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Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

chaosapiant posted:

I bought my Krait Phantom last night. I put in my A5 FSD and it has a level 2 mod on it for jump distance, but my jump range is still only around 35-37. I can get higher by dropping my power plant and thrusters, but I want that speed to! Anyone know what else I can drop for jump distance? I've got like 3 empty optional internal slots, and I've got a buggy, an afmu, a 6A fuel scoop and 5A shield and surface scanner. That's it.

Endurance exploration doesn't need anything past 32ly. If you are looking to push into truly uncharted territory, you'll want a max-range DBX or Anaconda that can do >75ly per jump so you can boost to above 150ly and get past Beagle Point.

Blind Rasputin posted:

Is there a website that tells you how to take the neutron highway to colonia and Sag A? I have been out there before but I took the scenic route.

It's in the OP! :woop:

Helianthus Annuus posted:

im about to take the neutron highway to colonia and spansh says its gonna be like 120 neutron jumps to get there

are you saying i roll the dice every time, and i have at least a 1/100 chance of getting rocked, even if i fly correctly? not sure i like those odds

If you keep your FSD fully repaired, you would have a 1/100 chance multiplied by 120 chances, which equals a 0.1% chance you will suffer a failure across the entire journey? Think of it like a lottery ticket: if you buy 120 tickets for 120 consecutive drawings, you are no more or less likely to win each individual drawing. The increased chances certainly make it ~more likely~, but the separate data-points do not actually correlate with each other.
:shrug:

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iospace
Jan 19, 2038


A couple of tools to throw about :

1. Captain's Log: https://captainslog.scarygliders.net/ Made by Genar-Hofoen, who is part of Diamond Frogs
2. EDDiscovery: https://github.com/EDDiscovery/EDDiscovery/wiki More of a community project.

both of them work really well for an explorer, but EDDiscovery is more general purpose, allowing you to sync your journals with EDSM.

smug jeebus
Oct 26, 2008
Is there a trick to finding explodable rocks or is it pure RNG?

Friendly Fire
Dec 29, 2004
All my friends got me for my birthday was this stupid custom title. Fuck my friends.

StuG Jeebus posted:

Is there a trick to finding explodable rocks or is it pure RNG?

If there's a trick I haven't found it. Some asteroids glow brighter than others when you scan, but I haven't been able to tell the difference between one that just has more minerals and one that you can crack open.

Shine
Feb 26, 2007

No Muscles For The Majority

Toxic Fart Syndrome posted:

If you keep your FSD fully repaired, you would have a 1/100 chance multiplied by 120 chances, which equals a 0.1% chance you will suffer a failure across the entire journey? Think of it like a lottery ticket: if you buy 120 tickets for 120 consecutive drawings, you are no more or less likely to win each individual drawing. The increased chances certainly make it ~more likely~, but the separate data-points do not actually correlate with each other.
:shrug:

I've never done any significant exploration in this game and I'm unfamiliar with the various mechanics of repairing FSDs and such, but taking your numbers at face value (and assuming I remember a math class from 20 years ago correctly), GHOST_BUTT's 70% chance of a failure is correct.

While each individual jump's result is independent of each other jump (unless a failed jump results in unrepairable FSD damage that recalculates the probability of the remaining jumps), you have to take into account the fact that there are 120 jumps and we're talking about the probability of every single one having a successful result. Think of it like dice rolls. Suppose you have a 20-sided die, and I roll it one time. I ask you if you think I will roll a 20. The best answer would be "no," since there is a 0.95, or 95% chance of rolling something other than 20, so a 5% chance of rolling a 20.

But what if I were to roll that die 120 times, and asked you if you thought that any one of those rolls would be a 20? You'd want to say "yes," because the chance of rolling at least one 20 would be about 99.8%. This is closer to what we're working with when we talk about chance of a failed jump.

- Your example trip has 120 jumps, and assumes each jump has a 99% chance of success / 1% chance of failure.
- The probability of having 120 successful jumps is 0.99^120, which equals 0.299, which rounds to 0.3, or 30%.
- So when we look at the trip from the onset, there is a 30% chance that all of of those 120 jumps will be successful. Or rather, there is a 70% chance that one of those 120 jumps will fail.

