Newcomer / Intro 4C FSD and still can't get around the galaxy?

I'm a bit frustrated.

I'm in a Cobra mk3. I have a 4C FSD and my jump range is about 14 ly - yet whenever I read about a system in lore or on the forums and I go check it out in my galaxy map I'm still not able to plot a route.

In particular, I'd *LIKE* to actually get out of federation space one of these days seeing as I have about 50k in bounties now for both alliance and empire. Aside from the fact that there really isn't a good way to find an alliance / empire / federation system beyond just clicking around planets and hoping you get lucky..

What is the minimum jump distance I need to be able to actually get around the galaxy? And why do I need to rack up 3 million credits before I can really do anything in this game? lol

- Not worth exploring until I have a massive FSD, detailed scanner, advanced discovery (expensive)
- Trading requires - yet again - a decent FSD, lots of cargo storage, and a fat wallet to invest in commodities
- Bounty hunting is great except after 10 minutes I'm surrounded by about 8 security ships that all want to get in my way when shooting and even though these geniuses fly RIGHT THROUGH my obvious stream of fire they all get severely angry that their feathers have been ruffled and immediately turn on me - despite the wanted guy we've been shooting the entire time. Ever have 8 vipers shooting at you at once? Cobra's shields aren't that great.. I have to upgrade but can't find a class 4 shield generator without jumping between 20 systems praying there will be one. I actually still haven't found one.
- Mining isn't worth it. To compete with trading or bounty hunting you have to have a cargo hold of about 100T before it matters.
- Missions seem to be for reputation only. I mean, let's face it, 5k credits to put your 500k ship at risk? Really?

Dear everyone who has money, did you all make your fortunes via trading rares back when it wasn't nerfed?

/vent.

-K
 
Have you been putting on weight? Or more specifically, your ship? I've found jump distance in my Freagle has been helped by a better FSD but more significantly increased by careful purchase of modules that decrease mass. A 'better' class module is not always the lightest or the one best suited to increase your range.
 
14Ly should be enough for serious travel. Are you sure that you're letting the computer compute all the routes? That can take some time.
 
You can get around with a 9LY jump range.. 14 is actually pretty damn big, not sure what problem you're having. Do you have "fastest route" checked? Or are you using the economical option?

I took the initial loaner sidewinder out to Diso and then another 150LY away from that so it's definitely possible to get around. Once I got to a cobra with a 12 LY jump range it seemed like a shortcut anywhere, the spiderweb on the map was insane. With 14 I'm really struggling to understand your problem.

FYI - when out bounty hunting turn off "report crimes against me" in your systems panel. That way it'll stay a private fight, authority ships won't appear.
 
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I'm absolutely for tailoring my ships weight - if I had a number to tailor it to. Is a good minimum jump rage = 15ly? 20ly?

When trading, it makes sense to maximize cargo space. I can't do much about my ships weight if I'm carrying 50T. what would be a good FSD to counter act that weight and reach the ideal jump range?
 
You can get around with a 9LY jump range.. 14 is actually pretty damn big, not sure what problem you're having. Do you have "fastest route" checked? Or are you using the economical option?

I took the initial loaner sidewinder out to Diso and then another 150LY away from that so it's definitely possible to get around. Once I got to a cobra with a 12 LY jump range it seemed like a shortcut anywhere, the spiderweb on the map was insane. With 14 I'm really struggling to understand your problem.

FYI - when out bounty hunting turn off "report crimes against me" in your systems panel. That way it'll stay a private fight, authority ships won't appear.

I wish I could take a screenshot of this.

I'm at Edenapel and in the galaxy map I search for "Diso". Diso is 89 ly away. I have a 14.79 ly jump range. I select Diso and I am UNABLE to click "plot route". Fastest route, or most economical. Everything I do does not let me select "plot route"

I assumed this is because I don't a high enough jump range. Is this not the case? Is this a bug or something?
 
I wish I could take a screenshot of this.

I'm at Edenapel and in the galaxy map I search for "Diso". Diso is 89 ly away. I have a 14.79 ly jump range. I select Diso and I am UNABLE to click "plot route". Fastest route, or most economical. Everything I do does not let me select "plot route"

I assumed this is because I don't a high enough jump range. Is this not the case? Is this a bug or something?

Are you giving it a moment? Anything farther than like 20LY will take a minute for the map to process. You're gonna need to let it hang there for a while. When you get 70-80LY out it can take several minutes.

Also, the two best "routes" I have found happen to both be single-jump hops making 1.5-2k/ton which is about 150-200k for a full cobra doing one jump. Sometimes the best deal doesn't necessarily mean a long flight.

Honestly, when I was plotted long routes like that I would go have a cig while the galaxy map loaded it's spiderweb... so it can take a decent chunk of time.
 
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I wish I could take a screenshot of this.

I'm at Edenapel and in the galaxy map I search for "Diso". Diso is 89 ly away. I have a 14.79 ly jump range. I select Diso and I am UNABLE to click "plot route". Fastest route, or most economical. Everything I do does not let me select "plot route"

I assumed this is because I don't a high enough jump range. Is this not the case? Is this a bug or something?

It's not a bug, it just takes some time to calculate the route. With that jump range, once plotted, it should be like 6 jumps to Diso.

If you're too impatient to wait for the calculations :D, check out https://www.elitedangeroustrader.co.uk/route-planner/, input your starting, destination system & jump range to get a route.
 
You guys were right. It took about 5 minutes, but finally came up. What I wouldn't give for a loading bar.

