The trek to Witch Head Nebula continues, via a rather volatile star:
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And soon after, a volatile world:
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This Water World looks altogether calmer, perhaps even refreshing:
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First footfall on this pink planet means I'm a shoe-in (hur hur) for first discovery bonus on these giant space fungi - and the altogether less interesting bacterial sludge that shares the ecosystem with it:
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The Ubiquitous Legend:
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However well things had been going, this is where it all ground to a halt. About 100 LY out from the Nebula:
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I just couldn't thread my 27 ly jump range through the web of permit locked and 30-35 ly jumps to get through. Last time I was down this way was in an engineered Asp Explorer, and I faced no such barriers.
I did try synthesising some FSD Injectors to boost range, but I couldn't get it to work - apparently if you make one with a star selected, it's just lost, so I tried again, with no selection, but I still couldn't select a star in the 30-35 ly range and get a jump to happen (I made the +50% booster). Ah well, more practice needed with those, I guess. never tried them before.
Having been stuck for the better part of an hour I relised I could be most of the way back to the bubble by now, so turned about and hooned it back to Procyon, to sell all my various survey data, bringing me up to 64 million credits, and hitting allied with Sirius Corp (that's why I chose Procyon), ready for unlocking Marco Qwent once I've done enough work with Elvira Martuuk.
On the pad, Davy's Hope, looking a little ragged around the edges:
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Didn't quite make it to the Witch Head Nebula, but that's ok, there'll be other times, with better jump ranges, and it's been fun to roam about in the Sidewinder - I do enjoy flying the 'forgotten' little ships that everyone buy's maybe once to progress through for the hour or so it takes to fund the next, bigger ship.