The probability of a future failure lessens as you get further into the trip, since there are fewer future opportunities for a failed result to occur (assuming the chance of success remains 99% per individual jump), but yeah, from the onset he's looking at a 70% chance of at least one of those 120 jumps biffing it.



e: So the answer is to take the trip and steam each jump :D

Shine fucked around with this message at 03:16 on Dec 15, 2018

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


so i havent played in a long time, i logged in and i have a fer de lance. can i do the new fancy mining with this ship?

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Yes. Get one of each type of mining weapon (laser, abrasion blaster, subsurface missile, deep missile), any size don’t matter. Get a prospector limpet controller, collector limpet controller, refinery, and cargo. Get the pulse wave scanner. If you can fit all that you’re good to go.

Pilchenstein
May 17, 2012

So your plan is for half of us to die?

Hot Rope Guy
Pissed around in a hazres with the mamba tonight, 3 beam lasers and 2 large seeker launchers and it was very fun and barely took any fire at all. Was up to 300% heat at one point though. :v:

I should really get off my fat arse and do the 5k ly for dirty drives 5 just to really get my money's worth.

Parallelwoody
Apr 10, 2008


You can repair your fsd as you're traveling though, and I believe it will roll against the 100% not the 99%. So keep it maxed out and you'll be fine. Anecdotally I have taken the neutron highway to colonia and back and didn't have a failure despite letting my fsd dip into the 80s at some points.

Also, it's only a problem if you fail in a neutron cone, but if I remember correctly you can just cruise in, build up your jump juice, fly out and then hit it. Worst case there is you spend a minute not doing anything.

Parallelwoody fucked around with this message at 04:43 on Dec 15, 2018

Elderbean
Jun 10, 2013


I was looking forward to space trucking tonight but the power went out. :confuoot:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
Yeah, I usually repair my FSD around 85% and have never had a failure. :shrug:

If the 1% thing held true, I should have had dozens, maybe hundreds, of failures by now. :monocle:

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.

Elderbean posted:

I was looking forward to space trucking tonight but the power went out. :confuoot:

Adjust power from engine and weapons to systems. :colbert:

Shine
Feb 26, 2007

No Muscles For The Majority

Toxic Fart Syndrome posted:

Yeah, I usually repair my FSD around 85% and have never had a failure. :shrug:

If the 1% thing held true, I should have had dozens, maybe hundreds, of failures by now. :monocle:

The math is correct, but it's based on some assumptions about how Elite determines a jump failure. So either you've been unusually fortunate with your rolls, or (more likely) the game doesn't determine a jump's success by rolling a single 1-100 number against the FSD's health when you jump.

clone on the phone
Aug 5, 2003

What’s the biggest baddest ship I can cover in turrets while I zip around in a fighter. Type 10? Corvette?

smug jeebus
Oct 26, 2008
I did something like that with T10, nine efficient turreted lasers. The crew sucks at pip management, though. Just leave four pips on shields, you had one job!

clone on the phone
Aug 5, 2003

If you put the ship on “fire at will” do you even need a crew?

:getin:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

clone on the phone posted:

What’s the biggest baddest ship I can cover in turrets while I zip around in a fighter. Type 10? Corvette?

Corvette with all PDCs and efficient beam lasers. Maybe some packhounds?

Helianthus Annuus
Feb 21, 2006

can i touch your hand
Grimey Drawer

Shine posted:

The math is correct, but it's based on some assumptions about how Elite determines a jump failure. So either you've been unusually fortunate with your rolls, or (more likely) the game doesn't determine a jump's success by rolling a single 1-100 number against the FSD's health when you jump.

ya i agree, that assumption doesn't seem right. or possibly, it was right at one time, but has since been changed.

Drake_263
Mar 31, 2010

juggalo baby coffin posted:

so i havent played in a long time, i logged in and i have a fer de lance. can i do the new fancy mining with this ship?

FDL has definitely enough hardpoints for mining, but it's got sort of no space for limpets and poo poo all for actual cargo capacity once you've plugged in everything else you need to mine. Plus the cargo scoop is in a sort of an awkward spot to scoop manually.

