Newcomer / Intro What are you up to?

It could be that the system is further away than you can jump and there are no nearer systems through which you can pass to split the journey up.

EDIT Just as a matter of interest, did you engineer your FSD to G5? If not, you may need a carrier or an asteroid base to get the grade up - provided you pinned the blueprint of course!
 
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Help!

I've hit a snag.
"No route available" :cry:

I've tried toggling star types to all, but still the same.

My jump range is 33.49LY which is probably the issue?
ok.

1) Don't Panic.

I just checked - your system isn't listed in EDSM, so a) you're the first CMDR ever to visit that system (not that unusual out there) and b) you're not running any of the EDSM/EDDN feeder apps (if you're playing on PC - on console, you can't anyways - or rather, it gets somewhat complicated). So nobody can give you a safe path from the outside 🤷‍♂️.

What you can do is open EDSM nevertheless and check your rough position compared to the position of the known good traverses for The Abyss, like the
Rock Rat Run (somewhat challenging), Roncevaux Crossing (basically barefoot in sandals), the 29 ly expedition crossing .... Basically, the further you go to the East the easier the crossing will be. Going up (or down) to approximately the Galactic Plane (if you've arrived e.g. via one of the Neutron layers) will simplify the crossing somewhat, as the star density goes down quite drastically outside of the plane.
 
ok.

1) Don't Panic.

I just checked - your system isn't listed in EDSM, so a) you're the first CMDR ever to visit that system (not that unusual out there) and b) you're not running any of the EDSM/EDDN feeder apps (if you're playing on PC - on console, you can't anyways - or rather, it gets somewhat complicated). So nobody can give you a safe path from the outside 🤷‍♂️.

What you can do is open EDSM nevertheless and check your rough position compared to the position of the known good traverses for The Abyss, like the
Rock Rat Run (somewhat challenging), Roncevaux Crossing (basically barefoot in sandals), the 29 ly expedition crossing .... Basically, the further you go to the East the easier the crossing will be. Going up (or down) to approximately the Galactic Plane (if you've arrived e.g. via one of the Neutron layers) will simplify the crossing somewhat, as the star density goes down quite drastically outside of the plane.
Perfect :D

Need to finish cokking dinner for my wife, then I'll get the app installed and look at some alternate routes.
I created the original route via the road to riches site, and it's been throwing me curve balls all the way, even though I told it my jump range was only 30LY
 
Ok, Jumponium - you'll need either an SRV or a mining tool so you can collect materials (mats). Got any of them? If not, is there any DSSA carrier carrying that kind of stuff within you range?

Of course, if all else fails, you might even call the Fuel Rats (or the Rock Rats) and ask if one (or more) of them are inclined to help you gathering mats (it doesn't have to be you who's doing the shooting) so you can collect enough jumponium to get to BP (and, preferrably, back again...).
 
Arr, lots of fun in high intensity CZs today. Following the golden rules mentioned resulting a winning streak all day!!
1641052693347.jpeg
 
Decided that I really hate the inertial impact special effect for lasers... It doesn't matter if it doubles hull damage when over 50% of shots now miss at 500m.

Basically that isn't how my CZs go. I usually end up jousting with nothing smaller than a dropship, frequently vipers and cobras.

Dunno whether to store these guns or dump the experimental effect for something else. I'd have to know I was going after big and slow targets before I could reasonably use them...

Edit: for lulz I stuffed a pair of efficient, flow controlled beam lasers into my vulture. Great in resource sites. Not sure about CZs where everything has 4x more hull points... Think I'm going to make a sniper iCourier and try that. Feel like maybe I can do more with smaller guns and better range.
 
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I created the original route via the road to riches site, and it's been throwing me curve balls all the way, even though I told it my jump range was only 30LY
Just re-reading this part of the thread, and noticed this.
Of course it does :).

R2R (like any of the other player supported tools) is forced to rely on the system data from EDDN/EDSM. So, if nobody who has been running one of the feeder apps (see the Player Tools list at https://github.com/EDCD/EDDN/wiki ) has been there before, none of these sites can calculate a route. If you're venturing out into the unexplored, you're better off using ED's built-in course plotter. The "first discovery"/"first mapped" is an added bonus.

