Newcomer / Intro My Return to ED ......

Gracunha is not inhabited - no stations or outposts so you cannot buy fuel there. Is it possible to buy a fuel scoop for the Sidewinder where you are now? A 2B or 2C would fit and you can transfer it to the Hauler when you get it. A 2A Frameshift Drive also fits in the Sidewinder if that was available to buy where you are. That would increase your range from one tank of fuel to about 43ly and you would make about 17ly per jump. You can then transfer that 2A Frameshift Drive into the Hauler. One or both of these things will make your trip easier.
Ugh!
Forgot. Hauler is best with the 3C or 3B fuel scoop which won't fit in a Sidewinder. The 2A Frame Shift Drive does fit in both ships though.
 
Right ..... good stuff. But *what if you and I were flying together, chasing the same enemy, and let's say it's CMDR Codger, not an NPC.
I drop out , but you keep chasing him and destroy him. He wouldn't be there when I rejoined. 🤔

And *what if CMDR Codger want's to escape, so he drops out to save himself? (Sorry Codger, no offence ..... 🤭)
We'd both lose him, or I think we would ...... 😲

Players are persistent, obviously. When you change instance, you are still there in the game until you log out. And when you log back in again, well there you are again. :) Likewise, if one of us destroyed another player that we had both been chasing then once that player re-buys their ship and comes back into the game they will obviously be there again and can come back and destroy us!

If a player drops from supercruise to try and evade an attacker, the attacker can target their (low) wake and drop down and they should be in the same instance again. And obviously they would be the same player(s) as they were before.

NPC's rarely low wake, when they jump out to save their skin they always high wake (to another system). Theoretically, if you have a wake scanner fitted you can follow them, and theoretically you will find the same, damaged NPC in the new system. I say theoretically because I've tried it a few times and there was no NPC there. The only time (in my experience) that an NPC low wakes is when they are a contact that you need to find as part of a mission. I imagine that in that case when you drop down and see them they are again a new spawn of the NPC with the same name.

Basically, NPC's are simply random computer generated ships that spawn for you to populate the galaxy. Sometimes they are spawned for atmosphere, and if you have missions that involve an NPC they will spawn specifically for that mission purpose such as a pirate lord for you to destroy or a pirate trying to steal your cargo. But essentially they don't exist either before they spawn for you nor after you change instance, and as I said, if the 'same' NPC is still required for your mission, it will just be a new copy of an NPC with the old name that respawns.
 
Gracunha is not inhabited - no stations or outposts so you cannot buy fuel there
In my case, there is no System Map, so I can't see any such details. How do you know ?
. Is it possible to buy a fuel scoop for the Sidewinder where you are now? A 2B or 2C would fit and you can transfer it to the Hauler when you get it. A 2A Frameshift Drive also fits in the Sidewinder if that was available to buy where you are.
My aim is to make the 7 jumps with no other than what I've got now.
I've already made the first jump successfully, re-fueled, and successfully completed any repairs.
Mind you, it took me a visit to a second location as the first location I visited, fuel and repairs were temporarily unavailable. :mad:
That would increase your range from one tank of fuel to about 43ly and you would make about 17ly per jump. You can then transfer that 2A Frameshift Drive into the Hauler. One or both of these things will make your trip easier.
I agree, but I'm hoping I can do it without the inclusion of having to purchase any additional modules.
Stupid ? Pig-headed? Yes. But it has been my aim to do so from the beginning.
Just a pity I can't view the System Map for the System I wish to jump to, before I jump. But maybe that's because it has been unexplored by me.
 
Players are persistent, obviously. When you change instance, you are still there in the game until you log out. And when you log back in again, well there you are again. :) Likewise, if one of us destroyed another player that we had both been chasing then once that player re-buys their ship and comes back into the game they will obviously be there again and can come back and destroy us!

If a player drops from supercruise to try and evade an attacker, the attacker can target their (low) wake and drop down and they should be in the same instance again. And obviously they would be the same player(s) as they were before.