Galaxy map user error :(

Thanks all,
-K
 
I'm curious to see how the new 1,000ly route planner will work in 1.1
Really hoping it's not simply a 1000ly bubble. Would be great if it waited for you to select a destination, and then plotted a single route.
 
I'm curious to see how the new 1,000ly route planner will work in 1.1
Really hoping it's not simply a 1000ly bubble. Would be great if it waited for you to select a destination, and then plotted a single route.

Agreed, with such a huge range they should really have it wait until you pick a direction for it to branch toward, otherwise it's gonna take forever.
 
You guys were right. It took about 5 minutes, but finally came up. What I wouldn't give for a loading bar.

Galaxy map user error :(

Thanks all,
-K
Don't feel so bad, it's not like the game ever tells you what it's doing while processing routes. We get spoiled by all the feedback most modern applications give us when they're churning through a problem. It took me a few days to realize what was going on with the route plotter myself.

As for your complaints about suicidely negligent cops:

1. You can turn "report crimes against me" off in the function tab to stop them from jumping in guns blazing whenever one of your targets so much as scratches your paint job.
2. If you're the only player in the instance you can either jump out of the zone and jump back in or exit to the main menu and relog to reset the instance, which should clear out the cops.
3. Screw the fuzz, grab your KWS and head over to an anarchy system! (just make sure its inhabited).

As for the path to riches:

Trade rares until you can afford a decently outfitted Type-6, then grind 2-3 jump trade routes 'till your eyes cross. ;)

Being able to afford anything bigger than an Asp is more of an endurance test than a demonstration of savvy business practices.
 
You guys were right. It took about 5 minutes, but finally came up. What I wouldn't give for a loading bar.

Galaxy map user error :(

Thanks all,
-K

Sounds like release 1.1 will fix this. They're talking about being able to plot routes beyond 100Ly, well if they're gonna do that then they're also gonna have to make the route-planner faster, so I fully expect that we will be able to select the system we want to go to and it will only plot routes in that direction.
 
I'm absolutely for tailoring my ships weight - if I had a number to tailor it to. Is a good minimum jump rage = 15ly? 20ly?

When trading, it makes sense to maximize cargo space. I can't do much about my ships weight if I'm carrying 50T. what would be a good FSD to counter act that weight and reach the ideal jump range?

If you want to tailor the ship for jump range, use all D-class modules and a A class FSD.
 
You guys were right. It took about 5 minutes, but finally came up. What I wouldn't give for a loading bar.

Galaxy map user error :(

Thanks all,
-K

Can I suggest if you get a visual on the target (Diso) that you take two or three HS jumps roughly in that direction first. You should be able to plot 2 jumps (~25Ly) or 3 (~40Ly) with your 14Ly FSD. Then repeat, plotting 2 or 3 more jumps. For 90Ly you should make that in 7 or 8 hops. Hopefully you've got a fuel scoop on board so you can just top up at the star and keep going without needing to dock.

Also, if you have grid turned on in Galaxy Map, start to learn to read the coordinates on the axes. These are (relative to you) left/right, up/down, forwards/backwards. Then check the coordinates of the target and again roughly work your way towards it. I just went 400Ly to the Coalsack doing this, by knowing it's at 420:0:270 grid. Sol is the 'centre' of the grid at 0:0:0.

In your OP you asked about finding Empire or Alliance systems. From the Galaxy Map third tab (not in game right now, so a bit vague) and select the "Map" button. The select Allegience from the drop downs and turn off all but Alliance (or Empire). The pan back a little in the Galaxy Map and look for little orange dots (or red for Empire). You should be able see those closest to you. If you're heading towards Diso then I'd suggest nearby Codorain for Empire, and Diso, Lave or the four or five nearby systems for Alliance. You can probably pick up a decent fight at Riedquat too. And a few of the local systems carry those rare goods I keep reading about, which once you've mastered long-distance travel can earn you some extra credits.
 
Don't feel so bad, it's not like the game ever tells you what it's doing while processing routes. We get spoiled by all the feedback most modern applications give us when they're churning through a problem. It took me a few days to realize what was going on with the route plotter myself.

As for your complaints about suicidely negligent cops:

1. You can turn "report crimes against me" off in the function tab to stop them from jumping in guns blazing whenever one of your targets so much as scratches your paint job.
2. If you're the only player in the instance you can either jump out of the zone and jump back in or exit to the main menu and relog to reset the instance, which should clear out the cops.
3. Screw the fuzz, grab your KWS and head over to an anarchy system! (just make sure its inhabited).

As for the path to riches:

Trade rares until you can afford a decently outfitted Type-6, then grind 2-3 jump trade routes 'till your eyes cross. ;)

Being able to afford anything bigger than an Asp is more of an endurance test than a demonstration of savvy business practices.

+1 rep for an informative, yet comical, post :)
 
You can work out what systems are alliance/federation/empire using the view tab on the galaxy map. Change the view to display by allegiance.

Also class D modules are better than class C for longer distances.
 
You can work out what systems are alliance/federation/empire using the view tab on the galaxy map. Change the view to display by allegiance.

Also class D modules are better than class C for longer distances.

Well, except the FSD...

Class D modules are always the lightest but a Class A FSD will allow you to jump much, much further than a Class D.
 
Well, except the FSD...

Class D modules are always the lightest but a Class A FSD will allow you to jump much, much further than a Class D.

True, if you can afford them class A FSD and fuel scoop. I just thought from the original post he probably didn't have that sort of money yet.
 
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