2.2 Building the Neutron Highway Grid

UPDATE

My attempt at creating a DIRECT NS Path from Colonia to SOL proceeds.
I have hit a bit of a void area and the NS jumps are a bit shorter but it still allows for movement towards SOL of around 110LY per jump

I am using the boosts myself and have completed 22 jumps.


STATS
Total NS waypoints : 101
Total Distance travelled : 14,353LY
Total Linear Distance : 13,790LY
Average LINEAR Distance per jump : 136.5LY

DISTANCE TO COVER : 8,278LY

The search continues.....
 
Im currently on route Sol-Colonia.
The current Version would be nice, even if not optimised. May i can find something on the Route.
Also I would simply like to arrive there as quickly and as interesting as possible.
 
Sorry if this has come up before, but have we yet calculated the benefits of the new route in terms of time rather than number of jumps? Just curious what we're left with after taking plotting, charging, repairs etc into account.

Edit: I found some into a few posts back.
 
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I just travelled the route from the OP in reverse (Jaques>Polo)

Depart Jaques Station: 0906 (IGT)
Arrive Polo Harbour: 1141
Approx 2.5hrs total time
Distance travelled: 4,786Ly
Base jump range: 34Ly

Comments:
-All Neutrons scanned as well as several near-by objects, this probably added 20-25 mins to the journey time
-Route plotting supercharged jumps is laggy, up to 20secs sometimes - if FDev can fix this more time could be saved
-Stopped twice to repair FSD (TBH you could probably get away with 1 repair, although it didn't really add much time)
-Minor damage to hull and other internals caused by accidental emergency drop (my fault, not paying attention)
-On a few occasions the route plot failed so I had to improvise/tweak the published route

While this wasn't any quicker than regular travel, it was certainly a lot more entertaining than the normal 'jump, scoop, honk' routine.

 
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That's funny. I could swear this was the forum with oodles of explorers complaining about how simple and dumbed down travel is, and how it is ridiculous that you can get from the bubble to Sag A* in just a few hours. And now they are making it even easier to go long distances?

I thought that I was the only one thinking along those lines. And still no 3D compass for proper navigation.
 
Neutron Highway

Hey guys, take a look at this http://prntscr.com/czrzhe i am building it on my way back to the bubble, it has some gaps but i think its turning to be good...
czrzhe

For some reason i can't upload the picture here..
 
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I am *so* going to run this on the way back from Jaques, if I can. It's be nice if it ends up faster as well as more interesting!
 
I just travelled the route from the OP in reverse (Jaques>Polo)

Depart Jaques Station: 0906 (IGT)
Arrive Polo Harbour: 1141
Approx 2.5hrs total time
Distance travelled: 4,786Ly
Base jump range: 34Ly

Comments:
-All Neutrons scanned as well as several near-by objects, this probably added 20-25 mins to the journey time
-Route plotting supercharged jumps is laggy, up to 20secs sometimes - if FDev can fix this more time could be saved
-Stopped twice to repair FSD (TBH you could probably get away with 1 repair, although it didn't really add much time)
-Minor damage to hull and other internals caused by accidental emergency drop (my fault, not paying attention)
-On a few occasions the route plot failed so I had to improvise/tweak the published route

While this wasn't any quicker than regular travel, it was certainly a lot more entertaining than the normal 'jump, scoop, honk' routine.

Its a little unfair to state that these highways aren't any quicker than regular travel if you're going to go scanning stuff during the trip.

I've said this elsewhere, and I'll say it here : People have to detach the idea of 'exploration' from this highway concept. The highways are fast travel routes between points and have very little to do with exploration outside of 'honking' the systems you pass through on your way somewhere.

For the record, I did the same trip in an unmodified Asp Explorer, with a range of 33 LYs, and did it in 83 minutes.

That shaves a good hour off a route that doesn't include neutron jumps.