The ideal mining barge is something that has at least two Medium and two Small hardpoints, a bunch of cargo space, a free C3/4 slot for a refinery, two-plus C3 slots for limpet controllers, a C1 for the detailed surface scanner, and a spare utility mount for a pulse wave scanner. Cobra-3 for a tiny miner, Keelback, AspX, Federal Dropship, pretty much everything bigger than that.

lemonadesweetheart
May 27, 2010

One thing for mining. Bring a surface scanner and scan the rings before yoi drop in. It will highlight hotspots for some of the new super minerals.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


awesome, thanks for the advice friends!

would a krait be a good mining ship? im looking to trade in this fer de lance, i really don't like it, maybe wasting money on it is why i ended up quitting elite.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Shine posted:

The math is correct, but it's based on some assumptions about how Elite determines a jump failure. So either you've been unusually fortunate with your rolls, or (more likely) the game doesn't determine a jump's success by rolling a single 1-100 number against the FSD's health when you jump.

Even if it was right, there is no law in-game to force you to jump right out of the Neutron cone, so if you just fly a bit outside and then jump, you would be 100% safe even if the jump fails.

AttackBacon
Nov 19, 2010
DEEP FRIED DIARRHEA
Well I did a bit of everything today. I ended yesterday in a Cobra Mk III which was fun but I wanted to try some of the specialist stuff out. So after work today I sold the Cobra and kitted out an exploration Hauler. I didn't really know where to go so I decided to go straight up. I went to the most remote inhabited system I could find and then just picked a random star a a couple dozen lightyears above that. I had done a little research so I had the Road to Riches route creator up, which helped a lot in terms of actually making a decent route, although I'm sure I could have been a lot more efficient than I was. Ended up futzing around up there for about two hours and came back with a cool 18 mil worth of data, which to me doesn't seem too bad for day 2.

I decided to go ahead and do a bit of bounty hunting after that, so I bought and maxed out (as far as I can anyways) a Viper Mk III and flew to a nearby resource site, since I had seen a post on reddit about how camping resource sites was a good way to hunt bounties. Turns out it sure is, although the local security forces were all over it as well. It was a little tough to finish scanning the targets and then get some damage in before the police blew them out of the sky, but I managed to net about half a mil worth of bountues in 15-20 minutes of messing about. Is there any way to increase scanning speed? Maybe with one of the Engineers? I haven't messed with that at all yet. Also, should I ever bother vacuuming up the debris from a dead ship? I have no idea if that stuff is useful.

After that I decided to try out mining. It seemed to me the best mining ship I could afford was a Diamondback Explorer, so I went with that. Turns out it's not the greatest at the role, since if you take two cargo bays (which felt mandatory to me) you have to choose between a shield generator or a detailed surface scanner. I decided to stick with shields since I just wanted to try it out. I flew headfirst into the nearest set of planetary rings I could find and quickly realized that you have to buy limpets manually. One round trip later and I was ready to go. My first few asteroids were disasters, nothing but liquid oxygen or methane or whatever else useless garbage, but on the last one (I had only brought 8 limpets, not knowing how many I would need) I managed to find a crackable asteroid with a low temperature diamond core! I cracked that baby and (badly) vacuumed up all the diamonds I could, then checked online to find the best price and walked away with ~5 mil for 30 minutes worth of work.

I found exploring a little tedious but I think if I was more prepared (had some podcasts to listen to for instance) it could be a nice relaxing way to make some serious dosh. Bounty Hunting was fun, although I think I'd want to find a less patrolled place to do it in. Also feels like a big tanky ship with lots of guns would be the way to go for camping resource sites, since the bounties are coming to you and seem quite content to fight to the death. Mining was really neat, although my build needed a lot of work. In the end, I decided to sell the Hauler (although it was a great little ship for my first foray into exploration, highly recommend it) and covert the Diamondback Explorer into my exploration ship. Tomorrow I'll head out on a more proper expedition and hopefully come back with enough to pick up a Krait or a Python. That'll become an asteroid cracker and then I'll probably mine up a Chieftain or something for bounty and pirate hunting.

