Geodav - have an example of what you mean by the mini jump? I'm old enough to have played old Wing Commanders, TIE vs Xwing, but although I was around when Elite was out, I never got the chance to play it 
The reason we've adopted jump gates is pretty simple, allowing you to actually view the solar system as you fly by it is fun and really adds to the sense of exploration. Simply "warping" to a place really detracts from that sense of a cohesive world. As much as people complain, if you took WoW and removed the flight paths and animal travel and simply warped everywhere, the world would be far, far less immersive.
Update
I fully 1/4 scaled everything properly: player and vehicles, collision, controls, speeds, etc. Rescaling the player took a bit more work than anticipated and my current solution is a bit hackish, but I'll clean it up later (I'm currently modifying a UTclass, something I'm not happy with but redoing the code paths is unnecessary work for right now).
Scaling brought up several small side issues that I didn't expect. Playerstarts are based on the default height, vehicle spawns seem to as well. I naively thought I could just set the eyeheight, scale=0.25, it turns out to require quite a bit more!

The reason we've adopted jump gates is pretty simple, allowing you to actually view the solar system as you fly by it is fun and really adds to the sense of exploration. Simply "warping" to a place really detracts from that sense of a cohesive world. As much as people complain, if you took WoW and removed the flight paths and animal travel and simply warped everywhere, the world would be far, far less immersive.
Update
I fully 1/4 scaled everything properly: player and vehicles, collision, controls, speeds, etc. Rescaling the player took a bit more work than anticipated and my current solution is a bit hackish, but I'll clean it up later (I'm currently modifying a UTclass, something I'm not happy with but redoing the code paths is unnecessary work for right now).
Scaling brought up several small side issues that I didn't expect. Playerstarts are based on the default height, vehicle spawns seem to as well. I naively thought I could just set the eyeheight, scale=0.25, it turns out to require quite a bit more!

Comment