FSD 100% hyperspace jump failure rate at 78% Integrity

Title says it all. I supercharged at a WD, my FSD is down to 78 after a few charges because it takes ten percent per charge whenever I try, which is bull in and of itself. I can understand a couple points, but not 10 per charge.

Anyway, as the title suggests, I am receiving a 100% hyperspace failure rate with integrity at 78. I don't understand how that is. 78 is still in decent condition.

Additionally, of the, maybe 30 WDs I've boosted from (never boosted outside the bubble), I've been 180'd and turned directly towards the star, and falling in, despite physics saying the jet should be pushing me out, on probably 20 of them.

I have an AFM, but I don't know if I lose my charge by stopping to repair.

Edit: NM I guess I must have gotten the "hazardous substance" warning and didn't realize it. No wonder everyone always says to keep it above 80.

Still, I have zero luck escaping the cone (sorta) I haven't fallen in yet, but it's a looonngg protracted battle for me to get out of it. And I do what everyone considers proper technique. Head a little towards the star, nose up/down towards the end of the cone, enter the cone as parallel as possible, (supposedly to avoid flipping towards the star, I usually get 180'd anyway).
Trottle down and let it charge, then accelerate out of the cone. But that's where I flip, as soon as I accelerate my ship just 180s right towards the star. It's entirely frustrating. And yes, I am compensating for direction, but doesn't seem to do anything. Kinda annoying, and probably the reason I tend to take more damage than anyone else seems to get.

Does ship size/weight have any effect?
 
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A few things things:

- Ummm, don't boost off White Dwarf stars. Too dangerous and not a big enough boost to be worth the risk. Only use Neutron Stars.

- Yes, bigger ships get tossed around less in the jet cone.

- Don't slow down to a crawl in the jet cone, I tend to keep my speed between 15Mm/s and .1c. Enter the cone facing AWAY from the star by just sliding into it gently, and keep flying that direction at a constant speed. Once you get the supercharged message max your throttle and fly out of the cone.
 
Does ship size/weight have any effect?

Yes, it does. The smaller the ship, the more you will get tossed around. If you are flying a small or medium sized ship, only hit the very ends of the jet cone, and throttle down to zero until you get your boost charge, its much more stable out there.
 
I see. So, white dwarves have smaller cones? That might explain why I always felt uncomfortably close to the star. I have seen a few WD that were pretty huge cones and pretty gentle on the turbulence, but I guess it does make sense that NSs would have larger cones. Been using the WDs because they make passenger sightseeing missions in the bubble go by a lot faster, but you're really playing with fire on the WDs, huh?

I appreciate the tips guys.
 
White Dwarf stars are WAY more dangerous, but I've been (mostly) able to boost from them safely, in my AspX.

Always turn Orbit Lines ON, when boosting. That will give you a much better idea as to the distance you should aim for. I wish FD would give us 2 settings: enable neutron star boost and enable WD boost. I'd leave the second one turned OFF.
 
In case you didn't get the message ....... all the galaxy is yours, but attempt no boost at a white dwarf ...... ever !

Neutron stars, on the other hand ..... fine. It's just something you have to learn.
 
Would you effectively be able to accomplish this by filtering White Dwarf out, in the Galaxy map in general? I have L, T, Y, and Protostars diables on the map, and my auto routes tend to avoid those stars, 99% of the time. I'm probably just getting extremely lucky in my jumps, but have only dropped out at maybe two brown dwarves, since I changed my filter settings. Seems like the game will avoid them unless there's no other route option.
 
Physics don't apply in super cruise. The cone isn't pushing you in any way. It just interferes with your frame shift bubble, causing your ship to drift and spin.

Your ship still accelerates forwards. That's what makes you move. So whenever you spin in a direction you don't wanna go, throttle down. You will keep drifting where you had been going. And as you slow down turning back to where you want to go will become easier as well.

Yes, larger ships spin around less. They do still drift a lot though. You commonly only lose ~1%, 10 is indeed excessive.

You do not lose your charge by stopping to repair. It is only lost via a jump.



Also the malfunction isn't a 100% failure. It just takes a while to resolve, so do not keep engaging your FSD upon malfunction for a while before you try again.


White dwarfs are indeed more difficult to charge from and give a pitiful boost. But once you are proficient enough they can still be handy to reduce a 2 jump trip to 1 jump.
(they don't just have smaller cones, more importantly they have a larger core)
Filtering them out works.
 
Yeah, White Dwarves are generally not worth the risk, given how dangerous they are for the little reward they give. Whenever I get a plotted White Dwarf, I just use a J2 FSD boost instead.

