In general you wouldn't need to though?I don't like it, too many downsides.
I don't want to sacrifice modules and shield boosters for putting heatsinks and extra fuel tanks just for saving 5-10 minutes in some trips.
In general you wouldn't need to though?I don't like it, too many downsides.
I don't want to sacrifice modules and shield boosters for putting heatsinks and extra fuel tanks just for saving 5-10 minutes in some trips.
Seems that ship sensors can detect in what state another ship's SCO is—"Signature fading" seems to indicate that SCO has been turned off and the targeted ship is slowing. Also, seems that a ship in SCO can be detected from really long distance—I saw that ship from 15000 ls away—so stealth is not an option when using it and the interceptor can time their intercept with practice so that they can successfully interdict the runner.So, reactivation of the SCO has a cooldown (though, i can't see it anywhere in the display). That might just be indicating the ship can't activate it at that time.
Now I'm wondering... maybe the functional difference of the P2 and other variants will be that the negative effects of the SCO are mitigated?
At least smaller ships can now outrun bigger ships in supercruise...the interceptor can time their intercept with practice so that they can successfully interdict the runner.
Everything is very different here. Can he catch up or maybe he can intercept him in this mode? What if he flies past while catching up?At least smaller ships can now outrun bigger ships in supercruise...![]()
There are certainly pairs of systems in the galaxy that are so close to each other that you can supercruise between them. In fact, there are a couple of them in the Bubble itself that are closer to each other than Hutton Orbital is from the main star.Very quickly I wonder if this will really lead to interstellar super cruise . Perhaps if the stars are close enough together, it can be done already.
Unless the catcher doesn't go straight behind the runner, but comes in from a 90° or so angle, the runner running straight into the catcherAt least smaller ships can now outrun bigger ships in supercruise...![]()
Speaking Siriusly they may be sceptical but LYR will still give you a discount.Does Marco Qwent have anything to say yet? Anyone stopped by Sirius?
Yup, Thurston Ring in Qama has all sizes in stock, although strangely according to Inara the discount for the drives I bought there is 8%, not 15+2.5% as expected...Speaking Siriusly they may be sceptical but LYR will still give you a discount.
Nah the lack of information is accurate to the real world, as anyone who put their Nissan backwards into a tree on the way home from having it remapped will tell you. In fact this is VERY much like "I swapped the turbo for a bigger one but I'm still driving it on the old map"I think this FSD absolutely needs a short tutorial to pop in, to tell people what it is, what to press, and to only use it in short bursts. It's all too easy to misuse.
Because it's a prototype and you can't put a hat on a hat. (And also because FDev may have foreseen the risk of someone coming up with an engineering combo they didn't think of, thereby breaking game balance and forcing an emergency update)Even more so because it can't be engineered - I wonder why.
Have you checked the Canonn site?And where is there a table of speeds, fuel burn and overheating by new engine.
And full description of what works and what does not in SCO mode, how to intercept, etc. ?
But this will be a Thargoid module: if you install them both, they'll start fighting each other!Next development step: SuperCruise Booster as a module, like the Guardian FSD Booster.
Yes, that's a possibility (with FEDV, a certainty!), but there have to be choices that mean something. I'd probably dump the FSD booster if they couldn't exist at all together. But if they could coexist as long as one of them is not powered, I'd be happy to turn them on and off as needed.But this will be a Thargoid module: if you install them both, they'll start fighting each other!
Interesting point from the same comparison: those motorsport series which are tech-first and not resource-bound (F1, WEC, previous iteration of rally) have had a HELL of a time trying to extract a "game" if you will (ie sporting regs which provide some sport) for the last decade because of the lack of natural constraints on capability.I disagree here. The game needs next level tech that should be significantly better without tradeoffs. It's like comparing car engines from 50 years ago vs now. The new ones are much better in every aspect.
I think you meant "arithmetic."Cosmo, seriously.
Space ships are more complex, than math.
10 is always "better" than 9, but big ship is not always better than smaller XD
Interesting point from the same comparison: those motorsport series which are tech-first and not resource-bound (F1, WEC, previous iteration of rally) have had a HELL of a time trying to extract a "game" if you will (ie sporting regs which provide some sport) for the last decade because of the lack of natural constraints on capability.
Which is an excellent principle to apply to game design. A fair playing field between different types of equipment creates a more interesting experience.Motorsport is different because for example F1 has rules to prevent big discrepancies. Otherwise it's not a fair competition between the F1 drivers.
Which is an excellent principle to apply to game design. A fair playing field between different types of equipment creates a more interesting experience.