Elite: Game talk

yesterday, 8:44pm
AHSo, it takes about 24+- neutron star jumps for FSD to become unstable (<80)? I did not expect it to start crashing so fast.


I try to repair mine with an AFMU every 10 neutron jumps or so.

Were you just out there testing the limits to see what might happen? I'm curious what kind of FSD you are using (type, size, and rating); just so I can learn from you those limits too.
yesterday, 9:15pm
Rampagerabbit
RawnuI was today's years old when I found out that your Fleet Carrier is not your "last docked station" when you are destroyed but the last non-FC station you docked... Had to to take 9 jumps back to base. (Also, gankers around Raijin are a curse)



That's good to know. Imagine you are 5000LY out in the black and you feck up and have to relog from a station. Man that would annoying.


It seems to depend on the last station that particular ship was docked. If you change ships within the FC, and that changed ship was docked somewhere else before (and you transferred it to the FC, not flown yourself), THEN you have that problem. I learned it the hard way.
yesterday, 10:57pm
Finally caught my log entries up to present day. Difficult to "walk and talk", as it were, you know? LOL.

It's been a journey. My last logbook entry was when I hit Elite in Exploration. A lot had happened since then. Enjoy!
today, 7:39am
Indy
AHSo, it takes about 24+- neutron star jumps for FSD to become unstable (<80)? I did not expect it to start crashing so fast.



I try to repair mine with an AFMU every 10 neutron jumps or so.

Were you just out there testing the limits to see what might happen? I'm curious what kind of FSD you are using (type, size, and rating); just so I can learn from you those limits too.


5D Frame Shift Drive (SCO)
Increased range (5)
Stripped Down
...
5H Guardian FSD Booster


I do not take 20 straight jumps. It would be ridiculously boring. I do few jumps, then check out local area and sometimes skip the neutron jump so and take regular FSD lt jumps just to see if there is anything interesting. So far, it has been same old same old when it comes to bio. Ran into some planets that were spewing grade "A" crystals in several shapes. At least I got something. Few photos too.

I am going to check out few nebulas on my way back and also see if I can find me some Recepta's. Then back into the stink of exhaust fume filled starports, idiotic fractions and their demented pissing contests. I miss those NPC. (No, I do not. Humans have not evolved at all! Only tech has.)
today, 7:44am
today, 7:59am
AH
Rayman.use this one https://sinc.science/guides/sinc/The%20Complete%20BGS%20Guide%202024.pdf It explains everything about BGS



Start by reading https://cdn.mises.org/Anatomy%20of%20the%20State_3.pdf

It's a quick read, 40 short pages. (and yes, it's very much related to the game)



you don't have to read everything at once, if you don't know something it's written there but for a new player I wouldn't bother. More for end game players who have nothing to do except this and thargoids war
today, 9:54am
AHSo, it takes about 24+- neutron star jumps for FSD to become unstable (<80)? I did not expect it to start crashing so fast.

My solution: For long range exploration, use a Fleet Carrier, then explore with whatever ship you chose once you reached the spot/sector you want to explore.

Advantages: You're always have a repair base near by, a Carrier will guarantee you a stable <> 1500 Ly travel range per hour without damages to your ships, you'll have the choice between every ship in your fleet plus a reserve of modules, with <> 6,400 t of Tritium, you'll be able to travel from the bubble to Colonia and back.


After that that's up to each player to chose how to explore, but personally I'm done with endless numbers of jumps, I don't mind plotting the route of the FC, logging out, logging 20mn later, eventually honking a few systems around, refueling and do it all over again.


Last edit: 21 Oct 2024, 10:48am
today, 9:56am
AH5D Frame Shift Drive (SCO)
Increased range (5)
Stripped Down


why?
"A" module is better
Increased range (5) is ok
don't use Stripped Down but mass manager
today, 11:29am
Greetings Commanders!

I want to get into PVE combat and have been looking around for some none engineered combat builds, or very light engineered, due to the fact that I haven't really unlocked that many engineers.

I came across this website here that recommend a few different combat builds, basic and engineered.

E:D PvE Combat Wiki

I already build the suggested Krait Mk. 2 which is okay, but now that I am looking at these, I seem to learn more towards the Chieftain build.

What recommendations does the community have for someone who doesn't really know how to do PVE combat, and only have a Novice rank
today, 11:33am
DanteUniversal
AH5D Frame Shift Drive (SCO)
Increased range (5)
Stripped Down



why?
"A" module is better
Increased range (5) is ok


I was asking myself the same question, then I had a look at my own Phantom and it is fitted with a 5B FRAME SHIFT DRIVE (SCO)
Increased range ︎︎︎︎︎ Stripped Down, I think it comes from another ship (Standard T8).
Frame Shift Drive (SCO)

So I swapped and I recovered a proper jump range for my Phantom, FSD weight is the same at 20 t...

Gain is too small to use STRIPPED DOWN even with the A Class, 2 T won't do it, better use MASS MANAGER, especially since I need best Jump range in Fuel Rats mission ready configuration, with one Fuel Transfer Limpet Controller, a 3E Cargo Rack and 8 X Limpets...


Last edit: 21 Oct 2024, 12:15pm

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