Out of Fuel? - Explorer Rescue Service, The Fuel Rats

My standard patter is along the lines of ...

ha ha ha ha
(point ship and flash lights)
ha ha ha ha ha ha
(in sing song voice) "you ran ouuut of fu-el, you ran ouuuut of fu-el)"

Is that wrong? (haven't checked the SOP for a while)

P.S. me and festival legend Arthur Smith chatting at the bar ..

zmZfhPl.jpg


P.P.S. bit tipsy, probably best to ignore me for the rest of the weekend.
 
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Nice to know there are people out here in the vastness of space willing to bend over backwards to help fellow commanders in trouble and out of fuel.
I didnt think you could help others with fuel.
When i first started playing i ran my ship out of fuel on purpose to see what would happen. Took a while, but i was LY's from nearest station or star lol. So, i ejected lol
 
TFRM is in an election at Nu Indi.

So if anyone has spare time between clients, and you'd like to help us grab another system, then any help running missions etc it'd be appreciated. I'm not a BGSer, but believe we need 15% more than them when the election ends.

We control Shatalov Colony, but the system controlling faction (Nu Indi Commodities) has Northrop Enterprise and a planetary base: https://eddb.io/system/factions/14753

Nu Indi Commodities = 25.8%
The Fuel Rats Mischief = 33.1%
 
This guy just got refuelled by an NPC!

https://forums.frontier.co.uk/showt...-Blown-Today-I-have-been-fuel-ratted-by-a-NPC

Has anyone ever heard of anything like this happening before? (it's news to me).

Yeah we had a number of those pop up after Engineers released last summer. The rate of them happening seems to have dropped down recently though. The best we could surmise was that being Allied with the system faction created a chance for the NPC Fuel Rats to show up. It took us a while to figure out what was going on when we had Rats inbound to a client and then suddenly they were saying they were fueled up and thanks for the help before we had anyone there.

Personally I think it's a cool little feature.
 
*Edited for some formatting and to clarify that this was personal opinion and rambling that I posted as a blog on Confluence.*

Well yesterday was a holiday here in the US, 2.4 is bound to be released soon and I felt the need to ramble on some about SOP and what's coming in 2.4.

The One About Rescue SOP Changes for 2.4


I'll end up cross-posting this wherever it can best be seen.


After 18 months of Ratting and with a pretty big update (hopefully) days away that introduces new mechanics that we need to understand and account for. These and other changes need to be reflected in our Rescue SOP and I want to go through a history of what those types of changes are and how to get SOP changes made.


When the Rats started I'm guessing that what we today call SOP was mostly based on the understanding of the game mechanics and what worked at the time. There were certain things that made common sense (!prep'ing to reduce fuel usage), things that made sense from a technical standpoint (sending multiple Rats to fight instancing), things that needed to be done to keep others notified (updating dispatch) and things where a decision just needed to be made for everything else to work (moving to IRC, drills, etc.). As time and the game progressed some of the SOP changes needed to change for technical reasons (introduction of Xbox and PS4) or simply weren't documented before (Xbox and PS4 Troubleshooting). Then there were the SOP changes that didn't really need to be added because they kept with our Ethos, but the questions kept getting raised if we would do something (jumponium rescues).


Through my time as a Rat we've never had a Rescue SOP change that wasn't caused by something mentioned above. And those changes have always been by the same relative group of people. I'm not sure if it's just that no one thinks they can recommend or make those changes, or if they just don't want to be bothered. Since we started using JIRA/Confluence we've had a couple proposals for SOP changes, some that clearly needed to be made for reasons above (PS4 documentation) and some that may improve certain things (instancing based on IPR information) but would have a snowball effect of new vs. returning rats and how to educate without creating pure chaos.


But we find ourselves again with these two items that can/will affect SOP to some degree: hull/canopy repair limpets and o2 synthesis. I personally view repair limpets as no different than jumponium rescues. If a CMDR needs help and we can help them, of course we will. To avoid situations where it is someone who can easily repair themselves, or they're involved in something that the Mischief should stay out of, we will be issuing some SOP involving questions that Dispatch can/should ask to evaluate the situation. As always any Rat can choose to call their jumps or not to.
The question of how to address o2 synthesis is going to be one of those unspoken things that simply exists as an option, it's looking like. Like other changes, the Mischief has as many opinions on the matter as we have Rats. Newer CMDRs may not have synthesis or know how to use it, and these are likely the CMDRs to go CR. More experienced CMDRs may know exactly how many materials they have, but they're less likely to go CR. So for now, I think it's probably best that it stays as an available tool, but doesn't become formal SOP. No one has been able to provide a solid case one way or the other on how to handle it in all (or even most) situations, so an SOP wouldn't be possible, we'd need multiple new SOPs for different situations. These would then need to be taught to Dispatchers, Rats and most importantly explained to the clients who are often times new to the game and using IRC for the first time.


I know there are many different opinions and thoughts about portions of SOP needing to be updated or changed for reasons not specified above. As with anything, getting more involvement would be great on the discussions having to do with SOP. I know that sometimes the discussions can get heated, but if everyone remembered why we're here (to help others), that there isn't always a one size fits all solution and that changing one thing may have huge ripple effects causing even more friction these discussions while productive don't actually need to reach a conclusion leading to something changing these discussions are still useful. We really do like to base our changes on hard facts and data. Using subjective views and opinions isn't always the best way to change someone's views. I'm sure that most of you may know this, but for the past year with every major (and most minor) game releases we've tested various game mechanics on each platform to confirm our understanding and SOP. Everything from limpets causing damage to how relogging affects CMDRs in/near a station (yes there was a point that it was different between platforms). That information is collected and used to confirm our SOP, which is why most of you have probably never seen the version of the SOP that had clients keep their shields up and fly backwards slowly when limpets were fired...and hopefully never will again.


