Making a run out to Colonia. Questions

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Cometborne
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Re: Making a run out to Colonia. Questions

Postby Cometborne » Tue Feb 28, 2017 7:08 am

The golden standard for explorers is 50 seconds form jump exit to jump exit as recorded in the net logs/player journal, so including the loading screen thinly disguised as a hyperspace animation. This is hard to achieve since 2.2 because you almost always have to fly around the star, but playing the mini-game of shaving another second off your time is a good way to relieve the boredom.

Running a class 6 scoop on a ship with a class 5 FSD is a good starting point. Some other tricks:
  • You can start to charge your FSD as soon as the star turns yellow in the scanner
  • Turn on mouse widget and orbit lines to get the exclusion zone rings around the star and an aim point.
  • Start pulling away from the star when your tank is getting near full. Point directly away from the star to achieve safe charging distance ASAP. Take care of target alignment and checking the system map while the FSD is charging.
  • Use OBAFGKM filtering and keep full throttle at all times.
  • As you do not plan to land on planets except for some of the refuelling stations, run the base game instead of Horizons. This shortens the jump animation by a few seconds because the game does not have to prepare various planetary object details. To land at the refuelling stations, switch back to Horizons.
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Re: Making a run out to Colonia. Questions

Postby atraangelis » Tue Feb 28, 2017 1:36 pm

Cometborne wrote:The golden standard for explorers is 50 seconds form jump exit to jump exit as recorded in the net logs/player journal, so including the loading screen thinly disguised as a hyperspace animation. This is hard to achieve since 2.2 because you almost always have to fly around the star, but playing the mini-game of shaving another second off your time is a good way to relieve the boredom.



Yep your right,
If i do Exit to Exit, (10 time checks) I average about 51 seconds..
On smaller M's i can get out in 45-48...but the larger SUns to traverse im over 55.

As for the journey..
On a side note. Im behind schedule, I did not get past Gegerin. Had a catastrophic run in with a Binary. Came in on top of the second sun. Almost spent a half hour repairing.


ON a side note...
I tried using some neutrons to make up time.
I am having difficutly in getting my star map to show me the full new augmented jump range. when i have 148ly jump it still only maps out based on my normal range. (does that make sense?) I have to mannualy find a star 148ly away to jump directly to.
THis is time consuming and i find i can traverse that distance normally in the same amount of time i wasted in the galaxy map trying to get it to map properly.

Is my galaymap-fu not up to par?
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Re: Making a run out to Colonia. Questions

Postby Cometborne » Tue Feb 28, 2017 2:27 pm

The route plotter is bugged if you have a supercharge active, and non-neutrons in the route. Selecting "fastest jumps" in galmap fixes this somewhat.

Either use http://www.spansh.co.uk and simply copy and paste the target system names, or dive deep enough to be in the neutron layer, switch the route plotter to only use non-sequence stars for routing, and then always use the fourth star in the route, even if means jumping just 120-130 LY of your 140 LY range. In the long run, this is more efficient than hunting for the "perfect" target star. Jaques is at Y=-900 or so, the neutron layer is centered around Y=-1200. Going to Y=-1100 should result in a sufficient supply of neutron stars.

If your fuel is getting low, activate M class stars again, jump to one to scoop, and then go back to pure neutron mode.
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Re: Making a run out to Colonia. Questions

Postby JustSomeGuy » Wed Mar 01, 2017 12:14 pm

Cometborne wrote:
  • As you do not plan to land on planets except for some of the refuelling stations, run the base game instead of Horizons. This shortens the jump animation by a few seconds because the game does not have to prepare various planetary object details. To land at the refuelling stations, switch back to Horizons.

Related question:
If you have SRV installed in your ship and start in the base game, is it removed from your ship and will it be re-installed when you come back to horizons? I'm wondering what happens to the slot it was installed in when switching to the base game.
I play on PC, in the Mobius PVE Eurasia group.
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Re: Making a run out to Colonia. Questions

Postby atraangelis » Wed Mar 01, 2017 1:16 pm

Tonight is the last chance for me to make it.. either i do , or this was the longest one way trip for nothing.
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Re: Making a run out to Colonia. Questions

Postby Cometborne » Wed Mar 01, 2017 4:04 pm

JustSomeGuy wrote:
Cometborne wrote:
  • As you do not plan to land on planets except for some of the refuelling stations, run the base game instead of Horizons. This shortens the jump animation by a few seconds because the game does not have to prepare various planetary object details. To land at the refuelling stations, switch back to Horizons.

Related question:
If you have SRV installed in your ship and start in the base game, is it removed from your ship and will it be re-installed when you come back to horizons? I'm wondering what happens to the slot it was installed in when switching to the base game.


I actually never checked what is displayed under modules while I was running base, but once I moved back to Horizons, the SRV is back. Otherwise, you would have heard me bitching all the way from Beagle Point.
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Re: Making a run out to Colonia. Questions

Postby atraangelis » Thu Mar 02, 2017 1:33 pm

Final Update...
Ship at 98%, after burning out my AMFU. Engine running hot... All repairs keeping it over 99%
AFMU at 80% capacity, ~0 repair units left.
Lost part of my cargo to damaged Cargo bay door.
Average % health of all units 90-100%
radio silence.. Last Jump... Then the Com unit explodes into life....

I arrived.

21000LY, Just over 13hrs , 9.5 hrs, actual Flying(jump/honk/scoop/jump), other time repairs, landing for minerals, exploring possible ELW.
Average 33LY per jump. 7 neutron jumps.
Started with 8 Guides, arrived with 5 after cargo hatch broke open.. dumping my shit!!!!
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Re: Making a run out to Colonia. Questions

Postby yah-ta-hey » Sat Mar 04, 2017 3:41 am

I have a 28 ly asp "Rikki Tikki Tavi".... with 20734.60 ly from jameson,
3052.95 ly to colonia. Currently have 93% on shields with most components running at 95 % or better. Checking out Neutrons, white stars, and selected planetary systems as I cruise along. Been out for 2 weeks and looking forward to some down time at Colonia. Used up one of my 2 repairs modules after running afoul of several neutrons. also had 8 cooling mods... down to 1. Travel isn't all that bad... just keep an eye on that fuel guage and I fill up at the 1/2 way mark. Here is hoping that you can make it out this way and be part of the "OMG why did I do this" crowd. :D
"I WISH I WAS A SPACEMAN, THE FASTEST GUY ALIVE" BUT I AINT .
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