To be honest it is possible to hit 0:01 and still not overshoot. A lot depends on the mass of planet the station is in orbit around and how close you cut to it when approaching the station. Essentially, without a planet to slow you down tho' - once you go under 0:06/0:05, then on a straight line approach you're gonna start accelerating rapidly and overshoot (you can hear it in the audio - which is actually the best feedback you can get once you get to learn the warning sounds). Once you start to hear that accelerating sound there's two things you can do about it. One is to cut close past a planet between you and your destination, the other is extreme pitching. You can just pitch up and down to bleed off some speed but a more elegant and controlled method is the corkscrew or "death helix" where you basically apply fully pitch up and then regulate your aproach to the station using roll and yaw. Anyone who enjoys this stuff really should check out Buckyball racing because theIt's actually possible to approach at 0:05 but you have to constantly pull the throttle down just enough or you will hit 0:04 and overshoot.
Interesting information. Thanks.To be honest it is possible to hit 0:01 and still not overshoot. A lot depends on the mass of planet the station is in orbit around and how close you cut to it when approaching the station. Essentially, without a planet to slow you down tho' - once you go under 0:06/0:05, then on a straight line approach you're gonna start accelerating rapidly and overshoot (you can hear it in the audio - which is actually the best feedback you can get once you get to learn the warning sounds). Once you start to hear that accelerating sound there's two things you can do about it. One is to cut close past a planet between you and your destination, the other is extreme pitching. You can just pitch up and down to bleed off some speed but a more elegant and controlled method is the corkscrew or "death helix" where you basically apply fully pitch up and then regulate your aproach to the station using roll and yaw. Anyone who enjoys this stuff really should check out Buckyball racing because thescienceart of this lies at the heart of many of our races (although not so much the next one - Total Recall 3 - which is more about fast planetary landing, driving quickly away from planetary bases in the SRV, and getting back to your recalled ship asap).
Anyway, our website is here: http://buckyballracing.org.uk/
You can also find a link to our Discord at the bottom of that page.
Usually when I'm boosting my Cutter into the station, station gets scared and moves to align with my Cutter.I'd just add that if you intend to slot a Cutter into a station by boosting in straight off the drop you need to take care to align the station on the way in. That takes a bit of time in SC.
6
5 if you’re concentrating.
Oh and once the distance closes to blue you can full throttle and you’ll get a safe to drop on the 1 second countdown.
Just curious. How does this scenario works between horizons and basic ED?I found a really fast approach - buy a basic ED account (on sale at $7.49) and use it as a wing man anchor for trade/mining/conflict loops. I use two accounts for an anchor at both ends of the loop.
To add to @Maro-Val's video, here's a video comparing all four common techniques:
- "Blue Zone" (aka supercruise assist)
- 7 second rule
- Loop of "Shame"
- Gravity Braking
Source: https://www.youtube.com/watch?v=gy4zca1yjKw
Supercruise IMO is one of most underrated parts of Elite Dangerous, and the time savings can really add up. It was even better before Frontier nerfed the effects of gravity wells during the Premium Beta, though. It required better navigation, it was faster due to being able to take advantage of the greater effects of gravity while braking, and it created terrain in the system, so it created opportunities to ambush the unwary. But the players who insisted on using the slowest technique complained about how "slow" travel was, Frontier listened, and here we are today.
Usually I'm flying large ships so most of the time I have to stay at 6. And yes, "loop of shame" is pretty good for shaking any chase off.7 seconds is pure noob bait. In a small ship you can easily manage 4 seconds, although I usually do 3 in the vicinity of a planet because you can spiral in on it and use the gravity well to slow you down, and in some cases even 2 has worked for me but it's dicey. Also the "loop of shame" kills interdiction attempts dead. Just sayin'.
Usually I'm flying large ships so most of the time I have to stay at 6. And yes, "loop of shame" is pretty good for shaking any chase off.
It works just fine. Wings work with basic ED. For my anchor account (3rd), I don't need the fancy Horizons features.Just curious. How does this scenario works between horizons and basic ED?
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