Dynamic route planning, fuel tanks and wayfaring

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Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Wed Jun 27, 2018 6:47 am

Hi all,

Ive decided to do a “big trip” in my Python to accumulate engineering prerequisites and nail down my HOTAS+VA in VR.

Since the Galaxy Map is quite a challenge in VR, a long trip will give me ample opportunity to master this inside the Rift.

When kicking this endeavour off I used the Galaxy Map to orient myself toward the core and select a reasonably far off destination.

This plotted a route of approx 1,000 LY toward the core, using scoopable stars route filter.

It produced a 70 jump route, based on my Python’s 16ly range.

I remember reading on the FD forums some time ago that the route planner is dynamic in that it will recalculate the route every time you go into it. More on that later...

Then I went about reconfigured for maximum jump range and exploring.

I’ve done this before with my Asp E but this time I wanted to outfit a versatile Python. I feel it is a better fit for my longer term play, budget and and by sticking to an all-rounder I can maximise the benefits of what I engineer and learn about flying it as my game play develops and changes goals.

In the past I’ve not really been able to play enough to develop all the knowledge and skills to make the most of a specialist/dedicated build.

So, I started out by A-Grading a Python in a versatile configuration for the bubble.

https://s.orbis.zone/DAQESRo7

I already unlocked Felicity Farseer and I got level 1 FSD Range and Dirty Thrusters and I can see I will benefit from collecting stuff, including materials from surfaces.

Now, with a long trip and exploration in mind I go ahead and reconfigure like this:

https://s.orbis.zone/Gks_JH4V

I’d like some input on this.
I know my boost is crippled due to the distributor and this is a compromise I used to keep my min/max jump range as close to 30 as possible.

I have stored my Dirty Drives but kept my engineered FSD on there.

I elected to keep the necessary basics for collection of materials (cargo/SRV/Scanners) and capacity to collect cargo in the form of limpets as well as regular.

A good scoop and solid auto repair capacity along with some shields and heat sinks.

I’m not sure of the benefits of additional fuel tank capacity - the weight obviously impacts laden range but that could be useful if I need to do consecutive jumps without scooping right? Otherwise it’s not really needed and standard 32T with scoopable stars filter on will see me to the core at any rate right?

I want to focus on engineering the FSD and Dirty Drives first so I’ll be modding my stored 6As.

So, any thoughts on the build with the intent of going to the core while collecting exploration data, mats and experience?

I currently stocked 20T limpets and have 12T free. Is that reasonable?

Power management input also appreciated, although at the moment despite the boost there are no real issues I can see. Not having any hard points and being able to deactivate the auto repair units means that is reasonably balanced.

When I went back into the Galaxy Map I noticed my route had recalculated down to 30 jumps and i take it that this happens when accessing it automatically?

Any other tips for getting the most out of my FSD and route planning with this setup?

Thanks all!

Tl;dr never mind, I’m all good!

Best,
Will



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Re: Dynamic route planning, fuel tanks and wayfaring

Postby b00st3d » Thu Jun 28, 2018 2:46 am

My recommendation: drop the limpets and the collector limpet. It's extra weight you wont need. Feel free to keep the cargo hold as it doesn't affect your range when it's empty. With the limpet controller dropped, you should be able to make your thrusters 4D which will give you a better jump range as well.

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Re: Dynamic route planning, fuel tanks and wayfaring

Postby b00st3d » Thu Jun 28, 2018 2:49 am

Oh and don't worry about the extra tank. If I'm looking at it correctly, you should get around 200Ly to a tank with each jump being around 30-32ly. Thats between 6 and 7 jumps. You'll never be that far away from a fuel star. I go out in a conda that can only jump 3 times on a tank and never got stranded going all the way out to beagle point.

If you plan on landing check out my gravity calculator in the signature. You can use it to calculate the gravity of planets without having to fly out to it and scan. That can prevent you from lawndarting.

edit number 3. bring a planetary vehicle if you want to pick up materials.


https://s.orbis.zone/X99WdXBn
Last edited by b00st3d on Thu Jun 28, 2018 2:54 am, edited 1 time in total.

