Distant Worlds - A journey beyond the Abyss

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I took four SRVs out in my Anaconda on a week-long "shakedown" exploration test.

I drove like a nutter, parking on top of mountains, mesas and crater rims, and throwing myself off the edge.

I've returned with four SRVs... I had no health fears.


So I'm swapping out the 4-slot hangar for a 2-slot hangar. I simply don't see how I could break these things, but I'll take one spare - just in case I'm wrong! :p
 
It is possible to get the SRV stuck in certain terrain (huge steep canyon that you can't climb out of, and the ship can't get into). That's the only reason I would need a spare right now.
 
Id switch up the A5 Fuelscoop with the 4G PVH.. as you could get a class 6 fuel scoop from it insted without loosing anything. unless you wanna change that PVH for an 6G that is.

Yeah, I considered both. For this trip, I will surely not take a 6G PVH due to mass limitations; at the same time, I am unlikely to buy a really high end FS due to prices.

In a non Distant Worlds (or similar expedition) mode I'd put a cargo hold in the sixer, and bring only one SRV, so that I think this slot distribution makes for less hassle in the long run.

Thanks for your feedback, RaSenche! :)
 
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I just wanted to thank everyone who has signed up for Trello, and joined the Distant Worlds team there. We've got over 20 participants so far, and a few people have already contributed their scouting and prospecting efforts towards Waypoint 00 - Pallaeni. Some have even gotten a headstart on Waypoint 01 - Fine Ring Sector. :)

For more information, please see this thread. Note that the video is already a little out of date, but I intend to update it soon. Things that have changed can be found in the short discussions of that thread.
 
I wouldn't advise anyone to take heat sinks on this expedition. They lower the jump range and can only prevent some module damage, which can be repaired indefinitely now.

They are good for landing on planets too close to their stars, though. But do you really need that risk on an expedition this long?
 
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I wouldn't advise anyone to take heat sinks on this expedition. They lower the jump range and can only prevent some module damage, which can be repaired indefinitely now.

They are good for landing on planets too close to their stars, though. But do you really need that risk on an expedition this long?

Don't forget that you will also get hull damage. And 1 heat sink launcher isn't that heavy. For emergencies you can just take one along. Better safe than sorry.
 
I've bought an Asp and have been fitting it out. I'm wondering about the Auto field maintenance unit. When my husband did a trip to Sag A and back he had trouble with the FSD occasionally failing. My jump range is currently just over 33 light years.

Problem is that I don't have much power for an auto field maintenance unit so I didn't buy a very good one. But if I don't need it on all the time then could I just buy the best one that doesn't reduce my jump range and disable it until I do need it?

What exactly is the difference between the cheaper and more expensive Auto field maintenance units? I've never used one yet.
 
I wouldn't advise anyone to take heat sinks on this expedition. They lower the jump range and can only prevent some module damage, which can be repaired indefinitely now.

They are good for landing on planets too close to their stars, though. But do you really need that risk on an expedition this long?
Ever had an unlucky jump and got'n stuck between 2 stars in a bineary orbit? That can easily became 350% heat when trying to escape without heatsinks. I rather just avoid that then boiling my Cmdr alive.

But to each there own idea.
 
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Mapping my route to Beagle Point on the galaxy - part 1

Being to Beagle Point and back, I thought it would be nice to see my taken route on the galaxy map. However, viewing your route on the map is not supported in-game, so you need to create it yourself. My plan is to create the galaxy map, setup the coordinate system on the map, extract systems from the EDDiscovery logs (great tool btw) & the approximate coordinates from GalMap, and then using magic to plot the route.

Part #1: Create the map from 42 pictures.
[video=youtube_share;rQ35f1R2iWg]https://youtu.be/rQ35f1R2iWg[/video]
 
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Ever had an unlucky jump and got'n stuck between 2 stars in a bineary orbit? That can easily became 350% heat when trying to escape without heatsinks. I rather just avoid that then boiling my Cmdr alive.

But to each there own idea.

More then 10 times only on my last expedition.Flew through a star, started scooping fuel before stopping, heat rising... In a good ship (Anaconda runs very cool) you can escape every time before reaching 150%. I did. Never any hull damage, only minor module damage, repairable.
 
