And it's an absolute pleaseure to maneuvre to boot!Try a Dolphin. Can scoop fuel and charge the FSD.
Still, you can always get too close to a star.
Steve
I say this as someone who's deeply in love with the AspX.
And it's an absolute pleaseure to maneuvre to boot!Try a Dolphin. Can scoop fuel and charge the FSD.
Still, you can always get too close to a star.
Steve
Heat wise, you're totally fine. Don't forget to change the FSD to an A grade later (FSD grade doesn't change the heat generation when jumping).Not sure if I'm doing this right... I have it saved as "Asp Explorer - B-263-54. Note it's space dash space between Explorer and B
Please note I changed the build based on some advice here and it seems much better than it was. Even still, last night I took modest heat damage on some jumps, 1 - 5% -- and I have been dropping speed to zero at the jump and then turning away and throttling up as soon as I arrive in system, as suggested.
Does this link work? https://edsy.org/s/voLrb0J The cargo Hatch and S'Cruise Assist are level 3 the rest are all at 1
Looks like it does. Thanks everyone for the help. I am kinda struggling with this game's learning curve.
Heat wise, you're totally fine. Don't forget to change the FSD to an A grade later (FSD grade doesn't change the heat generation when jumping).
Then the rest is just you getting used to navigating around and jumping from stars. Some stars will generate a lot more heat (I think the description on the System Map might list their temperature), so it might not even be your fault for overheating if you're just jumping near hot stars.
One method that might help is starting from a direction tangent to the star that aims to keep (or put) the next system in line of sight (not behind the current star) while your FSD cools down. Don't change direction, just keep that bearing and throttle forward until your FSD cools down. When it does, you'll have cleared the hotter area, and will be able to immediately start charging the FSD when it finishes cooling down. Then, while you are charging the FSD, change your bearing to face the target system but take your time to change bearing if you're too close to the star still. To start a jump, you only need to have line of sight to a system (nothing in the way), you don't NEED to be looking at it during the whole process. Only to execute the jump you need the bearing to match the system.
If "direction tangent to the star" seems complicated, don't worry, the map makes it easier. Keep the star above or below you, and check the plane projection line from it (see it marked in blue for a planet on the picturestolenedited from Factabulous). If that line is directly above or below you, your direction is tangent to that body. If you keep going forward, that line will get more and more behind you.
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This method somewhat goes away when scooping, since you need to keep close to the star, but at least the tangent reference might help you keep a constant distance to it (instead of going near it or away from it). And again, charging the FSD while scooping will generally overheat you (probably the Saud Kruger ones and the DbX are the only ones that are okay to do this without engineering). Factabulous explanation on the distance from the star as seen on the map is great in letting you know how close you are. Also, since your build won't overheat just from charging the FSD, as a rule of thumb, if the heat is going down (as seen on the fuel scoop UI) and you are going away from the star, you should be OK to start charging the FSD.
Don't worry about the overheating, don't mind using your heatsinks, keep at it, and you'll be jumping naturally in no time at all.
Having played a bit more, I have turned off the AFMS but am still experiencing some damage when close to the sun upon arrival and I think it's because its still in SC mode. Do you guys immediately disengage SC when arriving in a new system? Because it seems like the damage is being incurred as I try to move away with SC still on.
This.I would always fit the smallest A rated PP you can and still power everything, as this will have the best heat efficiency vs. weight tradeoff. I don't think I fit anything other than A rated PP in any of my ships.
I don’t touch the throttle while in the jump and certainly don’t drop out of SC on arrival, you can’t scoop fuel or scan the system unless you are in cruise.Having played a bit more, I have turned off the AFMS but am still experiencing some damage when close to the sun upon arrival and I think it's because its still in SC mode. Do you guys immediately disengage SC when arriving in a new system? Because it seems like the damage is being incurred as I try to move away with SC still on.
The Dolphin aside my technique for jumping to another star is to either wait for scooping to complete or stop because I am out of range or if I am not scooping wait until the %heat display drops while I am watching*, if I see that and start the FSD I have never known the heat to rise above the damage threshold of coarse I am assuming that I wasn’t over the damage threshold first.First, thanks for all of the advice, commanders.
I've got the hang of this now. Tweaked the ship a bit, turned off AFMS and Shields. And now I'm just more cautious upon arrival. I don't let heat get above 60 when scooping and I take the time to maneuver to a distance where it drops into the 30s before engaging the FSD.
IME, the safe point to engage the FSD is when the nearby sun turns from red to orange on the radar. Of course this may not hold true for all ships, but it's a good guideline.