I have a question about neutron star jumps, or whatever they're called.

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Agreed. I made it to Beagle Point and back with only 1 AFMU, so you really only need 2 if you are planning a really long voyage (or maybe doing lots of neutron star boosting). For my trip, what I really needed was more heatsinks; I only took 2 launchers and was out of heatsinks before I reached Sag A*.

I took 4, I used 2 if I remember well. I tried to keep them with me in case of an emergency (AKA, binary star crash).
 
I took 4, I used 2 if I remember well. I tried to keep them with me in case of an emergency (AKA, binary star crash).

I probably wouldn't use any heatsinks, if I did the trip today. Distant Worlds Expedition was my first exploration voyage and I was not yet skilled at fuel scooping.
 
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When I departed from Colonia to Ishum's Reach and back, I believe most of my modules were at 80% aprox. including my AFMU. Maybe for extremely long trips like a circunnavigation it might be useful to have two AFMU's but I think that if you mod the AFMU, your powerplant will malfunction before your AFMU does.
The mod to the AFMU increases the power use and heat, if I remember correctly. I tried it once, and wasn't happy. My Anaconda is down at 17-19% heat, which the modded AFMU increased to around 25 or more. But I think you're right that the powerplant is probably more at risk than the AFMU.

I'm taking 2 AFMs on the DECE trip. Even if I didn't, I don't see it too difficult to take a trip to Colonia at the first quarter round, and we're stopping at Beagle anyway, so a lot of extra repairs can be done at those points. (with a long side trip of course, but it's doable)

Agreed. I made it to Beagle Point and back with only 1 AFMU, so you really only need 2 if you are planning a really long voyage (or maybe doing lots of neutron star boosting). For my trip, what I really needed was more heatsinks; I only took 2 launchers and was out of heatsinks before I reached Sag A*.
LOL! Yeah. It all depends. In my current trip, I started to run a little low on my 2 sink modules, so I might take one more for the DECE, but I don't want the extra weight, even if it's minuscule.

I probably wouldn't use any heatsinks, if I did the trip today. Distant Worlds Expedition was my first exploration voyage and I was not yet skilled at fuel scooping.
Yeah. It's only when accidentally falling into some heavy star or black hole that I used them, and even when I didn't, it looked like I could take the heat. Optimizing the ship for heat reduction is probably better, I think.
 
Due to my desire to reduce weight for an exploration vessel, I'd like to be able to outfit only 1 heatsink launcher and be able to craft replacement headsinks. I don't mind pausing the scan, scoop, and jump loop, to drive my SRV and hunt for materials. It's a nice break from the repetition. I know this has been requested more than once in the Suggestion forum.
 
Due to my desire to reduce weight for an exploration vessel, I'd like to be able to outfit only 1 heatsink launcher and be able to craft replacement headsinks. I don't mind pausing the scan, scoop, and jump loop, to drive my SRV and hunt for materials. It's a nice break from the repetition. I know this has been requested more than once in the Suggestion forum.
Hear hear!

Don't see why this couldn't be done.
 
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Hear hear!

Don't see why this couldn't be done.

I don't think it would be any harder to implement than the other types of synthesis/crafting. FD has avoided doing it because it would make some PvPers nearly invincible. Unfortunately, it's something which would really benefit explorers, which FD seems to mostly ignore.
 
I don't think it would be any harder to implement than the other types of synthesis/crafting. FD has avoided doing it because it would make some PvPers nearly invincible. Unfortunately, it's something which would really benefit explorers, which FD seems to mostly ignore.
Tricky. Didn't think of the combat people. Seems like that group gets all the attention though.
 
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