Elite: Game talk

19 May 2024, 12:05am
My two cents on jump range, it is good/nice to have if you've got specific points in mind you'd like to reach but still do exploring along the way. Hence, 60+ ly range builds, and really, you lose basically nothing by stripping down an exploration-focused ship some. The only dangers out there are your own inattention, some NSPs(which are only lethal if you don't pay attention to the thing flashing angrily and don't back off), and jet cones. The only one shields might save you from is the first.

Similarly along the waypoint idea, if there is a specific region or general part of the galaxy you prefer to poke your nose around in, the range will equally be practical to that end. Once I am in an area I want to explore more thoroughly [or you are], a simple switch to economical routing will do. Or just pick systems around your location at your leisure.

A player's style of exploration also matters significantly. I prefer to just set myself a waypoint at a random spot, whichever distance it ends up away at(or that my brain is happy with), and follow along whichever systems I find throughout the route, even if it is using long-range routing. That's what I find fun, and I fail to see how it is 'wrong'.

The whole "jump range" debate certainly isn't a straightforward black and white... though that isn't to say I cannot live with a really long range per jump. I have a Courier that does around 42 or 45(iirc) and don't mind that at all either... it just happens I often prefer to fly the Phantom over it.
19 May 2024, 1:31am
Ralph ThumThinder, you saved my career, or rather got it off the ground. Thank you very much for that.


Thinder
My Krait Phantom is completely unarmed.

To get this sort of range you need weight saving measures, so getting rid of weapons is a must and in any case, I never need a weapon.

On my Combat ships I use fixed weapons, except in the case of the Corvette because the 4A MULTI-CANNON [GIMBALLED] seems to focus faster than lower Class, my Beam Lasers are Fixed. (Make me think that I could change the two 2F MULTI-CANNON for Fixed weapons.



I'm not a dedicated fighter either, I'm more of a trader and explorer, but in order to rise in Federation rank and unlock Sol and other systems, it's necessary to do some fighting, isn't it?

I have an Imperial Cutter for hauling and it is heavily shielded, defended and armed, it's more a case of role, depending on which role you intend to use your ship for, optimizing is my thing, my Krait Phantom is originally one of the Fuel Rats fit but I adapted it because I also need to land on high gravity planets and if their fit has a slightly longer range, it lacked the Thrust to land safely (at least for the noob I was at the time).

I don't remember how I got the Sol permit...

This is what my Carrier have allowed me to cover in terms of exploration, previous to that, I only visited Colonia with an Anaconda, then again, I crashed it on a high gravity planet...


Kasumi GotoMy two cents on jump range, it is good/nice to have if you've got specific points in mind you'd like to reach but still do exploring along the way. Hence, 60+ ly range builds, and really, you lose basically nothing by stripping down an exploration-focused ship some. The only dangers out there are your own inattention, some NSPs(which are only lethal if you don't pay attention to the thing flashing angrily and don't back off), and jet cones. The only one shields might save you from is the first.

Similarly along the waypoint idea, if there is a specific region or general part of the galaxy you prefer to poke your nose around in, the range will equally be practical to that end. Once I am in an area I want to explore more thoroughly [or you are], a simple switch to economical routing will do. Or just pick systems around your location at your leisure.

A player's style of exploration also matters significantly. I prefer to just set myself a waypoint at a random spot, whichever distance it ends up away at(or that my brain is happy with), and follow along whichever systems I find throughout the route, even if it is using long-range routing. That's what I find fun, and I fail to see how it is 'wrong'.

The whole "jump range" debate certainly isn't a straightforward black and white... though that isn't to say I cannot live with a really long range per jump. I have a Courier that does around 42 or 45(iirc) and don't mind that at all either... it just happens I often prefer to fly the Phantom over it.

I totally agree with you, I'm not a typical explorer in the sense the foot soldiers part of the game have introduced, I signed up for the ships with Horizon, then switched to Odyssey after I purchased my Fleet Carrier (or to get it I can't remember), I don't do things on foot, especially since I figured we only have a box-like FoV when playing on foot with a VR headset.