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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Thu Jun 28, 2018 2:53 am

Thanks Boost.

I’ve been trying to understand the need for the collection limpets.

Basically for collecting mats for my engineering - are they worth it?
They add cargo for something that doesn’t need cargo!
I want to maintain some cargo - maybe only 8T for life pods or something unknown etc. also for jump range fine tuning.

But now I’m also thinking I don’t need the second AFMU (first one can be forced to work with synthesis and if very low rebooting? And there’s nothing to do with the PP.

So that makes me wonder if he hull repair limpets would be worth considering - but I think I’ll take the chance and just pay attention to my wakes and planet falls.

I also will put the SRV in there - I think it’s worth it for the change of scenery and ability to harvest mats after using the DSS.

Starting to get my head around all this.
And keep convincing myself not to go back to an AspX build (too many compromises not suited to my style).

I’ll post a revised explorer build shortly.
Learning about the neutron highway has been useful too.


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Re: Dynamic route planning, fuel tanks and wayfaring

Postby b00st3d » Thu Jun 28, 2018 2:57 am

You don't need limpets. There's nothing to pick up and if you do find something you can just slow down to pick it up since there's no NPCs around to mess with you. You don't need the second AFMU just going to the core. It's good to have if you can afford it because it weighs nothing and having 2 allows you to repair the AFMU. Also I may be wrong but I think hull repair limpets repairs other peoples hull.

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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Thu Jun 28, 2018 3:12 am

Oh here is a revised build.

https://s.orbis.zone/pMxQEJaT

I’m working off the idea that if I can keep the jump range at or near 30 everything will be in my reach so the rest is just about providing flexibility and different things to try.

I’ve kept the limpets but reduced he amount of cargo and amount of cargo needed for the limpets.

I also have hull repair available as well as collection and an SRV for surface work.

From a defensive point of view I figure it is important to have some counter measures and the ability to boost.

Especially if carrying cargo on the return trip.

So PP PD are spec to give ECM Chaff and Heat Sink.

Seems like a balanced all terrain build to me with everything except offensive capability.


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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Thu Jun 28, 2018 3:15 am

Catching up with your replies!

Ok collection limpets can go and be replaced with a second AFMU

The hull repair can be applied to ones own ship but there is a lot of scepticism about how worth it they are from what I’m reading.

Mainly because with people seriously min/maxing X ships they don’t want the cargo taken up even if they carry it to spread/share heat/damage and allow jump range tweaking.


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Re: Dynamic route planning, fuel tanks and wayfaring

Postby b00st3d » Thu Jun 28, 2018 3:18 am

You're correct. 30ly jump range will take you anywhere you want to go. Dropping slightly below that wont hurt.

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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Thu Jun 28, 2018 9:41 am

Thank you.

Nearly got my reconfiguration done before the servers dropped.



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Re: Dynamic route planning, fuel tanks and wayfaring

Postby LeDoyen » Thu Jun 28, 2018 1:31 pm

Repair limpets are not needed unless you crash-land on planets on a regular basis. You can fly home with 1% hull if your modules are working.

AFMU.. again.. unless you use neutron stars a lot, which will force you to repair the FSD, it's not mandatory.For casual exploration where you won't use neutron highway to save time, i'd either skip it or take a smaller one, but it's fine either way since they don't add weight. My last 30000ly trip was done with a size 3 AFMU and i didn't spend it all

As for defensive measures, you can chose to enter the bubble in solo mode. NPC interdictions are very easy to avoid. ECM, i have never felt the need to buy them since NPC almost never use missiles. if they do it's primarily dumbfire ones.
Chaff can help avoid scan while boosting to escape so that can be useful.
Now... is it worth it to carry extra weight during days, just to feel safer during the 4 or 5 jumps you'll do inside the bubble when coming back?
You'll have to chose :)

With the current synthesis options, if i was to do a trip like that today, i'd carry a small AFMU, a size 3 refinery and a mining laser, as well as SRV hangar, just to collect synthesis materials as i go.


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