazon
@@sekoaga Indeed.
oh wow ive never seen a carrier jump from that view before. That lightning is epic! They should add that to all ships jumps
[Bing bong] the Leto deck will now be serving it's lunch buffet.
That was fun to watch. Especially since I’ll never own a carrier. Thanks for sharing.
One thing that I find to be an minor but annoying oversight is how the landing pads are retracted and secured prior to a jump... But once the FC emerges on the other side, the landing pads are immediately in their active state again and there is no animation for the hangars reopening.
I would try to get my friends in this game then they would realize they have to sit for a 10 minute count down for FTL lol.
It’s kind of depressing knowing that humanity will one day fight, explore and trade in space like this and many of us will most likely be long dead
As cool as the hyperspace Jump itself is, they could have done a lot to make it something much cooler.
We know from the lore that the Capital Class FSDs are older, more human tech than the smaller stuff we have for our personal ships, which have more stuff reverse-engineered from Thargoid tech.
Because of this, it would have been awesome, and made sense, if there had been multiple visible phases of travel while inside Witchspace. Take for example:
Phase 1: Normal Entry
Phase 2: Acceleration: Have the ship groan and creek further, add some of the classic, or better yet, new, FSD noises while you have the Hyperspace Corridor visibly accelerate in how it passes you.
Phase 3: Coasting: your standard traversal. It doesn't have to last long, but what you could do is have the ship and/or the FSD make increasingly more stressed noises, to show the technology of our ships being pushed to their operational limits.
Phase 4: Breach: So, you know how normal ships just "BWAMP" into position at the end of a hyperjump? I imagine a world where the FSD has to pierce its way back into Realspace properly. Perhaps model this alongside a rapid deceleration inside of Witchspace, but what I envision is a sort of ethereal or astral cloth that's getting pushed and stretched by the Carrier as it starts exiting, the sort of effect you'd get from the carrier trying to quite literally pierce through the veil between the two dimensions, back into Realspace.
Phase 5: Standard Exit
damn this is awesome... I mean I love instand jumps and all, but this is just epic :) Its also feels pretty useless, in 10 minutes everything will be already over on the other side :)
It's not meant to be a response ship. You are either gating it in to INITIATE a battle, or, how I would use it, you'd portal in to a Pristine mining site so you can fill its colossal hold with valuable rare metals without having to go back and forth through pirate-infested space in a Type-9 Heavy (Compare 512T to 25,000T).
It is meant to be used as a mobile base with most of the services of a station.
@@MaxUltimataWhat about other caps? Or its just how capital ships are in Elite? When I tried to play it there were no capital ships at all, not even NPC I think.
Perhaps I played EvE too much, there capital ships can enter the combat and ruin someones day pretty fast :) But ofc they dont do it in such an epic fashion as this ship in Elite.
@@Haarba1 Capital Class ships are Strategic Assets, not Tactical. Kinda like comparing a personal "fuck you" note to a "fuck you" manifesto with thousands of signatures. The former you can write up in, like, a minute. The latter requires coordination on a scale that makes it so that actually delivering that "fuck you" manifesto be a tomorrow thing at the very least.
the portal is my favorite part
Why'd they change the name to Hyperspace? It used to be called Witch Space, I thought that was cooler.
How come we can't fly our Carrier around just like our smaller ships? Plus there should be lots of rooms for us to walk around in!
Lol
That exit is so scuffed
What kind of jump would this take in battle if needed. All they need to do is make it to where shudders come down and your going thru the warp lol
Not bad, but could have been much cooler if they properly made exiting from the hyperspace. Also entering itself seemed kind of strange and not really exciting. Actually a lot of things would use some small improvements, but definitely exiting was the worst.
I assume the whole jump is a video playing since u cant leave the seat, and that explains the cut before entering hyperspace and the buggy hanger bays not opening properly and instant cloud remove after exiting.