To get that kind of time, you really have to use the optimized route thats in the OP - either bookmark it before you set off, or copy and paste each system from the table to your galmap as you go - either way, there's no fumbling around on the map needed looking for routes - its all there for you :)

Here's the full unedited video, sped up x3.5 times. I don't expect people to sit through a 25 minute video of me chaining neutrons, so watch the beginning and skip to the end for the official timestamps of how long it took. But for those that want to see the whole thing, I've added some relaxing music for your viewing pleasure :)

[video=youtube;drYrY7Qs3X0]https://www.youtube.com/watch?v=drYrY7Qs3X0[/video]

83 minutes to travel 4,800 LYs in a 33 LY Asp.... Imagine how fast a 50 LY Anaconda can do it since it can possibly skip alternate jump points along the way. I'd be very interested if someone did do it in a max-range Conda and posted their results here :cool:



The idea is to create a network of these optimized routes and eventually link them together. This was the concept I had from the moment Sandro made the announcement of neutron jumps back in August.

As for the dangers - yes they're there - but only if you screw up and don't zero the throttle enroute to a NS. Zero the throttle and turn toward the plume asap and you're good to go. Coming out of hyperspace inside the plume also occurs but does not (from my experience) drop you out of supercruise - if anything it makes supercharging your FSD even quicker!

In over 200 jumps in beta and now the live game, I haven't come close to snuffing it (famous last words!) :D


https://www.reddit.com/r/EliteDange...proof_that_the_neutron_highway_concept_works/
 
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Its a little unfair to state that these highways aren't any quicker than normal travel if you're going to go scanning stuff during the trip.

I've said this elsewhere, and I'll say it here : People have to detach the idea of 'exploration' from this highway concept. The highways are fast travel routes between points and have very little to do with exploration outside of 'honking' the systems you pass through on your way somewhere.

Agreed, hence why I stated that was the case - my report wasn't meant to be a prime example of the highway in operation, just one pilot's experience of his first run...I am doing the return trip tomorrow, but seeing as I've already scanned the systems, I won't need to this time, so fingers crossed for a better time :)

Also, remember most of us haven't had the luxury of playing the beta to lock down a technique of scooping the jets, it took me until the 10th jump or so to work out how best to do it.
 
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Agreed, hence why I stated that was the case - my report wasn't meant to be a prime example of the highway in operation, just one pilot's experience of his first run...I am doing the return trip tomorrow, but seeing as I've already scanned the systems, I won't need to this time, so fingers crossed for a better time :)

Also, remember most of us haven't had the luxury of playing the beta to lock down a technique of scooping the jets, it took me until the 10th jump or so to work out how best to do it.

Fair points :)

Good luck on your return trip. Post your ship, jump range, and the time it takes, and if others do likewise we'll see if we can get some sort of stats table going with all sorts of data :cool:
 
Here's my sheet dump of neutron stars I visited along my trip to Jaques in sequence. I've put the waypoints and layovers in between. Maybe you can use some of these to help improve the grids between the waypoints.

Code:
=Thor's Eye=

HD 314900
CD-24 13862
CD-24 13837

=Herschel 36=  (in Lagoon Nebula)

Bleia Dryiae GY-F d12-120
Trifid Sector EL-Y d160
Traikaae JO-Z d13-172

=Camp Baatuta=

M16 Sector FL-Y d99
M16 Sector EL-Y d77
Byeia Eurk OB-X d1-22
Byeia Eurk NB-X d1-7
Byeia Eurk SH-V d2-35
Byeia Eurk SH-V d2-8
Byeia Eurk VN-T d3-104
Byeia Eurk VN-T d3-67
Byeia Eurk VN-T d3-87
Byeia Eurk YT-R d4-76
Byeia Eurk XT-R d4-21
Byeia Eurk NS-K d8-32
Byeia Eurk XZ-G d10-76
Byeia Eurk CB-F d11-184

=Mt. Magellan=

Lysoosms CV-G d10-100
Lysoosms RK-I b51-1
Lysoosms MN-B d13-36
Preae Aewsy EQ-G d10-340
Preae Aewsy MC-D d12-422
Ellaidst IA-A d39

=Vespera Vision=
=Sacaqawea Port=

Prua Phoe BU-R d4-69
Prua Phoe HV-P d5-4
Prua Phoe XY-S e3-4
Prua Phoe WI-K d8-65
Prua Phoe EV-G d10-33
Prua Phoe IB-F d11-62
Prua Phoe IB-F d11-55
Prua Phoe FL-P e5-169
Prua Phoe FL-P e5-19
Prua Phoe FL-P e5-247
Prua Phoe FL-P e5-261
Clooku PT-U c2-17
Clooku SG-Y d42
Clooku WM-W d1-47
Clooku WM-W d1-48
Clooku XM-W d1-18
Clooku XM-W d1-97
Clooku XM-W d1-64
Clooku BT-U d2-94
Clooku JF-R d4-21
Clooku JF-R d4-66
Blua Hypue UE-R d4-5
Blua Hypue MS-U e2-193
Blua Hypue KD-K d8-104