And if you want to cross one of the gaps between the galaxy's spiral arms out towards the rim - well, if there aren't any stars within jump range, you can't jump. And no routing tool can plot a route. Oh, and there are also a few permit locked (i.e. inaccessible) areas even that far out. These areas have (originally) been reserved by FD "for future development".
 
Just re-reading this part of the thread, and noticed this.
Of course it does :).

R2R (like any of the other player supported tools) is forced to rely on the system data from EDDN/EDSM. So, if nobody who has been running one of the feeder apps (see the Player Tools list at https://github.com/EDCD/EDDN/wiki ) has been there before, none of these sites can calculate a route. If you're venturing out into the unexplored, you're better off using ED's built-in course plotter. The "first discovery"/"first mapped" is an added bonus.

And if you want to cross one of the gaps between the galaxy's spiral arms out towards the rim - well, if there aren't any stars within jump range, you can't jump. And no routing tool can plot a route. Oh, and there are also a few permit locked (i.e. inaccessible) areas even that far out. These areas have (originally) been reserved by FD "for future development".

TL;DR up and running again :)


In my defence, I've only been playing 4 weeks, and learning as I go.

I've installed the client (Really useful) and got it synching data.
I have also taken your advice and am heading (5 hours away!) for the start of the 29LY "Safe" route. I've manually plotted the last jumps to Beagle Point, and it looks easily doable now, Thank You :)

As for the original issue, you and others were correct that I was trying to travel through a "Banned?" area, that can't be jumped through.

Banned.png


o7
 
...
Dunno whether to store these guns or dump the experimental effect for something else. I'd have to know I was going after big and slow targets before I could reasonably use them...
...
Just replace the experimental with others.

.....
Edit: for lulz I stuffed a pair of efficient, flow controlled beam lasers into my vulture. Great in resource sites. Not sure about CZs where everything has 4x more hull points...
Again, like mentioned previously. Don't try to be solo hero in CZ, go shoot at what your allies shooting. This is the only way to run CZ efficiently, especially in small ship.
 
Anyway, the reason I randomly passed through a system with triple stellar phenomenon was because I was re-engineering my iCourier into a sniper. Because I have accepted that NPCs in a CZ are very tanky and you need a lot of big guns if you want to kill them - but I feel like that doesn't mean you can't win the CZ. Now running 2x long range burst lasers and 1x long range multi cannon.

Which won 3x low CZs with it after the pilot had had quite a lot of alcohol.

It is slow to reach victory, and doesn't get a lot of kills, but it seems like it can consistently pull wins, so if you're pushing the BGS this is an option. Also, I'm pretty sure that winning CZs does good things for your combat rank however many kills you get.

Rules of engagement: this ship is a distraction, not a blaster. It works because the AI will focus a player vs other AI if that player damages them at all. That savage, brutal, annoying focusing is now a strategy.

If there is a target your allies are hitting hard at the start; join in and finish it faster. If not, pick the biggest enemy asset on the field and remove it. Not as in destroy it, but literally, just take it away. Annoy it. This ship absolutely can, and should, joust the other team's anaconda; at 2-4km your shots hit, his don't, but he will still peel out of the battle to follow you every single time. He will never forget you for the entire fight once you've tagged him. Reverse out of the hairball, he'll follow.

You can watch your scanner, every time you drag him more than 5km from the centre, he'll turn around and go back, every time you chase him, he'll turn back to you. This is fine. You're depriving the other team of their biggest gunship. While he's chasing you, your team is mopping up his buddies. I am pretty sure there is a matchmaking algorithm that tries to roughly balance a CZ, so taking the big guy away with a tiny ship does things to the balance.

anaconda distracter.jpg


Down sides of this build:
  1. Not actually getting a lot of kills or materials.
Advantages:
  1. No repair bills. Shields don't go down because this ship won't be within 2km of anything that is shooting at it. I'm sufficiently confident of this that I'm going to swap out the reinforcement modules for cargo or cabins.
  2. Seems to be decent combat progress from winning a CZ even with just 1-2 kills. I've gained what looks like about 5-6% through Competent.
  3. Can probably do this with one long range laser... the entire strategy revolves around weaponising how the AI is prioritising players. FDev say it prioritises threats... no, it doesn't. These long range lasers barely tickle vs other AI with plasmas and rail guns, but they really prefer to target this ship.

Full ship deets for the curious:

 
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