Community Event / Creation Buckyball Run A*: What do you do when a mountain is there? Move it.

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Why select and deselect fastest route?

I tried swapping to realistic, but I got better results filtering the map by economy, which is what I had it on until the problems started.
If you deselect both then it uses the last one that you selected, but doesn't draw all the lines.

So selecting and deselecting fastest route gives you a "fastest route" plot without it trying to draw a billion blue lines.

If you get the method working, it plots fastest routes really quickly, but it takes some trial and error.
 
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If you manage to get Alot's method to work then it should be quick whatever your pc spec.

My i5 laptop (equivalent to an i3 desktop) plotted in less than 5 seconds, whereas my desktop plots in about 2 seconds.

If it takes longer than about 20 seconds to plot a long route then it's better to cancel and pick a different star. As soon as you find one that plots quickly, that distance is your "magic number."

Make sure that you have "realistic" selected and that you select then deselect "fastest route."

Bingo, got it. My magic number is 990. And I did not know that you could deselect the line drawing options.
 
You may be having a few glasses of that if you experience the plotting problems that some of us had! :D

Good luck, hope you make it before the wine runs out! ;)

Oh, and happy anniversary. :)
Not going to lie, I initially read that middle line as "before the wife runs out" :D

Bingo, got it. My magic number is 990. And I did not know that you could deselect the line drawing options.
Yup, it makes a pretty big difference (for me at least), purely in how responsive the galaxy map is whilst you're trying to find a good destination.
 
Well done to those that made it,
finding your magic number to plot is critical to getting a good time, personally I packed a small cargo hold so I had access to the slider and I didn't use realistic. i used star type with scoopable showing.
knowing your plot contains 2 unscoopables further ahead prepares you for a replot better.
having the plot lines on is insanity, but my first run i did and that harrowing trip of frustration still haunts me.
if you can stand to read the entire thread.. you shouldn't have problems plotting.

Anyone with beta access worked out if 2 jumps is good with a quarter less fuel tank config? could improve range therefore time. i.e. 8 + 4 tank instead of 16
 
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Anyone with beta access worked out if 2 jumps is good with a quarter less fuel tank config? could improve range therefore time. i.e. 8 + 4 tank instead of 16
Hm, I feel like for the Anaconda it might be a bridge too far... Don't reckon it'd gain you enough to be worth the pain of replotting any time you ran into a single unscoopable. Unless you mean doing 6T jumps instead of 8T? Can't see that working out though I fear.

Now, an Asp with a 10T tank, on the other hand... :D
 
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Set out this morning at 0730 game time with my stripped down Anaconda, my wife scheduled to be at a late night meeting, and fully intending to burn through it today.

Her meeting got cancelled and she bribed me from the computer with promises of movies and wine - but even then, after 10.5 hours of travel, I was still 11,429 light years from Sagittarius A*! How the heck do you do this in under nine hours!

Some quick questions, for if someone knows:
1 - What affects the length of time you spend jumping? Some of my jumps were really, really long.
2 - Is it possible to use Heat Sinks in supercruise?
3 - Just how crazy are those among you who have done this more than once!

Have started running into plotting difficulties and the stars are bright out here. Got into a bit of a zen like state, scooping and jumping - got distracted by a couple of terraformable worlds once I realised how far below the curve I was. Hope to finish off the journey some time tomorrow.

You think you know how far away it is when you start...
 
Set out this morning at 0730 game time with my stripped down Anaconda, my wife scheduled to be at a late night meeting, and fully intending to burn through it today.

Her meeting got cancelled and she bribed me from the computer with promises of movies and wine - but even then, after 10.5 hours of travel, I was still 11,429 light years from Sagittarius A*! How the heck do you do this in under nine hours!

Some quick questions, for if someone knows:
1 - What affects the length of time you spend jumping? Some of my jumps were really, really long.
2 - Is it possible to use Heat Sinks in supercruise?
3 - Just how crazy are those among you who have done this more than once!

Have started running into plotting difficulties and the stars are bright out here. Got into a bit of a zen like state, scooping and jumping - got distracted by a couple of terraformable worlds once I realised how far below the curve I was. Hope to finish off the journey some time tomorrow.

You think you know how far away it is when you start...