=Gagarin Gate=

Gru Hypue UZ-P d5-29
Gru Hypue UZ-P d5-19
Gru Hypue UZ-P d5-41
Gru Hypue UZ-P d5-40
Gru Hypue UZ-P d5-43
Gru Hypue UZ-P d5-44
Gru Hypue YF-O d6-32
Gru Hypue YF-O d6-64
Gru Hypue YF-O d6-8
Gru Hypue ZF-O d6-33
Gru Hypue YF-O d6-73
Gru Hypue YF-O d6-76
Gru Hypue CM-M d7-99
Gru Hypue CM-M d7-50
Gru Hypue CM-M d7-63
Floalt UO-A d29
Floalt YU-Y d177
Floalt YU-Y d195
Blaa Phoe RB-X d1-100
Blaa Phoe RB-X d1-65
Blaa Phoe RB-X d1-80
Blaa Phoe VH-V d2-41
Blaa Phoe VH-V d2-74
Blaa Phoe VH-V d2-11
Blaa Phoe VH-V d2-127

=Polo Harbour=

Boewnst ZX-F d12-2268
Eoch Flyi YQ-C d6261
Eord Flyuae XJ-X d2-1929
Eord Flyuae YE-X d2-3586
Eord Flyuae GE-F d12-1899
Eord Flyuae GE-F d12-2996
Eord Flyuae LF-D d13-198
Eoch Flyuae ZP-O e6-1496
Eoch Flyuae EH-B d14-1606
Dryio Flyuae FY-H d10-547

=Jaques Station=
 
Its a little unfair to state that these highways aren't any quicker than regular travel if you're going to go scanning stuff during the trip.

I've said this elsewhere, and I'll say it here : People have to detach the idea of 'exploration' from this highway concept. The highways are fast travel routes between points and have very little to do with exploration outside of 'honking' the systems you pass through on your way somewhere.

For the record, I did the same trip in an unmodified Asp Explorer, with a range of 33 LYs, and did it in 83 minutes.

That shaves a good hour off a route that doesn't include neutron jumps.

To get that kind of time, you really have to use the optimized route thats in the OP - either bookmark it before you set off, or copy and paste each system from the table to your galmap as you go - either way, there's no fumbling around on the map needed looking for routes - its all there for you :)

Here's the full unedited video, sped up x3.5 times. I don't expect people to sit through a 25 minute video of me chaining neutrons, so watch the beginning and skip to the end for the official timestamps of how long it took. But for those that want to see the whole thing, I've added some relaxing music for your viewing pleasure :)

https://www.youtube.com/watch?v=drYrY7Qs3X0

83 minutes to travel 4,800 LYs in a 33 LY Asp.... Imagine how fast a 50 LY Anaconda can do it since it can possibly skip alternate jump points along the way. I'd be very interested if someone did do it in a max-range Conda and posted their results here :cool:



The idea is to create a network of these optimized routes and eventually link them together. This was the concept I had from the moment Sandro made the announcement of neutron jumps back in August.

As for the dangers - yes they're there - but only if you screw up and don't zero the throttle enroute to a NS. Zero the throttle and turn toward the plume asap and you're good to go. Coming out of hyperspace inside the plume also occurs but does not (from my experience) drop you out of supercruise - if anything it makes supercharging your FSD even quicker!

In over 200 jumps in beta and now the live game, I haven't come close to snuffing it (famous last words!) :D


https://www.reddit.com/r/EliteDange...proof_that_the_neutron_highway_concept_works/


Erimus, thanks for posting. I checked out your video. It's an impressive effort, however 83 minutes to go 4660 LY is about Asp speed with a normal 46LY jump range. My Anaconda could go much faster. Especially in the central bulge where stars are much closer together and you can nearly max range on every jump.