I haven't engaged at all with the more meta-progression stuff (Engineers, Tech Brokers, and factions/Powerplay I guess?). When is a good time to start working some of that stuff in? Also, I've found a fair few resources online, but I'm still having a hard time knowing where to go for a lot of things. I'm sure I could be a lot more efficient in all my activities, I'm just not quite sure what tools/resources I should be using to get there, or even how to use them effectively.

Game is hella sweet though.

Drake_263
Mar 31, 2010

juggalo baby coffin posted:

awesome, thanks for the advice friends!

would a krait be a good mining ship? im looking to trade in this fer de lance, i really don't like it, maybe wasting money on it is why i ended up quitting elite.

The Krait MKII looks like it'd make an excellent miner - you have enough hardpoints to run all mining tools (even if they're a bit oversized), retain a C3 gun for some close defense, and an option for a fighter bay for a little bit of extra oomph.

AttackBacon posted:

Well I did a bit of everything today. I ended yesterday in a Cobra Mk III which was fun but I wanted to try some of the specialist stuff out. So after work today I sold the Cobra and kitted out an exploration Hauler. I didn't really know where to go so I decided to go straight up. I went to the most remote inhabited system I could find and then just picked a random star a a couple dozen lightyears above that. I had done a little research so I had the Road to Riches route creator up, which helped a lot in terms of actually making a decent route, although I'm sure I could have been a lot more efficient than I was. Ended up futzing around up there for about two hours and came back with a cool 18 mil worth of data, which to me doesn't seem too bad for day 2.

I decided to go ahead and do a bit of bounty hunting after that, so I bought and maxed out (as far as I can anyways) a Viper Mk III and flew to a nearby resource site, since I had seen a post on reddit about how camping resource sites was a good way to hunt bounties. Turns out it sure is, although the local security forces were all over it as well. It was a little tough to finish scanning the targets and then get some damage in before the police blew them out of the sky, but I managed to net about half a mil worth of bountues in 15-20 minutes of messing about. Is there any way to increase scanning speed? Maybe with one of the Engineers? I haven't messed with that at all yet. Also, should I ever bother vacuuming up the debris from a dead ship? I have no idea if that stuff is useful.

After that I decided to try out mining. It seemed to me the best mining ship I could afford was a Diamondback Explorer, so I went with that. Turns out it's not the greatest at the role, since if you take two cargo bays (which felt mandatory to me) you have to choose between a shield generator or a detailed surface scanner. I decided to stick with shields since I just wanted to try it out. I flew headfirst into the nearest set of planetary rings I could find and quickly realized that you have to buy limpets manually. One round trip later and I was ready to go. My first few asteroids were disasters, nothing but liquid oxygen or methane or whatever else useless garbage, but on the last one (I had only brought 8 limpets, not knowing how many I would need) I managed to find a crackable asteroid with a low temperature diamond core! I cracked that baby and (badly) vacuumed up all the diamonds I could, then checked online to find the best price and walked away with ~5 mil for 30 minutes worth of work.

I found exploring a little tedious but I think if I was more prepared (had some podcasts to listen to for instance) it could be a nice relaxing way to make some serious dosh. Bounty Hunting was fun, although I think I'd want to find a less patrolled place to do it in. Also feels like a big tanky ship with lots of guns would be the way to go for camping resource sites, since the bounties are coming to you and seem quite content to fight to the death. Mining was really neat, although my build needed a lot of work. In the end, I decided to sell the Hauler (although it was a great little ship for my first foray into exploration, highly recommend it) and covert the Diamondback Explorer into my exploration ship. Tomorrow I'll head out on a more proper expedition and hopefully come back with enough to pick up a Krait or a Python. That'll become an asteroid cracker and then I'll probably mine up a Chieftain or something for bounty and pirate hunting.

I haven't engaged at all with the more meta-progression stuff (Engineers, Tech Brokers, and factions/Powerplay I guess?). When is a good time to start working some of that stuff in? Also, I've found a fair few resources online, but I'm still having a hard time knowing where to go for a lot of things. I'm sure I could be a lot more efficient in all my activities, I'm just not quite sure what tools/resources I should be using to get there, or even how to use them effectively.

Game is hella sweet though.

Posts like this are why I love hanging around on the forums. Glad to see you're enjoying yourself!

The DBE is probably one of the best low-cost explorer ships in the game, properly tuned you can get a ridiculous jump range out of that thing.