Try some neutrons and you'll see the difference, most of them are a lot simpler and safer to charge from.
 
White Dwarf stars are WAY more dangerous, but I've been (mostly) able to boost from them safely, in my AspX.

Always turn Orbit Lines ON, when boosting. That will give you a much better idea as to the distance you should aim for. I wish FD would give us 2 settings: enable neutron star boost and enable WD boost. I'd leave the second one turned OFF.

Filter the map by Star Class with WD's off and Apply Filter to Route on, no more WD-boosts
 
White Dwarf stars are WAY more dangerous, but I've been (mostly) able to boost from them safely, in my AspX.

Always turn Orbit Lines ON, when boosting. That will give you a much better idea as to the distance you should aim for. I wish FD would give us 2 settings: enable neutron star boost and enable WD boost. I'd leave the second one turned OFF.
You can filter out white dwarfs in the galmap.
The thing(s) with WDs is that the SC exclusion zone is so much bigger than a NS, so it's much easier to hit accidentally. And it doesn't give you much charge. NS's do 1% FSD damage per boost.
I haven't noticed a significant difference in turbulence in different ship sizes. I learned to boost in a Sidey. I've been to/from Colonia on the superhighway in an AspX, Python and DBX. I'm currently near the core in a 'Conda. Boosting whenever I can.
 
I don't think I've ever taken more than 2% on a boost, and this includes in unwieldy ships like the Cutter and T-10. You can fight the turbulence and don't have to resign yourself to being tossed around.
I'll slow down a bit while flying through the tail of the jet but I don't throttle to zero. The objective is to be nearly out by the time the supercharge is done.
 
So you wanna hit as close to the edge on the cone as possible? Good to know. I still always seemed to have trouble though, while in the cone. I try to trottle down and turn away when I get turned towards the star, but it's almost like I'm stuck in a pendulum with all my weight in the cockpit. Would having better grade truster assist in counter control while your in the cone? I know they help general maneuverability, higher grade generally equals higher mobility.

Does the same principal apply inside the cone? Or super cruising, for that matter? Never really tested my mobility in SC too often, as I'm not usually pulling high intensity maneuvers in SC, short of escaping interdiction.

EDIT: Quick, off topic question, but uhh... Do all the passenger transport vessals by Saud Kreuger sound like Marine animals when they use their engine boost, or is that just the Dolphin?
 
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Realspace thrusters don't affect your supercruise performance. Each ship model has its own fixed maneuverability parameters for SC.

...And all the SK liners make vaguely cetaceous sounds. The Orca also rings a cabin bell immediately beforehand.
 
If it helps, you can just skim the end of the ejection cone where its a bit safer, and if necessary, turn around and do it again. WDs are certainly trickier than NS.

Fly safe CMDR
 
Thanks for the advice CMDRs.

One last quick series of questions...

Does anyone know a decent place to mine mats for FSD injection?

Also, does anyone know when we might be getting SRVs that don't lose half their hull damage in a 5 ft fall on a low gravity world?
 
Thanks for the advice CMDRs.

One last quick series of questions...

Does anyone know a decent place to mine mats for FSD injection?

According to EDSM, the closest green system (system containing every material required for FSD synthesis) to the bubble is Wredguia XD-K d8-24. You can also go to the Galactic Map tab in EDSM and filter by 'Jumponium rich systems' to see where your nearest green system is.

However, on an ongoing basis you tend to need specific materials, instead of a bit of everything. I would then recommend using the Bodies search in EDDB, and filter for whatever you need the most. I then take the top 5-10 entries that are within my range and open them into new tabs, and find one that has the highest overall percentage of several materials that I want.

ie. if I'm searching for Niobium but I'm also low on Germanium, I'll search for Niobium-rich bodies but I'll check the results until I find a planet with both Niobium and Germanium, as well as Cadmium or something else that I'm looking for. Searching is much quicker when you're taking 3/4 materials from the same planet, and it doesn't matter so much what outcrop type you find.

With the new material limits in 3.0, you can stock up on jumponium pretty well. A few hours of searching should yield you 20-50 of each J1, J2 and J3 boost.

Also, does anyone know when we might be getting SRVs that don't lose half their hull damage in a 5 ft fall on a low gravity world?

You can also use SRV Repair Synthesis to boost your SRV hull strength at diferent levels. The higher repair recipes give a bonus of +50% hull and +100% hull, for those times when you know you'll need to take a few knocks.
 
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Another question, ai almost forgot. But I'm planning my first "black hole sightseeing" trip, and I was wondering if I should bring a shield or not? Obviously I don't expect a lot of fighting, but do they aid in heat protection from gravity sources and stars?
 
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