I guess the way players explore depends on a lot of different factors, I use SRVs but that's about all I do on surfaces.

What a 70 + LY (Max) Jump range does for me is to make a trip from A to Z a lot shorter, when I'm visiting a planet for farming materials or carrying a module (mainly weapons) to an engineer because my combat ships are too short-legged.


Last edit: 19 May 2024, 2:12am
19 May 2024, 3:39am
Thinder
MinonianLet's just not talk about how much challenge someone holds whom only takes on n00bs... None, as far the other has a correctly engineered ship, and some peoples are in their mind to not protect these i'm rathernotsayingwhats.



Agreed.

I'm too old and slow for the PVE challenges but I take pride on never having been a bully, plus, bots don't complain so let's go solo...


Getting back to this? All they ever did is Smolletting and throwing wild accusations, making deal out of all sort of inconsequential nonsense and we are perfectly aware of this. From my part i know this since around 2006. Than thinking we going to feel ourselves bad and guilty, or after things like this there ewer going to be any sort of communication or anything else.

Simply just deplorable!
19 May 2024, 3:45am
Minonian
Thinder
MinonianLet's just not talk about how much challenge someone holds whom only takes on n00bs... None, as far the other has a correctly engineered ship, and some peoples are in their mind to not protect these i'm rathernotsayingwhats.




Agreed.

I'm too old and slow for the PVE challenges but I take pride on never having been a bully, plus, bots don't complain so let's go solo...



Getting back to this?

Cyberbullies psychology doesn't need any form of explanation and they are present in this game too.

So I reiterate, I'm proud I'm not one of them.
19 May 2024, 7:03am
Hello I have a problem.
I'm trying to replace the 5A FSD SCO with a 5D FSD SCO but it doesn't allow it, this from the new Python MKII
If I try to replace the module it says that the replaced module will be sold.

https://imgur.com/weRd93d
https://imgur.com/iQJthjl


Last edit: 19 May 2024, 7:11am
19 May 2024, 8:01am
Is there any downside to replacing an A-rated FSD with an A-rated SCO FSD with the same engineering? I just popped one into my Adder (in EDSY, not in the game yet) and the only stats that I noticed had changed were jump range (+4 Ly) and rebuy. It seems there's no reason to still use pre-SCO drives at all. Am I missing something?
19 May 2024, 8:20am
I changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.
19 May 2024, 10:49am
Left the bubble at 7:55PM, 16.6 h later, getting closer to Colonia. I took a nap. (View from Type 7 Map). 15 Jumps to go now...



Last edit: 19 May 2024, 11:01am
19 May 2024, 10:56am
SakashiroGibt es Nachteile, wenn man ein A-bewertetes FSD durch ein A-bewertetes SCO-FSD mit der gleichen Technik ersetzt? Ich habe gerade einen in meinen Adder gesteckt (in EDSY, noch nicht im Spiel) und die einzigen Werte, die ich bemerkt habe, waren Sprungreichweite (+4 Ly) und Rebuy. Es scheint keinen Grund zu geben, überhaupt noch Pre-SCO-Laufwerke zu verwenden. Übersehe ich etwas?


Es gibt keine Nachteile eher Vorteile bei der Verwendung des neuen FSD-SCO.
Du hast es selber festgestellt. Mehr Reichweite gegenüber den alten FSD.
Ein weiterer Vorteil ist auch der Einbau in ´Rettungsschiffen, um Thargoid Schiffen (Glaves)
nach Herausziehen aus dem Hypersprung zu entkommen.
Allerdings braucht man auch dazu auch ne Menge Kühlkörper und EGM.
Bei einem Thargoid Cyclops kann man mit den neuen FSD-SCO auch ohne Kühlkörpereinsatz mit Boosten
ohne Probleme entkommen.
19 May 2024, 11:29am
[Thinder Wrote / I also play exclusively in VR, I use a Pico 4.]

Hi Thinder , How do you find the Pico 4 ?