Engineers take a little bit of a grind to get into, but can be very rewarding once you're properly on your feet.

First off, the junk dead ships drop (as long as it's not marked Canister or Fragment) are engineering materials - combat ships tend to drop alloys, mechanical bits and focus crystals, which are usefiul in a variety of mods. You may not have already noticed that sometimes when you lock onto a ship, a little notification pops up on the top right - things like Atypical SHield Scans, Unidentified Scan Archives, etc etc are data packets, which are also used as Engineering materials. You should probably put a little bit of focus into picking this stuff up if it's easy and convenient for you, but not worry TOO much about it - the more you have the easier time of it you'll have when you get into Engineering. Even if that particular material isn't immediately useful, Material Brokers let you trade mats of one type for another.

Actually getting into Engineers may take you a while. When you start out, you know of five or six engineers, but they won't deal with you yet - first off, you need to get their attention so they'll send you an invitation to their base. Each Engineer has their own specialization and way of getting the invitation - for example, Felicity Farseer (who does FSD and engine mods) will send you an invitation once you hit the Scout rank in exploration, while The Dweller (who works on laser weapons and power distributors) will contact you when you've dealt with at least 5 black markets. Once you've been invited, they'll want you to do a little mission for them to actually do work for you, after which you can start actually modifying your ship. Once they like you enough, they'll introduce you to one or two new engineers, who you'll need to do the whole thing over again with.

The second tab on your right-hand command panel has a separate section for Engineers - you can read up on the Engineers you know about and their particular requirements there.

Tech Brokers meanwhile let you unlock special equipment - experimental anti-xeno stuff, military spec specialized hardware, experimental alien hybrid tech - by bringing them a poo poo-ton of engineering materials and rare cargo. Once you've unlocked a particular piece of kit, you can buy the unlocked stuff for plain credits at the outfitting menu of any station with a tech broker. Actually working up the materials can take a long while, though.

One of the best resources for finding things on Elite, I've found, is https://inara.cz/. Besides working like space facebook, it's got things like squadron and material trackers, a list of all engineers, and the mods they do - you can basically plug in what materials you have, click a mod, and it'll tell you what materials you have, what you need, and offer suggestions for where to go.

If you haven't already, you should probably check out the Diamond Frogs discord in the OP. There's a lot of people who are more than happy to help a newbie out there.

Drake_263 fucked around with this message at 12:04 on Dec 15, 2018

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


are limpets one use or am i just too dumb to figure out how to recall them?

also, i went to what said it was a musgravite hotspot, and even with my scanner and prospector drones i never found any musgravite or an asteroid with a fissure on that i could blow up.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
After doing a bunch of surface scanning I decided to travel so I could sell the data. Switched back to passenger modules and started running missions. Found out two things:

1. I had completely forgotten about running D scans when I enter a new system.
2. If passengers announce a destination change you have to approve the notification in chat. I traveled far out of my way to get to the new destination but couldn't understand why the mission marker hadn't changed.

My planetary descents are still lousy but I understand the phases now. I need to get way closer before going into that first orbital supercruise phase.

Friendly Fire
Dec 29, 2004
All my friends got me for my birthday was this stupid custom title. Fuck my friends.

lemonadesweetheart posted:

One thing for mining. Bring a surface scanner and scan the rings before yoi drop in. It will highlight hotspots for some of the new super minerals.

You may not need a surface scanner. If the ring has already been probed, the hotspots show up as extraction zones in the navigation list. Trying to probe a ring that has already been probed gives no result.

CapnBry
Jul 15, 2002

I got this goin'
Grimey Drawer

juggalo baby coffin posted:

are limpets one use or am i just too dumb to figure out how to recall them?
You can't recall them, but there are two modes of use. If you have something targeted when you deploy the collector limpet, it will retrieve that item and then disappear. If you have nothing targeted when you send one one, they'll collect everything in range that isn't on your ignore list. Once they collect everything they'll gather and hang out by your cargo hatch and wait to despawn or get run over by your ship and explode. They're consumables though, not in inventory like ship-launched fighters.