NPC's rarely low wake, when they jump out to save their skin they always high wake (to another system). Theoretically, if you have a wake scanner fitted you can follow them, and theoretically you will find the same, damaged NPC in the new system. I say theoretically because I've tried it a few times and there was no NPC there. The only time (in my experience) that an NPC low wakes is when they are a contact that you need to find as part of a mission. I imagine that in that case when you drop down and see them they are again a new spawn of the NPC with the same name.

Basically, NPC's are simply random computer generated ships that spawn for you to populate the galaxy. Sometimes they are spawned for atmosphere, and if you have missions that involve an NPC they will spawn specifically for that mission purpose such as a pirate lord for you to destroy or a pirate trying to steal your cargo. But essentially they don't exist either before they spawn for you nor after you change instance, and as I said, if the 'same' NPC is still required for your mission, it will just be a new copy of an NPC with the old name that respawns.
I took a mission the other day which was to reclaim stolen battle plans from, let's just call him "John Doe". I had to reclaim two battle plans using hatch breaker limpets. Quain is not a pirate, so it was a rare opportunity to use hatch breaker limpets and steal something for a justified reason.
I jumped into the target system, found John Doe's signal and dropped out of supercruise at his location. After deploying a number or hatch breakers and having many cargo canisters floating in space, I used the Nav panel Contacts to find the "battle plans" canister and picked it up with the cargo hatch open (I stupidly left collector limpet controller behind). John Doe's Type 9 heavy ship gets destroyed by System Authority ships that turned up.
I only had one battle plan, I needed another and there were none in sight. I returned to the station that set me the mission, could not even hand in one battle plan. SO I returned to the system John Doe just got blown up in, his signal was still there. So I went to the signal to find John Doe flying in his Type 9 that had been destroyed only a few minutes ago....
The mission would have been better if I only needed to collect 1 battle plan. The game mechanics simply spawned John Doe again because the mission was not complete. John Doe was resurrected by the power of Space Fairy Magic.
I find this type of situation breaks the immersion of living in a real galaxy - an avoidable disappointment in a mostly brilliant game.
 
With regards to fueling.....
where it says Fuel Star, that means that is the last chance you have to refuel by scooping. If you don't scoop there, you won't have enough fuel to make the next jump.

Don't worry though. About 99.9% of all stations, outposts and planetary ports will sell fuel.
If that is the case, I should be able to make the remaining 6 jumps successfully. (y)
 
In my case, there is no System Map, so I can't see any such details. How do you know ?

My aim is to make the 7 jumps with no other than what I've got now.

I've already made the first jump successfully, re-fueled, and successfully completed any repairs.
Mind you, it took me a visit to a second location as the first location I visited, fuel and repairs were temporarily unavailable. :mad:

I agree, but I'm hoping I can do it without the inclusion of having to purchase any additional modules.
Stupid ? Pig-headed? Yes. But it has been my aim to do so from the beginning.
Just a pity I can't view the System Map for the System I wish to jump to, before I jump. But maybe that's because it has been unexplored by me.
I knew Gracunha was almost certainly uninhabited because I looked it up in eddb.io:

I admire that fact you want the challenge of getting to the destination with the Sidewinder exactly as it is now. It is a good exercise that helps to prepare you for exploration situations like I face a week or two ago. I wanted to get to a system high above the galactic plane that was 4 neutron star FSD boosted jumps away. The destination system had no fuel star. If I had made all 4 of the jumps I would have arrived without enough fuel to leave again. The route planner assumes you will get fuel at your destination, which is not always going to be the case. I did 3 neutron star boosted jumps and then plotted a new course to a fuel star close to my destination, filled up with fuel and jumped in from there.
It was all worth it - a spectacular view awaited best seen from a planet surface.
 
Players are persistent, obviously. When you change instance, you are still there in the game until you log out. And when you log back in again, well there you are again. :) Likewise, if one of us destroyed another player that we had both been chasing then once that player re-buys their ship and comes back into the game they will obviously be there again and can come back and destroy us!
Ok, with due respect, that was not the setup I was portraying.
If a player drops from supercruise to try and evade an attacker, the attacker can target their (low) wake and drop down and they should be in the same instance again. And obviously they would be the same player(s) as they were before.
Again interesting, but not one of the two specific scenarios I was portraying.
NPC's rarely low wake, when they jump out to save their skin they always high wake (to another system). Theoretically, if you have a wake scanner fitted you can follow them, and theoretically you will find the same, damaged NPC in the new system. I say theoretically because I've tried it a few times and there was no NPC there. The only time (in my experience) that an NPC low wakes is when they are a contact that you need to find as part of a mission. I imagine that in that case when you drop down and see them they are again a new spawn of the NPC with the same name.

