Am i going insane? planatary orbit lines are different since 1.3? Fellow deep explorers pitch in?

So in known space this barely applies. Its not really an issue per se because you rarely stumble across black holes and neutron stars but i've been getting an issue thats driving me crazy.

When i did my first BIG exploration run, i found with the old style map i could zoom quite far out with only a specific set of stars selected and use this as mini-destination points to push me along my route. these, would be neutron stars. (Feature back in with 1.5 thankfully).

Now pre 1.3 (assuming due to not being able to find pics and such since then where they stayed) orbit lines were like the 2 videos below (sorry theyre not specifically neutron stars but i spent waaaay too long looking through random videos for examples).

https://youtu.be/urEBVngE29w?t=2m24s
https://youtu.be/iPRMIo8Vxpg?t=3h18m30s

(Theyre not in-window links but it wont let me tag them with the time stamps.)

Now, the first thing you notice is when they jump into the new system the orbital line to avoid around the star is there, right in your face as soon as you enter the system. They select a new target and fly around the sun without much effort whatsoever because the line stays.

Now since 1.3 they only appear when your going fast enough to force a drop when you get too close. For the fuel scoopers etc this works ok but in situations like neutron star fields....its a real pain.

https://www.youtube.com/watch?v=Hg1-GJ9O30U

Normally a stars size is big enough you can casually judge where to avoid but with the density of the neutron star you have to give it an annoying wide berth. This is made worse by the fact its just breaking all the pacing from star hopping to saggy A because in some situations, to be safe it's literally a 90 degree pitch to make sure you dont clip the edge (So far THREE of my forced drops have happened due to neutron stars and the orbital line being out of my view, one was also due to clipping the edge of it when jumping to the next system and only appeared a split second before the jump).

Pre 1.3 i would select my next destination, accelerate full or halfway and just avoid it like any other star instead of the stop start/slow pitch that it is now.

How have others adapted to this or noticed it at all? Was this in any patch notes?, i've trawled through some but since they've started listing them with xbone and mac details its a real long list that needs its own set for each machine. Is it a bug now or was it un-intended design before? (I have screenshots where i was 26ls from a star but the orbital line was there with the proximity warning up even though the ship was at a stop (or as slow as SC allows).

TLDR - orbital lines changed, make me crashy crashy
 
I was flying my trader t9 the other night when I flew into a system with a white dwarf, and I too noticed the collision circle (which should have an unofficial official name, I recommend "danger zone") disappeared once I started my turn
 
It's called the Exclusion Zone & I totally agree it's very frustrating when you enter a Neutron Star or White Dwarf system. My assumption is that it's an improvement on the (probably 1.3) bug that meant they occasionally never appear, and that now at least they do mostly appear, even it's almost too late when it does.
 
It's called the Exclusion Zone & I totally agree it's very frustrating when you enter a Neutron Star or White Dwarf system. My assumption is that it's an improvement on the (probably 1.3) bug that meant they occasionally never appear, and that now at least they do mostly appear, even it's almost too late when it does.

Im under the impression they appear when your approaching them fast enough to actually collide and force a SC drop, when your as still as you can be in SC the lines dissapear as they dont need to warn you.

So is this an actual bug that needs submitting or is it how it was supposed to be? Need a few more opinions (although the one guy who went off about not needing them and TOTALLY missed the entire point of the thread needs a kudo's for most mis-understood point made ever, please only add if its constructive to the issue raised :) ).
 
Im under the impression they appear when your approaching them fast enough to actually collide and force a SC drop, when your as still as you can be in SC the lines dissapear as they dont need to warn you.

So is this an actual bug that needs submitting or is it how it was supposed to be? Need a few more opinions (although the one guy who went off about not needing them and TOTALLY missed the entire point of the thread needs a kudo's for most mis-understood point made ever, please only add if its constructive to the issue raised :) ).

Well if you think it's a bug then submit one ;) I think it might be working as intended, just not as helpful as it could be (which would be consistent with recent developments).
 
Well if you think it's a bug then submit one ;) I think it might be working as intended, just not as helpful as it could be (which would be consistent with recent developments).

Putting one through, its just been so long since 1.3 i was expecting the usual forum response of "well in patch X buried right down in subsection blah, it states", atleast it can be confirmed if this is intentional.
 
Yeah i was thinking the same.... and also... people actually use them!? Why?

Once again, entire point isnt to if theyre used or not. Its if the changes in 1.3 were put in intentionally or if it is now a bug/previously was a bug.

these comments literally have no relevence to the issue the thread is trying to raise.
 
This is just another example of typical FD allowing changes/bugs to creep back into the release. You don't know if it's intended or a bug, but it's been a problem that has been addressed a long time ago and is now back again.

Most of us who have been playing since before ED was released last Dec. have just stopped reporting the minor things that keep popping back into the newer releases. Having done so many times before to no avail. we are now content to let newer players deal with the same issues that keep creeping back into new releases/updates. We just adapt to the minor glitches and carry on.

+1 OP - battle on

Identifying the exclusion zone boundary is critical for efficient fuel scooping. If you haven't figured that out yet, your missing a pretty important skill needed for exploration.
 
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Just curious to if anymore people can add to this. I submitted it as a bug and it immediatly fell off the front page and nothings happened to it since as it drifts further into the void.
 
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Just curious to if anymore people can add to this. I submitted it as a bug and it immediatly fell off the front page and nothings happened to it since as it drifts further into the void.
Patience, I'm guessing you only posted the bug report yesterday, which was saturday. Something like this is likely to require a dev to answer, I doubt they'll be back in until tomorrow.
 
Patience, I'm guessing you only posted the bug report yesterday, which was saturday. Something like this is likely to require a dev to answer, I doubt they'll be back in until tomorrow.

Apologies and thank you for the patience +1 rep :)

The ones i submitted in the past just dissapeared and never got resolved. Theres so much negativity on the forums that i was under the general impression there was 100's of pages of un-resolved issues and it had been like that for some time. I'll be more reserved and patient with this as it really does improve the general experiance in the game (currently scanned 300 of my 17XX+ target of neutron stars/black holes before i can just go back to getting lost, alot of it would be been a hell of alot less frustrating pre 1.3).
 
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