What happens when you have an FSD jump failure after too many neutron stars? I went 25,000ly and back earlier this year and used the neutron highway on some stretches. It was pretty annoying to have to fix the FSD after it got down under 90% and started malfunctioning and resetting the countdown but it was annoying, not death-ensuring. Is death an option due to exploding FSD? I did get stuck in the cone once and spent 10 minutes trying everything I could to get out but eventually kersploded.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Dick Trauma posted:

My planetary descents are still lousy but I understand the phases now. I need to get way closer before going into that first orbital supercruise phase.

I'm feeling you still don't understand everything about planetary landings if you say this, as you go automatically into orbital supercruise. Like the final drop into glide, orbital cruise depends on your height.

In fact, for an easy and stress-free planetary descent, you have to do the opposite of getting closer to your target: Point not straight at your target, but move below it. Generally, more the closer you get. When you drop into orbital cruise or just before, re-orient towards the ground base. This gives you a nice, flat trajectory allowing you to smoothly get closer without losing height too fast.

After this, the glide likewise will go a lot smoother. This should drop you at some point between 5-10km from the ground base, or whatever feature you wanted to visit.

Also reminders for high-gravity planets:

-Keep your speed in the middle of your blue range, go 1-2 ticks deeper as you get closer to the surface.
-If your speed doesn't go down fast enough on final approach, put your ship vertical to the ground and boost at highest speed.
-If that fails, too and it looks like you will crash, don't panic, put all your pips into system and let your shield take the hit.
-Try to go for a sensible choice of shield generator, instead of taking the smallest one your ship can carry. Engineer it to lose mass instead (Low-Power, will give you some extra-strength in HP and lower your energy draw in addition to lowering the mass a bit)
-D-class thrusters are OK, but high-gravity landings with smaller sizes then the highest possible is just inviting disaster. Also think about engineering some clean drives, as this gives you some leeway with heat, plus makes them generally better. (Just not as much as dirty drives.)

GHOST_BUTT
Nov 24, 2013

Fun Shoe

CapnBry posted:

What happens when you have an FSD jump failure after too many neutron stars? I went 25,000ly and back earlier this year and used the neutron highway on some stretches. It was pretty annoying to have to fix the FSD after it got down under 90% and started malfunctioning and resetting the countdown but it was annoying, not death-ensuring. Is death an option due to exploding FSD? I did get stuck in the cone once and spent 10 minutes trying everything I could to get out but eventually kersploded.

To the best of my knowledge, you just can't jump or cruise. I've never heard of or seen the misjump that others seem to be describing, but otoh I'm either diligent about repairing after every neutron jump or a big chicken for same, depending on your perspective, so my FSD has never failed spectacularly. I'm pretty sure the most dangerous way for it to fail is what you described, dumping you into normal space inside the jet cone.

But who knows? Space is full of exciting ways to get killed unexpectedly. Maybe there is a way for your FSD to break and drop you into interstellar space or something.

goatsestretchgoals
Jun 4, 2011

Always approach planet bases at 45 degrees down pitch for maximum docking efficiency.*

*May be hazardous to your health on high G planets.

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Man, assassination is signs are so rad now. Finding the target is faster for sure, but when you drop into the target signal source there’s usually a pretty big brawl that erupts. On top of that, the ships they fly are nuts! One of my targets is in a federal corvette and despite my tricked out anaconda I could not drop its shields.

How do you guys think the alliance challenger (is that the largest model? So confusing) would work for mining? It has much better hardpoint placement.

Helianthus Annuus
Feb 21, 2006

can i touch your hand
Grimey Drawer
lets clear up the story on FSD malfunctions. I did some research, this nerd on the frontier forums had this to say

quote:

Above 80% its business as usual FSD operates as normal

anything below 80% will give you a malfunction but wont drop you out of SC, just prevents the FSD from charging for a while "FSD MALFUNCTIONING"

Below 70% will again malfunction but there is a small chance to drop you out of SC too for good measure, and if that happens in a jet with a malfunctioning drive while trying to escape your just asking for trouble - its a small % chance but CAN happen which is the important point to make

below 60% the malfunctioning drive happens more often and the drops from SC increase in frequency and continue all the way down to 1% where something will happen every jump if not a string of 3-4 faults before completing a jump.