Basically, NPC's are simply random computer generated ships that spawn for you to populate the galaxy. Sometimes they are spawned for atmosphere, and if you have missions that involve an NPC they will spawn specifically for that mission purpose such as a pirate lord for you to destroy or a pirate trying to steal your cargo. But essentially they don't exist either before they spawn for you nor after you change instance, and as I said, if the 'same' NPC is still required for your mission, it will just be a new copy of an NPC with the old name that respawns.
Interesting, but my examples deliberately did not NPC's. ;)
 
The mission would have been better if I only needed to collect 1 battle plan. The game mechanics simply spawned John Doe again because the mission was not complete. John Doe was resurrected by the power of Space Fairy Magic.
I find this type of situation breaks the immersion of living in a real galaxy - an avoidable disappointment in a mostly brilliant game.

Yep, that's how they work. It's a common complaint that it breaks immersion, but it would be an enormous computing issue for FD's servers to track millions of persistent NPC's.

And worth mentioning that players would end up failing lots of missions if this mechanic wasn't there. There's a bunch of mission types that potentially require a player to visit a number of different signal sources to complete.

A tip for that mission type if you want it, and if you don't, just ignore the spoiler. :)

The trick with the above mission is to turn off 'Report Crimes Against Me' as that will prevent system authority from turning up and destroying the wanted NPC, then so long as you don't destroy them you will be able to collect as many of whatever you are after as you want at your leisure, and if the NPC wakes out... Well, a new signal source with a new copy of the NPC will be there for you to complete the mission, but without the immersion killer that you are robbing a dead NPC. :)
 
Yep, that's how they work. It's a common complaint that it breaks immersion, but it would be an enormous computing issue for FD's servers to track millions of persistent NPC's.

And worth mentioning that players would end up failing lots of missions if this mechanic wasn't there. There's a bunch of mission types that potentially require a player to visit a number of different signal sources to complete.

A tip for that mission type if you want it, and if you don't, just ignore the spoiler. :)

The trick with the above mission is to turn off 'Report Crimes Against Me' as that will prevent system authority from turning up and destroying the wanted NPC, then so long as you don't destroy them you will be able to collect as many of whatever you are after as you want at your leisure, and if the NPC wakes out... Well, a new signal source with a new copy of the NPC will be there for you to complete the mission, but without the immersion killer that you are robbing a dead NPC. :)

I had forgotten about the report crimes setting. John Doe was not shooting at me, so I don't think my ship would have reported a crime against me. Maybe it was just part of the scenario design to increase tension.
 
I knew Gracunha was almost certainly uninhabited because I looked it up in eddb.io:
Aaaaah! ! Never gave EDDB a thought. STUPID!!! Thanks for the tip. (y)
I admire that fact you want the challenge of getting to the destination with the Sidewinder exactly as it is now. It is a good exercise that helps to prepare you for exploration situations like I face a week or two ago. I wanted to get to a system high above the galactic plane that was 4 neutron star FSD boosted jumps away. The destination system had no fuel star. If I had made all 4 of the jumps I would have arrived without enough fuel to leave again. The route planner assumes you will get fuel at your destination, which is not always going to be the case. I did 3 neutron star boosted jumps and then plotted a new course to a fuel star close to my destination, filled up with fuel and jumped in from there.
It was all worth it - a spectacular view awaited best seen from a planet surface.
Thanks. I'm glad you accept my pig-headedness ...... :D
Gives me a bit more faith in that "I might still do it", particularly with your reminder about EDDB. (y)
And what a plus for me if I do!
 
I had forgotten about the report crimes setting. John Doe was not shooting at me, so I don't think my ship would have reported a crime against me. Maybe it was just part of the scenario design to increase tension.

