http://pictor.infinium.org.uk/up/buckyballastar/anaconda-2/time.png
*ahem* Kitten Brand Coffee: it's purrrrfection.
http://pictor.infinium.org.uk/up/buckyballastar/anaconda-2/time.png
*ahem* Kitten Brand Coffee: it's purrrrfection.
Congrats. Under 9 hours is crazy, its so fast in fact it doesn't seem like it would have been much of an ordeal. Anyone could fly around for ONLY 9 hours![]()
I regret that my run has to be called a bust.
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At approximately mid-day on Saturday, at over 40% through the journey, my connection was lost. It was down until early sunday morning, and when I started up agin
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Insurance screen!
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Well done crotalus! That's an excellent time in a python.Total time 18 hours 21 minutes 29 seconds
I will post more later
Bad luck Glenn, a connection error is a rubbish way for your Buckyball Run to end.Insurance screen!
The key thing is to keep more of an eye on the grid numbers than the stars when plotting your next destination. You start at 0,0,0 and end as near as damnit at 0,0,26000; so you just need to keep plotting stars along that thick grid line heading "north" from Sol and to keep semi-aware of what level you're on on the Z-axis as you are heading towards Sadge.I may have inadvertantly been bouncing top to bottom of the galactic disc the entire way, so I will have to do more research into the galactic map before I try again.
Thanks Alec. I'm not too worried, after all, it's not called "Elite: Harmless" and I'm not going to pansy out because of a little setback like this. Give me a few weeks to get some trading done to upgrade to that A6 scoop and take a look at Powerplay a bit, and I'll be back on the run again -and you can take that to the bank!Glory for some, disaster for others. Just another weekend for the Buckyball A*!
Sorry to hear about your loss tho', "connection lost" is no way for a pilot to get knocked out of the race. Hope to see you back here in the not too distant future commander.
Thanks to you too, Raiko. Looks like I ought to maybe set course on a slow but steady climb until I am almost there and make the final leg a dive into the centre. I have heard about plots requiring to be shorter the closer you get to the centre, and this should minimise that problem. I had made a list of stars to target to set up each leg, but of course had no idea if I could actually plot these as legs until I tried.Bad luck Glenn, a connection error is a rubbish way for your Buckyball Run to end.
The key thing is to keep more of an eye on the grid numbers than the stars when plotting your next destination. You start at 0,0,0 and end as near as damnit at 0,0,26000; so you just need to keep plotting stars along that thick grid line heading "north" from Sol and to keep semi-aware of what level you're on on the Z-axis as you are heading towards Sadge.
Most of us have been travelling a little above or below the plane to avoid Aucocks problems, but you only really need to worry about the X and Z axes as you get within a couple of thousand LY of the end.
Is the largest part of the time it takes down to the 'jump' between systems? This seems rather likely to me, and will of course depend more on an individual internet connection and computer spec than ship loadout. If this is the case, then the technique of extending jump rance is the one to go for - less jumps mean less loading times, and with a poorer connection like mine, less chance of a disconnect!
If re-fueling is more of a time-sink, then the best possible scoop, best powerplant, and the additional fuel tanks of Powerplay may be an advantage.
Glenn your internet going caca , is a terrible way to bow out of the run, weve all tried here to gives tips so the run can be run more reliant on skill and endurance rather than luck.Looks like I ought to maybe set course on a slow but steady climb until I am almost there and make the final leg a dive into the centre. I have heard about plots requiring to be shorter the closer you get to the centre, and this should minimise that problem. I had made a list of stars to target to set up each leg, but of course had no idea if I could actually plot these as legs until I tried.
P.S. I think extra fuel tanks are a complete waste of time. You'll refuel regularly (if not at every scoopable opportunity) so whether you run with 90% full tanks or 90% empty tanks (on average) is kind of up to you (there are more than enough scoopables on this run). There is actually a case for taking a smaller tank to keep weight down and thus increase jump range.
I'd just like to add to that bit about keeping weight down with a smaller tank.