Also available at (access may vary):
https://confluence.fuelrats.com/x/KgHT

https://www.reddit.com/r/FuelRatDis...e_sop_changes_for_24/?st=j77ixkcd&sh=79faed15

https://paste.fuelrats.com/ametatolex.txt
 
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Going to throw a personal thought out here on the whole synthesis bit. Not suggesting it becomes SOP but it's how I'd handle it and I'm looking for thoughts/discussion on if others would agree in principal or not. Obviously in the moment it's never as easy:

Lets say a client goes or comes in CR.
If there's 3+ minutes oxygen then proceed as we have been with logouts/logins etc.
Under or close to 3 minutes of oxygen we ask the client to send the wing invites, light the beacon then check what materials they have. May as well check to be sure - Instruct to utilise at 30 seconds left and update dispatch with new time left.

Under 20 seconds oxygen is practically impossible for us even with precise location and 3 rats pre-winged with instancing being kind. So I'd go straight to synthesis and if they have mats then wing+bc once restocked <- Unless we can get a rat to dial into the exact local space position but that's nearly impossible in most cases.
CR tactical faceplant with under 1min oxygen use same as above.


I think that'd cover most scenarios I would come across, any edge cases It'd be a split instant judgement :p. To be honest I think letting the dispatcher decide in all cases isn't a bad idea but this is how I'd like to think I'd handle situations I come across.
 
Quick comment on the confluence SOP (which I decided to re-read), it mentions having one rat drop to normal space to check distance to beacon. Unless I'm mistaken this was fixed and is no longer necessary.
 
Quick comment on the confluence SOP (which I decided to re-read), it mentions having one rat drop to normal space to check distance to beacon. Unless I'm mistaken this was fixed and is no longer necessary.

Wow! That's been fixed for over a year and no one has pointed it out. I'll fix that right now. :)
 
Those times in post #5640 are quite tight... at least PS4 newbies can take many seconds just to turn their beacon on, 30 seconds to do synthesis for the first time is optimistic IMO.

I replied on Reddit, but summary on 2.4 SOP thoughts:
- O2 (as said) may not be available to newer clients, who most need it. 2 Nickel and 1 Iron isn't hard to get, so post-newbies (out of sidewinder) CRs may become much easier. Check mats on either a POS request, or after winging+beacon when client has nothing left to do.
- Hull Repair is going to be pretty irrelevant to bubble-clients. Fuel = station = repairs.
- advising rats (how) to use White Dwarves and Neutrons to jump faster to clients.
- 20,000 Ly plotting changes to KGBFOAM instructions, and ensuring rats more specifically mention solid vs dotted.
- "last fuelable star" changes, again ensure rats mention this to clients.

Agree that SOP needs a look over for streamlining though.
 
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Does anyone know a HexChat/XChat Azure plug-in/addon with Notepad functionality?
That would come in handy for Spatching text macros that are not that often used to make a macro viable.
Thanks!

Wow! That's been fixed for over a year and no one has pointed it out. I'll fix that right now. :)

You mean ... I don't have to advise clients anymore to fly slowly backwards as well? Woooh great times! :D
 
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So I rolled a 56.x% G5 FSD for the Cobra, which got me wondering... we all know more jump range is better right, but how does that translate to calling jumps?

So did some comparisons of my ships calling from Fuelum:

Python (27)Cobra (34)Python (40)DBX (55)
NLTT 482885j4j4j3j
Asellus P6j5j4j3j
Jacksons7j5j5j4j
Dav's Hope11j9j8j5j
Maia18j14j12j9j

Interestingly within a couple of hundred Ly there's only 1-2j difference between 34Ly and 55Ly jump range.
With the lower range ships getting progressively worse he further you go. But even out to Dav's you're looking at 3.5 mins difference between the Cobra and the DBX (50s per jump).

Given the DBX is basically a rat ship, unable to do anything but data delivery missions, while everything else has guns, shield boosters etc it makes me much happier to toodle about in non-dedicated rat-ships :p
 
Great, thanks for the stats that confirm my experiences.

Given the DBX is basically a rat ship, unable to do anything but data delivery missions, while everything else has guns, shield boosters etc it makes me much happier to toodle about in non-dedicated rat-ships :p

Or the famous Rattalooga. 43 something ly range, so it should be quite fine.
This is also one of the reasons why, while my poor RAsp gathers dust, I love the Rattaconda which, albeit featuring a full 12-Limpets-per-volley loadout, still has full weapon, fighter, SRV and even a Cell loadout. And still has 39.X ly range -- a dedicated Ratter that can do about any other task aside from PvP and okay, boring mining, as well.
31657x9521.jpg
 
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Or the famous Rattalooga. 43 something ly range, ... Rattaconda which, albeit featuring a full 12-Limpets-per-volley loadout, still has full weapon, fighter, SRV and even a Cell loadout. And still has 39.X ly range...
I'm just not a big ship CMDR. I've got an engineered Rat-trade-conda (320T, full complement of light weight weapons, fighter bay, 47Ly jump range), which i use to knock out those trade and BH CGs, but i don't enjoy flying it in normal space or super-cruise.

Engineered my Cobra some more, now got a G5 efficient beam laser with Regeneration Sequence, so i can now heal clients :D like if they come under attack, or just get their shields to full after prep-. Also did another G5 efficient beam with Thermal Vent (not sure if it really helps?), seekers with Drag and another with Emissive. Charge enhanced Distributor with a decent 37% charge rate.
Not sure i've got much else i can do to it, except hunt for Dirties with more than 35% optimal bonus...
 
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