The smaller/cheaer AFMUs just have less "ammunition" and repair slower.

AFMUs add no weight to your ship, so they don't reduce your jumprange at all.

You don't need to power the AFMU until you use it. So if you in fact need to repair a module, you can switch off the shields or any other non vital module temporarily and have enough juice to power the AFMU.

For example: This is my 2.0 Explorer Asp. If I need to repair, I power the AFMU. If I want to drive my buggy, I power the hangar bay.

This is a build I would take on a journey like DW. Not sure if I wanna commit to it though.
 
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I will not be taking heat sinks, but will take some AFMU's. As for the SRV's they are hard to destroy, I rolled one on purpose going flat out and still only lost 5% hull. My advice is patience, the quicker you try and do things the more likely you are to make mistakes. Distant Worlds is not a race. Oh, and don't fly or drive bladdered. Rule 1, always assume the next jump is into a binary or a neutron so hit the zero speed whilst jumping, most of you know this already, but there will be some of the 300+ who will try and race it, which is fine, until you come a cropper.
 
Regarding Fuel Scoops for an Asp. I've been using a 6A instead of the usual 6B on my try outs for this mission and it's insanely fast! I know it doesn't look that much different in the stats and I only put it in because I can now afford it, but it just feels much quicker so if you can afford the extra 20m credits I'd go for it.
 
I've bought an Asp and have been fitting it out. I'm wondering about the Auto field maintenance unit. When my husband did a trip to Sag A and back he had trouble with the FSD occasionally failing. My jump range is currently just over 33 light years.

Problem is that I don't have much power for an auto field maintenance unit so I didn't buy a very good one. But if I don't need it on all the time then could I just buy the best one that doesn't reduce my jump range and disable it until I do need it?

What exactly is the difference between the cheaper and more expensive Auto field maintenance units? I've never used one yet.

Don't worry about the power requirements - it's really inadvisable to use it during supercruise (trying to repair thrusters or fsd while supercruising will result in them shutting down, causing an emergency drop and additional damage). So you need to stop, and systems that are being repaired get shut down, anyway - so you can shut down something else (like shields or thrusters or whatever) to free up the power for an AFMU. There's no need to keep the AFMU online while you're traveling, it only needs to be turned on when it's in use (it's not automatic, you need to fix systems manually with the afm on in the modules panel).

Others have mentioned heatsinks - they changed how they work so now you can deploy them while in supercruise. This makes them useful for the rare emergencies if you jump between multiple stars in extremely close proximity and your heat is rising extremely rapidly. I'd bring one or two, it doesn't reduce the range by a lot at all.
 
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Regarding Fuel Scoops for an Asp. I've been using a 6A instead of the usual 6B on my try outs for this mission and it's insanely fast! I know it doesn't look that much different in the stats and I only put it in because I can now afford it, but it just feels much quicker so if you can afford the extra 20m credits I'd go for it.

Plus the b module is the heaviest so affects jump range the most. The a rated module will also increase your range and lower your heat signature.
 
Plus the b module is the heaviest so affects jump range the most. The a rated module will also increase your range and lower your heat signature.


Fuel scoops have no mass, so in this case, no it doesn't affect jump range - the price is really the deciding factor here. But given the amount of time left before DW, that shouldn't be much of a problem for most either.
 
Fuel scoops have no mass, so in this case, no it doesn't affect jump range - the price is really the deciding factor here. But given the amount of time left before DW, that shouldn't be much of a problem for most either.

Oh yeah, forgot that! Been so long since I fitted out a ship...

I need to get home.
 
If you can afford it go for the A rating every time, yes its only 4 seconds quicker, but four seconds will soon mount up over 65,000Ly, and as has been stated heat management is better.
 
If you can afford it go for the A rating every time, yes its only 4 seconds quicker, but four seconds will soon mount up over 65,000Ly, and as has been stated heat management is better.

Another time it's really noticeable is when you're filling the entire tank after it's been through a significant drain (did this a few times on purpose to reach some further destinations). I agree - if you can afford the A, go with the A every time.


Oh yeah, forgot that! Been so long since I fitted out a ship...

I need to get home.

Given how long you've been out, I can imagine. I remember being weirded out by the bubble when I came back from just two months :)
 
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