They confirmed on stream that it doesn't stack with jumponium, I'm afraid. Will still be interesting to see.I'm curious how fast the record will go if neutron hopping stacks with jumponium, there's plenty of WDs within a jump of Sol.
I believe they did also adjust the RNG to make it slightly "fairer" as well... but it's mostly just been the x3 for me, to be honest.Is it a lot easier to find now, or was that just due to the x3 multiplier?
Indeed... My main questions (other than the obvious one) will be (a) how much damage does it do to the FSD, and (b) how quickly can you do it and be ready for the next jump.Whilst white dwarfs are essentially non-existant outside of the bubble and the neutron star band (-/- 1000 LY from the galactic plane), neutron stars themselves are sufficiently abundant that a 200 or so LY range would be ample to make a significant difference. And if it's going to be less than 200 LY then might as well not bother.
The key issue for me is how much damage would be incurred. And my guide for that is that (a) fuel scooping was supposed to be dangerous and, indeed, is until you've learnt how to win the simple mini-game and (b) they only mentioned damage to the FSD so easily repaired.
Crumbs... You must have much more playtime than me, and I already thought I had quite a bit. Or maybe you're just more patient.I gathered almost 3/4 of my jumponium before 2.1.05 and the x3 multiplier, I started that even before my previous buckyball attempt in june.
4 Hours.... 4 Hours..... What the actual frick.... I mean, nice one, but... and it's done ^^ 3h59'09"
Yowchies! That's better than mine... although not by much.Got lucky with a huge Optimized Mass secondary effect which pushed it way past the limit. Did not get a max fuel usage increase and got a slight mass increase compared to the last roll I had, buuuut...huge jump range now that I'm content with!
Meanwhile I've done about 70 rolls total on mine and have yet to get anything better than 52.6%
http://imgur.com/a/IWSzH
okay i'm done. Launch at 09:50:03. arrival time of 17:56:03. total flight time: 32 hours, 6 minutes, 0 seconds. (my personal best, previously 3d10h13s in FDL)
Ship name is Run 06
... and it's done ^^ 3h59'09"
It's painful just thinking about trying to collect materials for that many FSD boosts.
Which is why RNG is such a poor implementation. It doesn't really reward effort and whilst you are happy if you get a good roll, it's not as though you can feel "proud" about itMeanwhile I've done about 70 rolls total on mine and have yet to get anything better than 52.6%
56.0% |
54.7% |
49.5% |
48.4% |
48.0% |
47.5% |
46.9% |
46.8% |
46.6% |
46.5% |
46.3% |
46.3% |
46.2% |
46.2% |
45.7% |
45.5% |
45.3% |
45.0% |
44.6% |
44.1% |
43.9% |
43.5% |
42.9% |
41.2% |
41.0% |
40.3% |
39.4% |
39.1% |
38.6% |
37.5% |
37.2% |
36.7% |
35.0% |
34.5% |
33.5% |
33.4% |
28.9% |
28.8% |
26.9% |
26.3% |
25.9% |
25.5% |
25.4% |
24.9% |
OK, so I'm somewhat glad that the 56% was indeed a massive outlier - I was starting to wonder if there was something obvious I was just completely missing!Which is why RNG is such a poor implementation. It doesn't really reward effort and whilst you are happy if you get a good roll, it's not as though you can feel "proud" about it
I don't know if it helps or not, but here's the increase in optimised mass I've gotten from my 44 rolls since the last patch:
2 of those rolls were for a Python's class 5 FSD - a 28.8% which was way worse than its previous level 4 roll and then the 54.7% (and if those two rolls alone aren't proof that RNG is a bad idea, I don't know what is...) so that leaves 42 attempts at getting a good Conda roll of which the 56% was a massive outlier.
Indeed, that's a nice idea and it'd make it a bit less mind-numbing for the madmen among us who are willing to keep plugging away at it.Even if they were so wedded to RNG that they couldn't possibly not have it, there were surely better ways to implement it. eg, if the base L5 roll is 20% to 50% then after 5 rolls it could be 25% to 50%, another 10 rolls and 30% to 50%, another 20 rolls and 35% to 50%, another 40 rolls and 40% to 50%, another 80 rolls and 45%to 50% and keep it at that. With such a system you could still get very lucky early on and you could still be massively unlucky after many tens of rolls. But crucially there is some tangible reason to keep plugging away knowing that you are significantly increasing your chances of getting that elusive good roll. It even makes good lore sense since the engineer is becoming more familiar with the slight idiosyncrasies of your particular drive (which is the only logic behind the RNG in the first place).