Yes, as discussed in the posts that robinjb linked to, of the faster ships the only real benificiary of the extra fuel tanks is the Asp, as it's not possible with the existing tank sizes to build a two-jump Asp. I'm pretty sure that both the Nomad and Big Bird used the same 36.54LY build, dropping the scanners and fitting an 8+2 tank configuration would give you a two-jump Asp with a 1.01LY range advantage over me and Esvandiary's ships.P.S. I think extra fuel tanks are a complete waste of time. You'll refuel regularly (if not at every scoopable opportunity) so whether you run with 90% full tanks or 90% empty tanks (on average) is kind of up to you (there are more than enough scoopables on this run). There is actually a case for taking a smaller tank to keep weight down and thus increase jump range.
I came to the same conclusion as Esvandiary in the discussions that robinjb linked. Your best jump-refuel-jump cycle time appears to be about 43s, but sometimes you lose up to a minute due to the witchspace tunnel.Is the largest part of the time it takes down to the 'jump' between systems? This seems rather likely to me, and will of course depend more on an individual internet connection and computer spec than ship loadout. If this is the case, then the technique of extending jump rance is the one to go for - less jumps mean less loading times, and with a poorer connection like mine, less chance of a disconnect!
If re-fueling is more of a time-sink, then the best possible scoop, best powerplant, and the additional fuel tanks of Powerplay may be an advantage.
Pretty spot on - some good ways to go faster are, in no particular order:Putting aside the need to physically take a break occasionally (or perhaps not for some of you youngsters!) then yes, I believe you dead right (although clearly Cmdr Alot should have the final say). Essentially you're looking at ((26,000 / J) x T) where J is your jump range and T is the time it takes you from one jump to the next. You can increase J in outfitting and decrease T with a faster fuel scoop and honing your jump/scoop/jump skills.
In addition, every 1000ly (max) you need to plot a new route (in time R). You'll need to do this at least 25 times so getting good at it (and learning from experience about the best way to do this in the core when it slows down) counts for a bit too.
Finaly, I do indeed suspect that both T and R are affected a bit by your computer spec.
theres a bit of a chat about time for one jump cycle here https://forums.frontier.co.uk/showthread.php?t=138772&p=2153266&viewfull=1#post2153266 with an i5 running at 4Ghz you should get 12-14 second jumps in witchspace, on average and of course that sometimes varies closer to the core. ive not seen any test results from slower processors if any one wants to post them if they have , cool. be good to sort out what the actual advantage is.
I'm definitely planning to make a run with 10t tanks at some stage.So you will have to decide if it's worth spending 52 minutes longer jumping to feel safe, or when 1.3 hits, carrying an extra tank will mean weighing you down more and increase your jump from "2 jumps more" to "4 jumps more", which could translate to 2 hours more jumping time![]()
I noticed that after arriving... Zoomed out further than usual and was shocked to see a green dot all the way out the other side. Right on indeed!Incidentally I was chatting to CMDR Marlon Blake yesterday while I waited for CMDR Alot to reach Sadge, and he was 38,000LY NORTH of me!Right on CMDR! o7
That sounds about right... I didn't even try to match the FSD cooldown if I had to "double-scoop" - I'd wait to get relatively close to full, start charging, and maybe cause a few sparks on the way out - but not much damage and usually only 5-10 seconds lost.I came to the same conclusion as Esvandiary in the discussions that robinjb linked. Your best jump-refuel-jump cycle time appears to be about 43s, but sometimes you lose up to a minute due to the witchspace tunnel.
An Asp with an A6 scoop can normally keep the tanks topped up by scooping during the cooldown period, but a run of unscoopables means that you need to play catchup and cook the ship a little extra. If my tanks were looking a little depleted then I'd normally glance at the next destination, scoopable meant that I'd be able to top up fully in the next system, unscoopable meant it was worth taking some heat damage to scoop some extra while the FSD charged.
An Anaconda with an A7 scoop can easily top up during cooldown/charge I'd imagine, although again you'd have to be prepared to take some heat damage when replenishing after an unscoopable.
Given the time you got in a 16T Asp, I am definitely looking forward to seeing what you can do with the extra jump range!I'm definitely planning to make a run with 10t tanks at some stage.