rule of thumb is keep above 80% though as it becomes time inefficient

Helianthus Annuus
Feb 21, 2006

can i touch your hand
Grimey Drawer
oops, citing my source: https://forums.frontier.co.uk/showthread.php/375648-FSD-Malfunction-Neutron-Jumping-Question/

and the reason im inclined to trust that guy is because of this effortpost on the 2nd page, which shows him to be way into this game's mechanics. can i just say that this forum poster seems cool and i want to be his friend, but he has a furry av, and im more scared of that than i am of neutron stars now

quote:

I tested a lot in the beta, connection issue was one escape method, but I also tested a drive to destruction dropping me in the jets with a failing drive, it is possible to escape, just need to be calm, don't panic, if your drive was already below 40% your not getting out though as it will malfunction many times while escaping and you will run out of time... or I did, in my tests I used 3 ships each time at different FSD levels (shot by a friend to varying health levels)

below 40% I have yet to get a ship successfully out - Lost all ships trying this
40-50% and its extremely difficult but not impossible - lost 2 out of 3 ships this way
50%-60% is a little nervous with a malfunction or two, still difficult but I have done it - lost 2 out of 3 ships trying this
60%-70% is sometimes stress free / or can be just as problematic as 50%-60% - lost 1 ship out of 3 (bad luck that time I feel with multiple FSD failures)
70%-80% at least one malfunction but keep calm and you will get out - no ships lost
>80% is the standard connection escape and as long as you don't panic you will jump out fine - no ships lost

Disclaimer - these were all stock D spec & boost capable (4D thrusters) DBx's with only the FSD engineered with lowered integrity from grade 5 increased range, so results could vary with other ships / stronger drives, engineered thrusters / larger thrusters etc.
I imagine anacondas would be harder to escape with due to the usually smaller exploration drives fitted vs ship mass and slow agility (also having a boost capable ship helps escape)


so, from that I just keep my drive above 80%, 70%-80% you will be fine but it slows you down jumping anyway - that's what I personally concluded from my testing any way ^^ you guys can do what you like personally I wouldn't risk losing all my data with a drive below 70% as I lost a ship in my testing in this scenario. - the lack of fear is because my drive is always above 80% so im fine, worse case human error and I drop into the jet but I can escape with 100% success rate from them with a decent healthy drive

interestingly in the recent beta you just throttle back when the FSD is charged and you will escape anything even high wake / low wake whatever as the ship stops taking damage and stops being effected / thrown around by the jets - its a glitch and will be interesting if it gets to live

then as soon as you throttle up the countdown begins before the jets effect you again.

all my other bug reports in beta generally make it to live so we will see.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
Yeah, that makes much more sense and lines up with my anecdotal experience. :thumbsup:

Xae
Jan 19, 2005

juggalo baby coffin posted:

awesome, thanks for the advice friends!

would a krait be a good mining ship? im looking to trade in this fer de lance, i really don't like it, maybe wasting money on it is why i ended up quitting elite.

Krait Mk2 would work, but the Python is better.

BattleMaster
Aug 14, 2000

Helianthus Annuus posted:

lets clear up the story on FSD malfunctions. I did some research, this nerd on the frontier forums had this to say

This lines up with my experience of making in the neighbourhood of 50 jumps with 90%-ish FSD without incident due to a fuel scoop accident back when I was getting started with exploration.

Fuel scooping is a lot easier now that I've learned that only proximity to the planet matters so you can dial down to minimum supercruise speed once you get close enough to the planet to get near-100% fuel scooping rate. You don't have to orbit the star at superlight speeds like in The Voyage Home.

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

Yeah, playing with coriolis I think alliance ships are hard pass for mining. Python is great though.

Drake_263
Mar 31, 2010
The alliance Chieftain/Crusader/Challenger ships have great hardpoints but sadly they have too little internal space to really make useful haulers, they're all more or less dedicated combat ships.

Python and Krait MKII would both make for decent miners I think - the question is more in your particular preferences. The Krait is more agile, faster, and has the option for a fighter (at the expense of cargo capacity), the Python is chunkier, more heavily armored, and has an extra internal slot.

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Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
I'll try ironic mining with my corvette when I get back to the Bubble... :getin:

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