Basics of Elite: Dangerous #2 High waking after an interdiction

#1 is here: https://forums.frontier.co.uk/showthread.php?t=262357

High and Low waking, and selecting a high wake target

High waking is jumping to another system and low waking is entering supercruise from normal space within a system.

High waking doesn't get affected from mass inhibition, therefore it's the ideal tool for getting out of interdictions. Low waking is prone to mass inhibition so you won't be able to jump out if a larger ship or multiple ships are behind you. Also you'll leave yourself open to chain interdictions if you try to go within the same system. Going to a neighboring system and jumping back breaks chain pirate interdictions, unless they are a persistent mission NPC.

Best and quickest way to select a high wake target is to do it BEFORE or AS SOON AS the interdiction finishes.

As soon as you see the NPC message, or failing that when the actual interdiction starts and you throttle to zero to submit and failing that, as soon as you drop to normal space;
-Open your left had panel (default 1)
-Go to navigation tab if you aren't already there
-Scroll all the way to the top, it'll stop at the very top. Release and hit the button to scroll up once again. List will start from the bottom, giving you many options to jump to (if there are any red ones, you can't jump to those with a single jump so scroll past them)
-Hit space (or your OK key, whichever that is) twice

Looks long and tedious but it'll become second nature if you do it a few times.

Pro Tip: When on a multi-step travel, you can set the nav panel filter to only show stations and systems. This way there'll be a lot less stuff to scroll past.


Next on Basics of Elite: Dangerous

Supercruise maneuvering and methods of closing in on stations and surface bases

Stay tuned
 
+1 repped for taking the time to post this very helpful info.

I know many, many players already know and do this but there'll always be someone that'll benefit from it, keep up the good work mate.
 
+1 repped for taking the time to post this very helpful info.

I know many, many players already know and do this but there'll always be someone that'll benefit from it, keep up the good work mate.

Yes, thanks for the encouragement.

I'll post a very small bit of information like this mostly for the newcomers but you never know who might benefit from these. I learn things everyday from other posters, things that should have been obvious in hindsight but somehow slipped my attention.

I'll build these into a list of good information one bit every day and once reaching a substantial amount, I'll make a master post gathering them together.
 
+1 rep.

As a little curiosity/trick to interdictions, after initiating a hyper space jump (high waking), and then getting interdicted, I have sometimes escaped the interdiction after submitting. When submitting there's a 5-10 seconds window before entering normal space. If the escape vector moves to the center, giving full throttle again, I could break the interdiction. It is however dangerous to do so, you can lose the interdiction.
 
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+1 rep.

As a little curiosity/trick to interdictions, after initiating a hyper space jump (high waking), and then getting interdicted, I have sometimes escaped the interdiction after submitting. When submitting there's a 5-10 seconds window before entering normal space. If the escape vector moves to the center, giving full throttle again, I could break the interdiction. It is however dangerous to do so, you can lose the interdiction.

This is definitely correct and the interdiction game depends a lot on the quality of your connection to the servers.

Another thing to remember, heavier ships will interdict lighter ships more effectively so, let's say with an anaconda, you have a higher chance of evading an interdiction from an eagle compared to one from another conda. On the opposite side of things, because it's heavy, an FAS is a better interdictor than an FDL, if everything else goes smoothly. Of course, supercruise maneuverability is not the same on all ships so this has to be taken as an approximation. To explain further, if the ships were going on a straight line, heavier ships would always win the interdiction.

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Nav Panel Filtering.

News to me.
Got some details on that?

Just go yo your left hand panel, nav tab (first tab from the left).

On the left hand column in the nav tab, there are options to set and reset filters. Right above the system and gal map buttons. If you open the filter options, you'll see it's self explanatory. What the filters affect is the main target list of the nav panel. This is independent of the filters you use in gal map.
 
-Scroll all the way to the top, it'll stop at the very top. Release and hit the button to scroll up once again. List will start from the bottom, giving you many options to jump to (if there are any red ones, you can't jump to those with a single jump so scroll past them)

Nice little tutorial. The only thing I would add is that the method above, while fast and repeatable, will always select the furthest reachable system. If you're flying a ship with low fuel and no scoop, or you have a scoop but accidentally select a non-scoopable star, you can end up stranded in your escape system without enough fuel to go anywhere else.

The most fuel-efficient system to escape to will be the one just below the last of the local bodies. Not quite as quick to find as you scroll up (it would be nice if there was a divider, colour variation or other visual cue to separate the local bodies from the nearby systems) but it could save the embarrassment of successfully escaping an interdiction only to have to call the Fuel Rats.

Pro Tip: When on a multi-step travel, you can set the nav panel filter to only show stations and systems. This way there'll be a lot less stuff to scroll past.

Yes! This would also help immensely in finding that closest system; it'll be the first one below the stations.

Nav Panel Filtering. Got some details on that?
It's right there on the Navigation tab. Have a play around with it, it's quite versatile. It's extremely useful for exploration, because you can turn on everything except asteroid belts, which saves having to manually select dozens of nearby Unexploreds looking for the first one that isn't a bunch of worthless rocks.
 
I used to do this, but changed my tactics in 2.1, mainly as I did not have time as I was running bi-weave shields with poor thrust so being caught.

My ultra safe method is:

When I enter a system I always set a route - my escape route in the route plotter, typically nearest friendly system.
I have mapped the "next jump on route" key, removed my "toggle FSD button" and mapped "FSD to Hyperspace" and "FSD to Supercruise" keys. I have next hostile mapped as normal on a X-52.

So when I am suspicious of an NPC or player I can press my "next jump on route" key and get out of there before the interdiction.
If I am interdicted I can use the "next hostile" to see what is interdicting me and plan my strategy (pip management, can I outrun it in the ship I am in, does it mass lock me).
At the point of the interdiction I can choose whether to high wake or low wake.

Be careful I think if you enter a USS and need to run your route is auto set so pressing toggle FSD will make you follow your escape path, but if you are interdicted your supercruise route is still set. I have trained myself to press next jump on route and FD to hyperspace for a high wake, and jump to supercruise for a low wake. I found I did not always know which would execute on the toggle FSD button which is why I unbound it, for clarity and certainty.

Above is an alternative if you are caught with poor shields, no chaff and poor thrust.

When running, it pays to spiral. FA-off yaw and roll in the same direction, and then apply lateral thruster to spin fairly wildly towards your target, boosting as you go. I am sure there are more elegant ways. When the timer is about to start, line up with your hyperspace target with FA back on, no need for supercruise target.

Simon
 
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