I'm currently using HP Reverb G2 and am waiting for my 3rd cable [ Overheating issue ]

I was thinking of swapping to the Pico 4 so I could try the wireless option.
19 May 2024, 12:26pm
Lambast MercyI changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.

Interesting. I can't reproduce these results on EDSY at all. Even the double-engineered "V1" FSD's jump range is slightly surpassed by the 5A SCO FSD. In fact it's like the A-class SCO drives are meant to supplant the double-engineered FSDs that were available only once or twice as CG rewards. Good news for explorers if true.
19 May 2024, 12:31pm
Jarge[Thinder Wrote / I also play exclusively in VR, I use a Pico 4.]

Hi Thinder , How do you find the Pico 4 ?

I'm currently using HP Reverb G2 and am waiting for my 3rd cable [ Overheating issue ]

I was thinking of swapping to the Pico 4 so I could try the wireless option.

Quite good. The sweet Spot is large, you don't need to turn your head to read which is an advantage if you play DCS.

I use a wire with a small box plugged to the main, unlimited use, no battery life issue.

Lenses are pancake type, no circles, resolution is good, the G2 is just a tiny fraction sharper but the sweet spot is very small in comparison, mine packed up and I don't regret swapping.

Pico 4 Specs.
19 May 2024, 12:38pm
Sakashiro
Lambast MercyI changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.


Interesting. I can't reproduce these results on EDSY at all. Even the double-engineered "V1" FSD's jump range is slightly surpassed by the 5A SCO FSD. In fact it's like the A-class SCO drives are meant to supplant the double-engineered FSDs that were available only once or twice as CG rewards. Good news for explorers if true.

The SCO drives do have slightly more range than even the pre-engineered versions. Their ‘optimised mass’ stat goes to something like 1,894 as opposed to the V1’s 1,856(both with mass manager).

The increase in the range is negligible for the 5As though, my explorer Phantom gained something like .19 ly. The addition of the supercruise overcharge, on the other hand…

For other builds, there may be subtleties which make the V1 look favorable due to background stats or just having range and fast boot, but I don’t think any of mine have or require such considerations.

(I did keep the 5C on my Bubble runner Phantom instead of a 5A SCO because of the lower thermal load of the C rated version… unless by now Frontier swapped its stats with the 5B which you literally have no reason to use when it’s the same as a C rated but with much worse thermal load during overcharge.)
19 May 2024, 1:07pm
Sakashiro
Lambast MercyI changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.


Interesting. I can't reproduce these results on EDSY at all. Even the double-engineered "V1" FSD's jump range is slightly surpassed by the 5A SCO FSD. In fact it's like the A-class SCO drives are meant to supplant the double-engineered FSDs that were available only once or twice as CG rewards. Good news for explorers if true.

I think it depends on the ship although I'm not certain but results are not consistent...
19 May 2024, 1:07pm
Kasumi Goto
Sakashiro
Lambast MercyI changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.



Interesting. I can't reproduce these results on EDSY at all. Even the double-engineered "V1" FSD's jump range is slightly surpassed by the 5A SCO FSD. In fact it's like the A-class SCO drives are meant to supplant the double-engineered FSDs that were available only once or twice as CG rewards. Good news for explorers if true.


The SCO drives do have slightly more range than even the pre-engineered versions. Their ‘optimised mass’ stat goes to something like 1,894 as opposed to the V1’s 1,856(both with mass manager).

The increase in the range is negligible for the 5As though, my explorer Phantom gained something like .19 ly. The addition of the supercruise overcharge, on the other hand…

For other builds, there may be subtleties which make the V1 look favorable due to background stats or just having range and fast boot, but I don’t think any of mine have or require such considerations.

(I did keep the 5C on my Bubble runner Phantom instead of a 5A SCO because of the lower thermal load of the C rated version… unless by now Frontier swapped its stats with the 5B which you literally have no reason to use when it’s the same as a C rated but with much worse thermal load during overcharge.)

I don't really need the SCO feature but thermal load is another selling point for me. I once had a double-engineered 6A drive from a CG and tried it in a T-9. It was impossible to jump without frying the ship.

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