Died from over-heating

Lightweight g5 heatsinks weigh around 0.3t, so no real detrement unless you really need the slots for other things.

Stopping the jump will be better than continuing it, and the 450% on it's own will not kill you, but I think it had been overheating for a while before you checked back.

A lightweight heatsink is the only utility that's normally on my Courier.

Anyway, any level of heat over the threshold that causes hull damage will eventually destroy a ship, while even instantaneous heat to several thousand percent will not. I don't even think hull damage scales with heat percentage, it may just be on or off.

putting lightweight mods on heat sinks is a waste of time anyway, since they don't weigh much of anything to begin with.

They weigh 1.5 tons. That's a big deal on smaller ships.

As for mistakes, it all comes down to experience and developing good flying habits that avoid them.

While flying back from Sag A* in early 1.3, my ship was placed inside the second star of a binary pair, forcing a drop out from SC in areas impossible to wake away from without taking considerable heat damage, unless sinks were used. Other times, my ship was simply placed so close to a star that I was immediately well over 100% heat and rising, with the only way to escape being to dump a sink, drop out of SC, then dump a sink again to jump away. It was certainly possible to look ahead and plot around certain star systems, but it's way faster to equip a pair of heatsink launchers.

This doesn't happen so much any more, but the mechanism they implemented to prevent it isn't perfect either and I still occasionally find myself directly between two hot stars in close proximity.

PvP can easily be avoided if you do not wish to engage. Interdictions are pretty easy to win, and even if you lose the minigame, having speed and reasonable defenses allow you to escape pretty easily.

If you are avoiding a more powerful vessel, dumping a heatsink immediately upon submitting is often the only way to reasonably ensure escape.

In the courier I mention above (which is an explorer/smuggler/blockade runner), two volleys of long range hammer fire from another Courier will strip it's shields, and if I allow my PP to be directly targetable, the next volley will destroy the ship. Breaking target lock so long range rails have a chance at missing can be critical in these scenarios. And yes, I've fought Couriers that could carry and use three hammers while maintaining over 800m/s boost...they were probably built specifically to intercept other small, fast, minimally protected ships.
 
Heat sink launchers are for PvP and CMDR's who make a lot of mistakes

I never carry one - there's really no need

I'm well over 1.25 Million LY traveled, made 2 runs to Beagle Point, Sag A, Colonia, etc. Never carried a heat sink and never took any damage. I take an AFMU as a precaution but almost never use it.

It's really not too difficult to learn the mechanics, muscle memory, and habits needed to avoid taking damage. Once you develop the discipline needed, you just don't need heat sinks. The only reason I take the repair unit is because there's no range penalty for having one. If they weighed anything I'd leave those behind as well.

Going on a few exploration runs is one of the best ways to improve many skills that will benefit the rest of your game play.

I ocassionally still hit the stars as I'm just surfing the forums while exploring but if I were to just concentrate I wouldn't have problems at all.
 
I agree; this punishment ensures I won't make the mistake again.

Right now though, I'm not thinking from a game perspective; I'm thinking from a lore-perspective. Why would humans build a spaceship with no or few fail safes; it kind of goes against how we do things.

We might as well ask for completely automatized ships as well, just think about it, right now we already have self driving cars that statistically are safer than us while in the 3303 we only have a docking computer.
 
From a lore perspective? Cost-effectiveness. Making and manufacturing such systems would add cost to every vessel, and add weight and power draw. The overwhelming majority of ships don't run into these problems, and the manufacturers can simply point and say, "Well, of course it blew up. Look what he did!" And everyone at the press conference nods sagely and moves on to the next topic...

Dunno but I doubt it'd be more expensive than a modern day computer to do it and we should consider that the power of our ships is measured in Mw's, in comparison the most powerful power supply for computers is rated at 2.2 Kw's so an autopilot isn't really an incoveniance.

lol :p

Over-heating control can be accomplished by a thermostat and a piece of software code "if on_fire then shutdown;" :D

It's honestly not a good idea to make sense of the absurd.
 
450%? Meh. I can hit 1200% in my eagle, and Betty will only complain about the fridge loss of efficiency. It does not even melt components and hull that fast. Is that intended?
 
I blew up from heat first time ever at "only" 200+%, shooting double rails at a Corvette.
Never even considered heat damage that much before but had dropped out very close to the sun, and was in a speed courier, so no integrity. By the time I realised it was an issue it was far too late.
 
a repair/reboot might saved your ship, since the whole ships shutdown

Emergency Stop drops you out of SC if you fly too close to a star (wrongly thought it had to do with heat), now I'm left wondering why our ships don't come with emergency stops for over-heating at a lore level (not as a game mechanic).



If it happens again (hopefully not), I'll know what to do.

please no, i have a Taxi Hauler that designed to run very hot, because i charge the FSD while fuel scooping, you can travel really fast with it,
ok after 10 - 15 jumps it's a smoldering husk of a former Hauler [big grin]

Heat sink launchers are for PvP and CMDR's who make a lot of mistakes

I never carry one - there's really no need

I'm well over 1.25 Million LY traveled, made 2 runs to Beagle Point, Sag A, Colonia, etc. Never carried a heat sink and never took any damage. I take an AFMU as a precaution but almost never use it.

It's really not too difficult to learn the mechanics, muscle memory, and habits needed to avoid taking damage. Once you develop the discipline needed, you just don't need heat sinks. The only reason I take the repair unit is because there's no range penalty for having one. If they weighed anything I'd leave those behind as well.

Going on a few exploration runs is one of the best ways to improve many skills that will benefit the rest of your game play.

heat sinks allow you to charge your FSD while you are close to a star, comes in handy when your are a trader
 
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Fuel scoop on a trader?

OK

no scoop, just it allows you to charge your FSD the moment your target emerges from the star ( or just me love to fly relative close to a star)

Edit:

I think he means not having to get away from the star to cool down before jumping, you can jump sooner by dropping a heat sink and jumping as soon as the FSD cooldown is done.

exactly [big grin]
 
Unlock route jump in navigation, Make certain the ships Stern is facing the centre of the sun then keep pressing boost for a few minutes then only try jumping in the system your in and always keep an eye on your heat, if it goes in to the 100s stop jump and boost a again for a few minutes. This is for those ships that have maxed out on power and engines. 100% effective

Downgrading engines and power for exploration, i noticed this situation became a non worrying issue if a doozed off into the sun, so take note on that.
 
There are plenty of failsafes in these ships, but they can't save you from everything. Besides, this is a game, if there was no real danger no matter what you did it would be pretty boring.

Also, my car will warn me if the engine starts to overheat, but it won't shut down the ignition. It will keep going until if fails, unless I turn it off.

Newer cars (2000+) have various emergency/safety modes kicking in, torque limiter, speed limiter, rpm limiter, anti-slip, when there's some electrical/ecm failure turn off cylinders etc.
Now imagine what a spaceship 1000 years into a fictive future might be able to.
 
Newer cars (2000+) have various emergency/safety modes kicking in, torque limiter, speed limiter, rpm limiter, anti-slip, when there's some electrical/ecm failure turn off cylinders etc.

My car is a 2007 Mazda RX-8, it doesn't shut itself off when it gets hot or babysit my driving. In fact, it lets me make all kinds of fun "mistakes."
 
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