No, it is a 3D construct. The abrupt cut is due to you being immedietly transported to another location, and it is not always properly loaded as every hyperspace jump basically is a loading screen. The clouds do dissipate 'normally' sometimes but even then it doesn't really look that good
It's Not a video it's a Realtime cut scene but they didn't really put effort in it
The frame shift drive sounds like a giant fan or something
juste dingue ! par contre le bugg d'affichage où les plateformes sont toutes sortie sans même se redéployer
Whilst I have no problem with the fact that you can now view outside whilst jumping in a carrier I was very disappointed that Frontier abandoned half of their player base for a rough down version of a jump from Ato B and planetary space walk (which was ultimately a failure in my eyes).
I still think Carrier's should have been one time purchases and not what we have currently. I get it for the realism, but having to do constant upkeep that can be very expensive in a game where everything is expensive and making money is very difficult (sometimes, a lot of the time...) is a little ridiculous. A one time expensive purchase where services are also expensive purchases would be ideal. Especially considering you also have to pay to fuel the thing with resources that are hard to come across and when someone finds huge deposit of them it's basically scavenged clean in a mere few days
Dammit... where my one time use of carrier capital ship assistance request... Just wanted a carrier jumping in to help with the fight... Then after fight was done the carrier would open all bays for docking... those who wanted to dock just to refill and repair could... those who wanted out... would just go on the carrier... tho i know its easier to just leave it near a CZ and jump between... would just be cool tho
I have to say, that is super corny. Stationary clouds and lightning? Ummmmm. Okay. I'm so glad Star Citizen exists.
I dunno looks pretty sick to me. Especially if you're just chilling nearby when one comes into your system.
That Friendship Drive ain't so friendly now.
I like watching this video and saw the Naga name and i thought of Vox prīmārius (feminine prīmāria, neuter prīmārium); first/second-declension adjective. One of the first, of the first rank, chief, principal, excellent, remarkable as a capitol ship name.
I know 2years after upload lol, but must ask, which one is the victory class? i have the vanila one. didn't logged in awhile
Oh super cool, an AD right in the middle of an 'ambience' video.
This is so epic!
This is what the capitol ship commander see
I keep saying that eventually some lunatic is gonna figure out how to bring one of these things to supercruise. Then the REAL fun will begin.
i wish the jump was longer
If you are VR user, do you see this in VR or flat screen?
Star Citizen need to learn from this
Learn what? Finishing a game? Kek
@@LicPlate8VPL158 🤣🤣🤣
From what? How to kill your game? Looking at you odyssey!
Elite needs to learn from Star Citizen. Star Citizen requires no fancy cutscene to hide a loading screen because there are no loading screens.
@@shimo_96technically QT is also loading in assets just like you do in elite during the hyperspace jump SC is just more low key about it
One question :
Is it possible to land a smaller ship on an huge carrier which one is about to jump?
That's interesting... One ride 4 free 😅
You could land on any carrier as long as the CMDR has player landings on
What ATC voice are you using?
"That man is playing Galaga!"
He was shopping all the way through the video
He should be fired
Im kinda curious, before they enter the wormhole do they give the ship a quick burst on thrusters?? Or does the ship get pulled in??
I think it gives a burst of thrusters when it moves then it get sucked into the wormhole
See? Was it so hard to add a window lol
Hold on you can fly capital ships now?
i bought5 this few weeks ago on sale , im aboslute trash at it . watching this i gotta try more lol
It tacks along time for a ship like this to warp . Because every time on one the ship I live on it feels like I’m going to ether die or just get thrown around . Man I hate living on a large cargo ship as a stowaway
I want a carrier so bad, but they take so long to get
А что, сложно было головой покрутить, показать что вокруг происходит, ведь в верхних окнах интересное показывают
at 10:50 the locked doors magically go away
How do you have this view when jumping with your fleet carrier?
Whoa, people are still playing this zombie game? It effectively died when they tried to charge triple A prices for every expansion.
How could you hear the thunder and lightning in space?