83 minutes = 110 standard jumps = 4600 LY for an Asp or 5500 LY for an Anaconda.

I also noticed you had bookmarked a metric ton of Neutron Stars. Did you time how long it took to manually enter them, and number them? How many man hours did it take to search the galaxy map and create the list for this partial path? And did you run out of available space for bookmarks without having to delete any to get from Jaques to the Bubble? The number of book marks is fairly severely limited for use with Neutron Highways for any long distance, so running out of space means that you have to re-enter these whenever you go back. And then delete old ones.

I am guessing that this 83 minute trip was really more like 200 to 300 minutes minimum, but probably much much more.
 
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Erimus, thanks for posting. I checked out your video. It's an impressive effort, however 83 minutes to go 4660 LY is about Asp speed with a normal 46LY jump range. My Anaconda could go much faster. Especially in the central bulge where stars are much closer together and you can nearly max range on every jump.

83 minutes = 110 standard jumps = 4600 LY for an Asp or 5500 LY for an Anaconda.

I also noticed you had bookmarked a metric ton of Neutron Stars. Did you time how long it took to manually enter them, and number them? How many man hours did it take to search the galaxy map and create the list for this partial path? And did you run out of available space for bookmarks without having to delete any to get from Jaques to the Bubble? The number of book marks is fairly severely limited for use with Neutron Highways for any long distance, so running out of space means that you have to re-enter these whenever you go back. And then delete old ones.

I am guessing that this 83 minute trip was really more like 200 to 300 minutes minimum, but probably much much more.

That.
 
Erimus, thanks for posting. I checked out your video. It's an impressive effort, however 83 minutes to go 4660 LY is about Asp speed with a normal 46LY jump range. My Anaconda could go much faster. Especially in the central bulge where stars are much closer together and you can nearly max range on every jump.

83 minutes = 110 standard jumps = 4600 LY for an Asp or 5500 LY for an Anaconda.

I also noticed you had bookmarked a metric ton of Neutron Stars. Did you time how long it took to manually enter them, and number them? How many man hours did it take to search the galaxy map and create the list for this partial path? And did you run out of available space for bookmarks without having to delete any to get from Jaques to the Bubble? The number of book marks is fairly severely limited for use with Neutron Highways for any long distance, so running out of space means that you have to re-enter these whenever you go back. And then delete old ones.

I am guessing that this 83 minute trip was really more like 200 to 300 minutes minimum, but probably much much more.
You've missed the point. This was done in a 33 LY Asp. It took 83 minutes. You can't travel 4,800 LYs in 83 minutes using a 33 LY ship without using neutrons. The total number of jumps was around 56 (42 of them neutron jumps). The total number using conventional means would have been closer to 150 jumps.

As for using a longer range ship, like your 43 LY Asp, that just means you could travel this route in even less time as you'd be able to skip some of the jumps altogether. You could probably do the route in 40 jumps in a larger ranged ship!

But forget the fact that this was done in an Asp and imagine it was done in a ship that has been modded to the max and can only reach 33 LYs (like a Beluga)... those situations are where these highways will help the most.


And again, the point of spending time setting up the bookmarks has been missed, You don't have to waste time doing that, as its been done for you. You don't even need to make the BMs, you can simply copy the waypoints from the table and paste them into your galmap... it takes seconds. And that is the whole concept of the neutron highway grid in a nutshell - having predefined routes between specific locations, already mapped, optimized, and presented so players don't waste time having to do it themselves and can instead simply hop onto a highway if they're eager to get to somewhere pretty fast. :)


Now if you're talking about random trips out to random places, then yes, I agree with you. The time saved on those trips is lost by the prep work when marking a route. But thats not what this particular project is about.


Next time you're out at Colonia in your 43 LY Asp, take the highway to Polo Harbour, and prove me wrong :p


Eventually a whole network of these highways will be linked up to specific locations around the intermediate galactic arms.

- - - - - Additional Content Posted / Auto Merge - - - - -



And you missed the point too.
 
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You've missed the point. This was done in a 33 LY Asp. It took 83 minutes.

Hmmm. Actually it seems we both were guilty of selective reading. Lets not push past the fact it was never 83 minutes. It was 83 minutes plus a several hours of undisclosed prep time. And more importantly, why? Because the game doesn't yet have the feature set to support this mechanic...