It's possible... There are mission types (recovery missions) where sometimes a bunch of pirates will drop in and attack you as you are trying to recover stuff, but in all of the mission type you are talking about I've never had system security there. Haven't done one for a long time, but FD rarely change mission templates. And it is (or was) built into the design that your target doesn't report crimes, because they are wanted, last thing they want is system security turning up. 🤷‍♂️
 
It's possible... There are mission types (recovery missions) where sometimes a bunch of pirates will drop in and attack you as you are trying to recover stuff, but in all of the mission type you are talking about I've never had system security there. Haven't done one for a long time, but FD rarely change mission templates. And it is (or was) built into the design that your target doesn't report crimes, because they are wanted, last thing they want is system security turning up. 🤷‍♂️
It could be that it was not system authority that turned up guns blazing, but some rival faction pirates or something. Whoever they were, they were not interested in shooting at me.
 
Aaaaah! ! Never gave EDDB a thought. STUPID!!! Thanks for the tip. (y)
EDDB is not guaranteed to be 100% accurate. I find it is correct for most information except for which superpower and minor factions are in control of a system and stations. For any new player it does not matter much who is in control. As an explorer you will probably never bother with pledging allegiance to a major faction or superpower, but I did it once as an experiment before I understood what I was doing. After pledging to an Empire major faction, I suddenly found many Federation factions were hostile to me and I got blown up in the Phantom entering a Federation controlled station. I removed by allegiance after that to be non-hostile again in those systems. This where the allegiance of a station becomes important and EDDB cannot be relied upon.
 
Sorry, then I'm not sure what you are asking. :)
Sorry, I'll try and be more specific:

(1) You and I were flying together, in our own ships, chasing the same enemy, that enemy being CMDR Codger, (importantly, not an NPC).
I log out of ED, leaving you on your own chasing CMDR Codger and you destroy him.
Hence, would he be there when I log in to ED again as I would expect him to be ?
Or would you have to advise me you'd defeated him?
Remember he's not an NPC.

(2) If CMDR Codger want's to escape, away from both of us, I assume he can't simply just log out.
This I assume is because his craft, piloted by God knows who, will still be flying in ED, trying to evade you and me.
Is this the case ?


I assume these scenarios are only possible in OPEN Play, which I'm extremely unfamiliar with.
Therefore what I describe above, might be a load of impossible nonsense ..... ;)
 
EDDB is not guaranteed to be 100% accurate. I find it is correct for most information except for which superpower and minor factions are in control of a system and stations. For any new player it does not matter much who is in control. As an explorer you will probably never bother with pledging allegiance to a major faction or superpower, but I did it once as an experiment before I understood what I was doing. After pledging to an Empire major faction, I suddenly found many Federation factions were hostile to me and I got blown up in the Phantom entering a Federation controlled station. I removed by allegiance after that to be non-hostile again in those systems. This where the allegiance of a station becomes important and EDDB cannot be relied upon.
I hoping to remain neutral.

It's ok. I'll accept the possible inaccuracy regarding EDDB because it's at least something.
A bit like a COVID vaccine jab: anything is better than nothing. ;)
 
(1) You and I were flying together, in our own ships, chasing the same enemy, that enemy being CMDR Codger, (importantly, not an NPC).
I log out of ED, leaving you on your own chasing CMDR Codger and you destroy him.
Hence, would he be there when I log in to ED again as I would expect him to be ?
Or would you have to advise me you'd defeated him?
Remember he's not an NPC.

(2) If CMDR Codger want's to escape, away from both of us, I assume he can't simply just log out.
This I assume is because his craft, piloted by God knows who, will still be flying in ED, trying to evade you and me.
Is this the case ?
1) Nope. CMDR Codger could have gone anywhere after being destroyed. He does not disappear when you log off, cuz he's not a NPC.

2) Nope. As soon as CMDR Codger logs off he disappears from the game. He CAN just log off at any time, using the Exit To Main Menu or Exit To Desktop actions, which take 15 seconds. After that, he's just sitting at his computer, and is not in the game.
 
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