Update 18.02 | Wednesday 10th April

I too was on the 'authentic' side of that fiasco as opposed to "let's have Pokemon in space with our ships". The problem was Fdev then left it with excessive cost, which they never warned us about & everyone was distracted from by the aforementioned departure from the game's own authenticity. The time it takes to transfer itself could also stand to be tweaked, but my point here is that Fdev in terms of design choices seems far too obsessed with punishing players for trying to enjoy the game.

I will tell you straight out - if I cannot use this, owing to the extreme penalties, to "cruise everywhere quick", with long supercruise times being ever-present throughout a major portion of our 1:1 scale playable galaxy, then it is already a self-defeating implementation that fails to acknowledge the very issue it has ostensibly been created to address.
As far as I can tell the only people claiming it was created to address the problems of the time taken to cover large distances are players.
 
Lads. And ladies.
I’ve just had a moment of realisation.

It’s a blockade runner.

On my way to Felicity in Deciat, and
a) the 2,000 or so ls between the star and Farseer passes in a instant with SCO; and
b) when you drop out of Overcharge, you’re coming from an unpredictable angle, making it harder for the local gank squad to catch you.

Now to land and see if Felicity has any mods for it. Suspecting not, but worth checking.
 
I too was on the 'authentic' side of that fiasco as opposed to "let's have Pokemon in space with our ships". The problem was Fdev then left it with excessive cost, which they never warned us about & everyone was distracted from by the aforementioned departure from the game's own authenticity. The time it takes to transfer itself could also stand to be tweaked, but my point here is that Fdev in terms of design choices seems far too obsessed with punishing players for trying to enjoy the game.

I will tell you straight out - if I cannot use this, owing to the extreme penalties, to "cruise everywhere quick", with long supercruise times being ever-present throughout a major portion of our 1:1 scale playable galaxy, then it is already a self-defeating implementation that fails to acknowledge the very issue it has ostensibly been created to address.

“Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.”​

 
I do hope they let us engineer it at some point, perhaps that's what all the currently useless goid mats are for 🤔

In POSITIVE jump range engineering news, mass manger on pre-engineered FSD is go! Just added about 2.5ly to the DBX, I think I'll be spending much of the day bringing all my 5As to Elvira 😅
 
Frontier:
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Dear FDev,

Thanks for the new update, I really appreciate new content. I was really trilled with this new FSD, and was really eager to try it out. Seems I've got a query. After a week dealing with the numerous Alert systems imposed on us, just to wait for this new FSD IMPO, (I'm waiting an acknowledgement for my messages in these forums regarding the extra sizes for the Corrosive Resistant Cargo Racks, which we really need to get through all remaining titans in the near future) - I cannot simply jump to the Oya's titan from my carrier despite being only 16Ly away.
I mean in order to use this new FSD, I have to make 8 jumps, and as soon as I arrive, I've got no fuel left to use. Let alone the insane amount of fuel just 5 seconds of boost uses. I'll have to use an FSD booster using an optional module space that is more needed for reinforcements.

These are my recommendations:
1. Perhaps in the future, give us A rated of this module and give explorers a fun way to utilize this FSD!
2. Remove the absurd Fuel consumption and Heat levels values to a minimum - I mean what fuel did the Thargoids use in their TItan?
3. Let us engineer it to increase further the jump range (get it to jump nearly as much as a Fleet carrier)
4. Give us the extra sizes Corrosive Resistant Cargo Racks (we really need these :)
5. Get a PTR option like in many other games prior to release such an update and get feedback from the player-base.
While you're at it, please unlock the Cobra Mk IV for the rest of us - remove the draconian mentality of depriving new players the use of certain features in the game we love so much. Make the old Paintjobs available to purchase as well :)

o7
 

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I installed this 2c SCO module in a Sidewinder and took it for a ride. FSD Overdrive is activated using the afterburner button on the throttle controller. Did about 2000c around HIP 11218 and in Deep Space exceeded 3000c. Vessel is not easy to control during the overdrive. Not usable for exploration since it consumed fuel. Nearly ran out of fuel after nearly 10 seconds of operation. Nice cartoon by SpaceWarpin -- I second that.

I spent a lot of time around the corrosive fog of the Titan wrecks looking for Titan Drive Components expecting far more than this experience and I am disappointed.

This is good for a trader wishing to boost away from a blockade interdictor on a trade mission. I will not be able to travel from Alpha C to Hutton in less time. Will run out of fuel in any ship.

Its going to be a busy few weeks for the Fuel Rats until people figure out how to use this.
 
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Wheeee!

So a quick trip out to a 70k station in Herfang: a journey of 8 minutes reduced down to just under 4.5 minutes with careful boosting and heat management of the DBX (the ship runs coldish at about 23% in supercruise, no heatsinks used). Also 20t of fuel consumed!

The two usecases that work well for me: boosting out of a planets atmosphere into a higher orbit, and boosting out of a planetary gravity well into faster supercruise speeds. Haven't tried breaking out of an interdiction tether yet... might be useful against Thargoids if that does work. I'd also look at putting it onto a combat ship where the Titan is a large distance from the jump star - just to reduce interdiction down time.

Happy to see improvements in the supercruise mechanic we've known for so long! I'm looking forward to the tuning from Achilles Aerospace that leads to better fuel efficiency, heat management and tweaking of the jump range. Hopefullly engineering is on the roadmap on future iterations as well?

The boost is also missing a cooldown timer, much the same as we have for the FSD when dropping back to normal space. Could we have one please?
 
We've been asking as a community for a solution to overly long supercruise traverse times

Absolutely this 👇 ( And remember that it too 40 years for Voyager probes to leave the solar system :D )

A "solution"? You talk as if that were some kind of bug or game limitation.

It's a space simulation, not an arcade game. Be thankful that there is supercruise in the first place.
 
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