Ask yourself that question with any interactions we have in space; other’s gun fire, explosions, the space ambience
Official explanation of Elite is this: The ship's cockpit simulates all audible cues in space, so you can hear lasers, explosions, asteroid impacts etc. Same thing probably applies to FCs. This is also the reason you cannot hear anything or everything is muffled when canopy is breached.
@@coverwatch hmm..ok. I'll take that.
You got me with that last bit about a breach.
Ok. Nice one.
I like how I set the goal of getting a fleet carrier so I could be the buddy barge for all my friends and by the time I ground my way to it, not only are my friends not playing anymore but the game's now owned by a chinese company and is so broken when they did try to come back we just spent 3 hours dealing with instancing issues then moved onto another game. Britain does nothing good anymore it seems.
OK so high firstly I gotta say I love this video it’s really amazing but I have one question I’m on Xbox if I buy a fleet carrier do I get to go in first person like this because I would love to see if you like this on Xbox!!!
I'm afraid this is a feature of the Odyssey expansion. Fdev have said that it is on PC only and that console will not be receiving more updates.
Yo i didn't know you could drive Fleet Carriers i saw two different classes randomly orbiting and their landing pods were closed and refused my landing permission, are they Non Player Controlled Carriers or it can be both Player Controlled and NPC controlled?
Fleet Carriers are all player controlled. Being different classes are skin selections for them (I have one video for each except Fortune-class). You can set different landing permissions to allow all, only friends, none, or only those who does not have a bounty. You can inspect what landing permission it has in the navigation panel.
@@Zethraxxur ty man
Never played this game, but it looks cool.
Just curious, but how many hours would one need to put into this game to be able to purchase one of these things? Is a single player *ever* actually capable of that?
I've been on elite for a good 7 years now, had a seat in every ship, used to use the mass mining trick back before they introduced the supply & demand aspect, nowadays making money is alot more tricky, however that being said, if you have the time and the "lil" deposit to make an AX ship, doing a couple days of thargoid hunting in the systems they're lurking in, you can easily rack upwards of 300-500 million, I've been doing it for a few weeks now and am up to 2.6 billion. Just join in on all the combat zones and non human signals you can find. (PSA, not sure if it's a bug or not, but the combat bonds you get from destroying the goids don't reset if you get blown up yourself)
@@halfdedd A couple DAYS? That's it?
Wait, is there a new carrier?
That layout always existed since carriers were added
It’s almost perfect but that transition from jumping to real space…. The landing pads just suddenly appearing again…. Cmon man.
That poor bastard was just lying there unable to do anything 😂
can you own this in elite?
thats actually just the warp
Interstellar Greyhound buses.
it takes 10 real life minutes to jump a carrier?! what the hell
15 for initial jump + ~5 minutes cooldown after every jump. This is just the normal operation. Depending on server load, jump time can be over an hour
10 min to jump...
Thats a loooong time when you have to leave like a bat out of hell.
I'd come back to Elite. If they let us actually Pilot the Capital ships... but that'll happen in never
the thunder sound is kinda funyn given theres no air in space
It is a nessecary compromise of the game, imagine all the shooting and exploding and thargoids withut the sounds in space. Realistically you should only be able to hear when objects hit your ship
The suit on your character connects with your ship. The suit or ship sort of generates the appropriate sounds that you would hear if there was air.
now why does it need 10 minutes wth
15 minutes. 5 minutes for cancellation. T- 10 min jump location is confirmed. At this point, the server registers an upcoming marker change. T 0 marker changes location and ship executes jump. For anyone at the new location, the ship exits hyperspace. 15 minutes allow to reduce stress on the server since at any given time you could have several carriers jumping. If too many carriers try to jump, they increas the jumptime to avoid a server crash
they do it so much better than sc
oh god, does it have to be 10 fucking minutes before jumping????
Crappiest gameplay design, but sound design crew of ED earn applause
Yes because lightning is space 👍
The lightning is from witch space which is basically the Warhammer 40k warp without all the demons n shit