My average time from one 4.3.2.1.engage to the next 4.3.2.1.engage (including fuel scooping) is 55 seconds. My Asp jump range is around 33lys. From that I was able to work out the absolute best I could hope for. On top of that you need to add on time for breaks and time in the galaxy map (don't underestimate that, there's at least 25 of them), not to mention inevitable delays (e.g. routes are going to meander a bit). I always said I'd be happy with under 15hrs and, currently, it looks like like I'm gonna do it. But top of the leader board? forget it, those guys are superhuman. This race is TOUGH! Anyone who manages to do this in any time whatsoever has my utmost respect.

Edit: oh, and I know most of the guys and gals here are all very cool about it. Well suck it up people, you all rock ... Hugs all round, I might even cry. (sorry, it's been a long day and I've been drinking wine for the last 3rd of it).
 
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Hm, I feel like for the Anaconda it might be a bridge too far... Don't reckon it'd gain you enough to be worth the pain of replotting any time you ran into a single unscoopable. Unless you mean doing 6T jumps instead of 8T? Can't see that working out though I fear.

Now, an Asp with a 10T tank, on the other hand... :D
Yeah, I figured I'd consider running again with an 8+2 tank and no scanners, but only after someone's beaten my current time.
 
I waited about 12 days so far, what time would you estimate for the bumper sticker to cross the ocean and reach Europe?

I wouldn't worry too much; I'm in Sweden and still waiting, though mine got mailed on the 21st of May, so I guess mine haven't been on it's way as long as yours? I think it can depend on your national mail service as well, wherever you are living, i don't know :)
But since it's in normal mail and ElectricZ is on vacation anyway, I'd say give it until he's back. Nothing can be done about it anyway. And btw; you have a star after your CMDR name on that board. And a certain glow about you where you walk ;)
 
Some quick questions, for if someone knows:
1 - What affects the length of time you spend jumping? Some of my jumps were really, really long.
2 - Is it possible to use Heat Sinks in supercruise?
3 - Just how crazy are those among you who have done this more than once!

1:- Should take 45 seconds on avg to do one jump cycle, that's 13-15 avg time in witch space, 10 seconds cool down after a few seconds the 15 fsd spool up then 5 countdown, if you can get your 1k sprints to 21 minutes your doing well.
but yes the witch space warp tunnel part can occasionally go up to 30 secs.. or what seems like more in the core.
2:- No heatsinks cant be used in SC, you should be aiming to get all your scooping done and more in the cooldown , hit jump whilst you are still scooping and burn the console. taking heatsinks is extra weight versus risk.
i was only doing really quick times on the last third of my run, so my times beatable by someone who doesn't care about the state of there ship at the end.
3:-I had lots of spare time in May between jobs, i wanted to do it in one sitting like the time it takes a long haul flight and i treated it as such, the crazy ones are those going in a fully kitted out sidey with a E class FSD or a purple orca ;),
 
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Hey Buckyballers :)

Thought I would share an arbitrary pic of a corner of my workshop at home.
I just upgraded my wood lathe this afternoon, courtesy of the postman :D

Buckylathe.jpg

In my free time, if I'm not with the family or flying around space, you would normally find me here, so I reckon its a fitting spot...

ps Symbiont and Mad-Max, it took about three weeks to get here, but then I do live at the ass-end of Africa, so I'm actually mildly and pleasantly surprised it actually got here :p
 
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[...] Anyone with beta access worked out if 2 jumps is good with a quarter less fuel tank config? could improve range therefore time. i.e. 8 + 4 tank instead of 16

Actually, we can already (theoretically) calculate what effect this would have thanks to ED Shipyard. So, assuming we're aiming for 2 maximum range jumps per full tank, let's see which ships actually benefit, with jump range values being with scanners/without scanners, i.e. ADS + DSS:

These ships can't get to lower mass whilst allowing for 2 jumps:

Adder (4T): No gain.
Anaconda (16T): No gain.
Eagle (4T): No gain.
Hauler (2T): No gain.
Sidewinder (2T): No gain.
Type-9 Heavy (16T): No gain.
Viper (4T): No gain.