And again, the point of spending time setting up the bookmarks has been missed, You don't have to waste time doing that, as its been done for you. You don't even need to make the BMs, you can simply copy the waypoints from the table and paste them into your galmap... it takes seconds.

Erimus it would be very odd if I missed point this method, since I have been saying that ^^^ alt+tab copy-pasta is the only way this could work efficiently since my first post on this topic 2 months ago. And again this goes to the exact point of my response: if a game mechanic requires you alt-tab to you use it effectively, then it's a deeply flawed game mechanic.

We should be able to create routes and store them in game. Deviate from them, and jump back onto the path, in both directions. Again, all things I have been saying for several months.


But forget the fact that this was done in an Asp and imagine it was done in a ship that has been modded to the max and can only reach 33 LYs (like a Beluga)... those situations are where these highways will help the most.

Actually you were right the first time. :) While it's true that shorter range ships need help more than larger ship, the shorter range ships get less benefit from Supercharging.

Now if you're talking about random trips out to random places, then yes, I agree with you. The time saved on those trips is lost by the prep work when marking a route. But thats not what this particular project is about.

Yes indeed. But it should be. It should be. I think it's great that you are willing to forge this stuff out and suffer so that people can travel faster (albeit via alt-tabbing) but I kind of view this the same I way I view all user created tools. It's great. Kumbaya and all. Yay community! ... BUT. There should also be real tools and support within the game so that these mechanics are actually useful for the enterprising explorer who has never of the great Erimus.

Part of that should be the QoL enhancements for route saving and auto-replotting with supercharge/injection that I mentioned above. And part of it will very likely have to be in the form of larger overall boosts so that more of the galaxy can be "hooked" up to the superhighways dynamically. Not just statically as in the list on the OP.
 
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Hmmm. Actually it seems that you missed my point. It was never 83 minutes. It was 83 minutes plus a several hours of prep time. And more importantly, why? Because...



Erimus it would be very odd if I missed point this since I have been saying that alt+tab copy-pasta is the only way this could work efficiently since my first post on this topic 2 months ago. And again this goes to the exact point of my response: if a game mechanic requires you alt-tab to you use it effectively, then it's a deeply flawed game mechanic.

We should be able to create routes and store them in game. Deviate from them, and jump back onto the path, in both directions. Again, all things I have been saying for several months.

Supercharging needs to effective enough that you can use 100% in game tools and get at-the-very-least the kind of speed enhancements you were getting in your 33 LY Asp. And starting from scratch, supercharging (hunting NS and finding paths) should at least be able to go 90%the speed of normal travel WITHOUT ANY PREP AT ALL. This way NS pathfinding and exploration is incentivized and not a masochistic endeavor, or simply retreading well worn footsteps.

Retreading well worn footsteps is what this whole thing is about! And the time taken to map the route is irrelevant to someone who never had to map the route, but just uses it. I never made this route purely for my own personal use, it's a community endeavor that can be used by the community over and over again, so the time to chart it eventually pales into insignificance compared to the amount of time it'll save scores of players who may one day use it.

And for the record, it took me less than 1 hour to mark it in the first place. A pretty good trade off considering I and others, including the Colonia Militia, will be going back and forth between these locations on a regular basis.

I can see your point about being able to store routes in game, but until we can, the next best thing are community driven projects like this where people spend their time filling in the gaps that the game lacks.

And there in lies my problem with FD and how they constantly pander to people calling for more convenient and easier gimmicks to make their already easy game style even easier. Here's an idea, petition FD to have a look at these so called quality of life improvements and ask them to weigh them against community projects, like this, and see if these projects merit being protected by not implementing more and more fluff to make it even easier to navigate the Galaxy.

We got displays of all materials a planet contains with the DSS now... At first glance that was great feature. But in hindsight its pretty much made the rock rats obsolete.

Now we can filter out non scoopable stars when traveling... The fuel rats could well suffer the same fate.

You keep calling for easier and more convenient mechanics, and where does that leave emergent gameplay and community efforts that offer more involved and interesting alternatives?

As someone who had the foresight to see the domino effect of the 50% transfer cost can have, I find it strange that you can't see how simple changes here and there can make community initiatives obsolete.
 
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