Dynamic route planning, fuel tanks and wayfaring

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Escapement
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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Fri Jun 29, 2018 6:33 am

Great info thanks man.

I’m reconsidering my build this afternoon before I set off.

I do intend to avail myself of the Neutron Highway and hope that I will enjoy the wayfaring outside the bubble.

The defensive aspect is interesting because I am used to the ups and downs of open and joined here looking for a better style of pve than solo.

I’m thinking I need to work on my approach as a kind of explorer who uses a Python because it is not a dedicated min/max explorer. As an all rounder it is therefore reasonable that I do not abandon weapons altogether and try to make a compromise between sacrificing jump range and having enough arms to make it worth lugging around.

My general build is multi-canons and burst lasers. I’m tempted to put a rail gun on my front and centre hardpoint to allow me to work on accuracy in combat and not be tied so much to gimbals. But then again getting “practice” in such things is a risk when you are focused on exploring.

Trying out mining is an interesting idea as part of an exploration style to collect materials in which case the limpets could be useful but I’d probably run out and they’d be a wasted bay in the long run.

Hard to make these decisions.
Which I like because it does give the game some stakes.


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Re: Dynamic route planning, fuel tanks and wayfaring

Postby LeDoyen » Fri Jun 29, 2018 1:03 pm

You can synthetize limpets on the go :)

Here's a link to keep when you're out :
https://inara.cz/galaxy-synthesis/

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Re: Dynamic route planning, fuel tanks and wayfaring

Postby SockFiddler » Fri Jun 29, 2018 4:33 pm

I am confused. You said you wanted to develop the skills to be able to use a dedicated build, and then you go exploring in a python - the ultimate all-rounder vessel. You said: "It produced a 70 jump route, based on my Python’s 16ly range."

Part of the skill-set of an explorer / far traveler is making things as easy as possible and minimising how many jumps. A 16ly jump range is not a winning strategy.

The Fuel Rats run specialised ships - very similar to explorer-specific builds - that run light, jump far and keep going. The only difference between their vessels and what you're looking for, is that they carry fuel limpets because that's the purpose of them going anywhere.

With that in mind, look at this link to their ship-type stat page:

https://confluence.fuelrats.com/display ... Statistics

'Condas and Asp X's are popular among Rats who keep busy in the Bubble while waiting for rat signals (and for whom buy-back costs aren't an issue). But you'll see in 3rd place is the super-cheap, super-far jumping DBX. It's what I fly when I'm ratting: it's relatively tough (doesn't sniff at 140% heat), cheap to repair (and replace), jumps and incredibly long way on relatively little engineering and has all the space you need for your extra explorer scanners (I hope you've got both an ADS and a DSS to maximise profits from a 1k ly hike?).

When it comes to the Python, you'll see that a Cobra mk3 and even the Type 6 are more popular choices: and that's with good reason. You just can't get what you need for reliable, long-haul travel in a Python.

LeDoyen also makes a good point: you can synthesise limpets as you go, and you don't even need to equip a vehicle bay if you do a bit of surface mining in advance. Limpets are incredibly cheap to make, and it's another way that Rats keep their weight down and their range up: they carry the resources and make what they need as they go.

Finally, I'd also say, if you're new to jonking** and exploring, DON'T fly the Neutron Highway to start with. Yes, the boosts are fantastic and it can be exciting as hell. But it can also tear your ship apart if you're uncertain what you're doing. Plan your first trip to be a simple, non-bad-ass, getting the basic skills you need (patience, mostly, and learning to plan to scoop) there-and-back affair in a ship you don't mind losing and build from there. Don't fly in Open (unless you need the Fuel Rats), and try going out of the Bubble to increase money made and, therefore, explorer rank gained upon hand-in.*

My advice, boiling all this down: get yourself a DBX (See below for basic, unengineered build that jumps 35ly for 15 mil) and plan a simple, non-Neutron route.

https://s.orbis.zone/DVcZ0KDG

With a touch of engineering, you could easily get that to 40+ and buying in Li Yong Rui will bring the cost down (and therefore the already-reasonable buy back of 763k) by 15%.

Good luck, have fun :)


*And also NPC / player hassle

**Jonking = Jumping and honking
"Drink fast, die young"
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Re: Dynamic route planning, fuel tanks and wayfaring

Postby SockFiddler » Fri Jun 29, 2018 4:44 pm

"Drink fast, die young"
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Re: Dynamic route planning, fuel tanks and wayfaring

Postby Escapement » Sun Jul 01, 2018 12:20 am

Hi Sock,

Reading back over my thread it is clear that my approach is evolving as I learn more about the important choices and compromises that long distance travel imposes. I probably didn’t explain my approach to dedicated vs versatile builds and my game play clearly.

Importantly though, the 16ly jump range was the first thing I solved in the op and I’ve spent the rest of the thread working on maintaining a 30ly range with my L1 engineered 5A FSD and considering what else to equip.

I am currently jumping 29 at a time through a scoopable route out of the bubble toward the core.

Depending on how much game time I have per session I’ll vary my route between my max range and economy jumps with exhaustive system scans as I become familiar with the system map, holograms and sounds etc.

Excitingly i jumped into my first unvisited system yesterday.

Anyway, in some respects I’ve been talking about concentrating on the Python as an all-rounder because the amount of game time I get means i want to be able to learn how to get the most out of then most versatile ship I can afford for the foreseeable future while getting back into the game in VR and engineering.

I guess it’s also part of my RP approach left over from the CM3 in the first game - a long term relationship with a particular ship. In fact i started out hoping to focus on the CM4 but found it too much hard work for someone with my commitments IRL.

Ive ended up with a config that I feel pretty happy with to start my first trip - The “Plying Time”.

I’ve got a good rebuy from Li Yong Rui and stuck with the vehicle hanger - I want to learn the SRV and enjoy planet fall opportunities. I have dropped all weapons but maintained a reasonable shield with a booster and distributor that will allow me to boost out of trouble if I’ve got cargo that attracts the wrong type of attention on my return.

I’m pretty comfortable with the jonking routine and have plenty of patience. I’ve brought an AFMU and small limpet controllers just to play with how all that works not because i think I’ll really need them. 8T cargo, scanners and a big scoop complete the build.

My ambitions include researching and then attempting to use neutron jet cones and high gravity world landings but I will be taking great care and have already well and truly accepted that the rebuy screen is a very real prospect in this game if you get lazy, complacent or distracted.

If I want to change it I’ll have to wait till I get to Colonia.

Plying Time
https://s.orbis.zone/1_y_94bX

I appreciate all the advice and thanks for wading through all the discursive text as I construct my narrative.




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