On the other hand, these ships could get some extra range but also lose one maximum range jump per full tank (going from 3 to 2):

Asp (8+2T): Goes from 36.54/36.90 to 37.20/37.57. Increase: +0.66/+0.67.
Federal Dropship (8+2T): Goes from 19.21/19.31 to 19.39/19.49. Increase: +0.18/+0.18.
Imperial Clipper (8+2T): Goes from 26.71/26.90 to 27.06/27.26. Increase: +0.35/+0.36.
Orca (8+2T): Goes from 18.97/19.07 to 19.15/19.25. Increase: +0.18/+0.18.
Python (8+2T): Goes from 29.67/29.91 to 30.11/30.35. Increase: +0.44/+0.44.
Type-7 Transport (8+2T): Goes from 26.16/26.33 to 26.48/26.67. Increase: +0.32/+0.34.

Finally, these ships get to some extra range without losing maximum range jumps (just the sub-max) per full tank:

Cobra (4+2T): Goes from 27.43/27.87 to 27.69/28.14. Increase: +0.24/+0.27.
Fer-de-Lance (4+2T): Goes from 20.31/20.55 to 20.46/20.70. Increase: +0.15/+0.15.
Type-6 Transporter (4+2T): Goes from 31.45/32.03 to 31.80/32.39. Increase: +0.35/+0.36.
Vulture (4+2T): Goes from 22.01/22.29 to 22.18/22.46. Increase: +0.17/+0.17.
So, in conclusion: Only ships with 4A or 5A FSD stand to gain anything from the new fuel tank modules. Furthermore, these gains will range between +0.15 (Fer-De-Lance) to +0.67 (Asp without scanners) light years in jump range on a full tank (or tanks, rather).


[...] Some quick questions, for if someone knows:
1 - What affects the length of time you spend jumping? Some of my jumps were really, really long.
2 - Is it possible to use Heat Sinks in supercruise?
3 - Just how crazy are those among you who have done this more than once! [...]

1 - Connection speed and your computer specs, to a degree. The Witchspace transitions are actually loading screens, so if you're jumping into a large system, somewhere with many nearby stars and thus complex a skybox, are experiencing momentary lag or some other connection issue, this might affect it. Or just bad luck, really.
2 - No, but usually you also won't really need to as even if you time your scoop-jump transition a little badly you won't shouldn't be experiencing more than a few seconds at below 110% heat. Heat Sink Launchers really are only insurance against the occasional case where you jump into a system and end up inside a companion star of a multi-star system's primary star and thus end up with extreme temperature - and get kicked out of Supercruise due to proximity.
3 - Wait a minute, this isn't a question! And you call us crazy?!
 
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Some quick questions, for if someone knows:
1 - What affects the length of time you spend jumping? Some of my jumps were really, really long.
2 - Is it possible to use Heat Sinks in supercruise?
3 - Just how crazy are those among you who have done this more than once!
1. As Takaru Minari said, witchspace is essentially a loading screen for your machine to do the procedural generation of the system you're jumping to; this means that for the most part it's down to the specs of your machine and, to a lesser degree, internet connection. There is one interesting caveat, however: if you're the first person to ever enter that system, some server-side work also has to go on before you can load into the system. If the FD servers are under heavy load, this can take some time. I've had some transitions take about 90 seconds when it'd normally be 10-15, only to jump into a pretty normal system; my theory for that is that my system's server-side generation was stuck in a queue on an overloaded server somewhere.
2. Afraid not :D
3. My answer would have to be "not as crazy as the guy who did it in a Sidewinder, only to decide that that wasn't slow enough." :D (Although he came impressively close to it not being slower at all!)

I waited about 12 days so far, what time would you estimate for the bumper sticker to cross the ocean and reach Europe?
Hm, that sounds like a long time... Mine was probably in the region of 4-5 days I guess. Give EZ a shout when he's back, in the unlikely event that his inbox isn't already overflowing :D

One final thing... I'm speculatively intending to do another Anaconda run this weekend, with the 7A fuel scoop I can now afford. My main reasoning for this is that it will be cheaper for me to do the run now, get to the far end, blow myself up and sell the scoop after a rebuy, than it will be to just remove the scoop after 1.3 hits. :D
(It's speculative because I haven't told the other half yet... heheh.)
 
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