I believe getting dropped out of SC is a thrusters malfunction.
I have had Power Plant, Power Distributor, Frame Shift Drive, Cargo Hatch and Thruster Malfunctions happen during runs and have never been dropped out of supercruise
I believe getting dropped out of SC is a thrusters malfunction.
I have had Power Plant, Power Distributor, Frame Shift Drive, Cargo Hatch and Thruster Malfunctions happen during runs and have never been dropped out of supercruise
It may be that malfunctions can have variable effects. I've had LOTS of Power Distributor malfunctions during races, and they never did anything but scramble my pips (Even when the distributor is turned off, it still scrambles them!), but... I've had thruster malfunctions in realspace that just made the ship difficult to control (like a maneuvering thruster was stuck wide open for a bit), but I've also had them where the controls didn't seem to respond at all (as if they were offline). Of course, this could also be FD tweaking the effects of malfunctions over time.
Edit: Did you have power groups set up to prioritize FSD and Thrusters, or were you below 50% power draw to begin with? Power Plant malfunction typically leaves you at 50% power for a bit, but as long as your FSD and Thrusters have power, you won't drop out.
EDIT 2: That reminds me of something else I don't like about neutron star running - I have to leave my sensors on to know how close I am. Usually I turn them off to reduce heat.
I had it setup so that fuel scoop would turn off,
do you get any message if say the fuel scoop or sensors were turned off due to power requirements I don't remember getting any messages about modules turning off or power being exceed I know I have had messages when deploying hard points and exceeded the power plant capacity in normal space
Using edshipyard I was running at 58%
Pardon my quiet intrusion (I hope it's quiet though).... I was just catching up on the re-organizing of the leaderboards thing...
Personally I think the boards should remain as-is. Right now there are 2 categories - STANDARD and UNLIMITED. I don't see any need to change and previous records will keep standing until broken by using the same exact rules.
Example - Alot's record stands in the Standard class. He did it with no engineering, no FSD boosts, no Neutron Highway. Until another commander comes along and does the same exact thing and does it FASTER, Alot's record stands.
The moment the commander uses any sort of engineering, FSD boosts, or whatever future "QoL features" introduced by FD, they all go into "UNLIMITED". Future ships, paid DLC ships etc that uses no engineering, no FSD boosts etc fall under STANDARD.
Maybe, at most, just rename "standard class" to "Classic"...
I just want to point out that Alot's record would have been impossible at the time of the game's launch. 100% completely impossible. Quality of Life improvements *made* it possible.
Maybe, at most, just rename "standard class" to "Classic"...
Agree with all of that ... and really like the idea of renaming "Standard" to "Classic".
True, in a sense. At game launch, no such thing as changing modules in and out. We're stuck with stock configs.
However, the Buckyball A* didn't happen until much later, after modular reconfigurations was introduced, but BEFORE the 1,000 LY Galmap QoL plots was introduced (if memory serves). At the time when it started, Alot's current time would still be possible, since he did all his planning ON PAPER (if I understood him correctly). Even if my memory is hazy and I am wrong about the Galmap 1,000 LY plots, Alot's time is still valid under STANDARD due to offline planning and not relying on Galmap.
Pardon my quiet intrusion (I hope it's quiet though).... I was just catching up on the re-organizing of the leaderboards thing...
Personally I think the boards should remain as-is. Right now there are 2 categories - STANDARD and UNLIMITED. I don't see any need to change and previous records will keep standing until broken by using the same exact rules.
Example - Alot's record stands in the Standard class. He did it with no engineering, no FSD boosts, no Neutron Highway. Until another commander comes along and does the same exact thing and does it FASTER, Alot's record stands.
The moment the commander uses any sort of engineering, FSD boosts, or whatever future "QoL features" introduced by FD, they all go into "UNLIMITED". Future ships, paid DLC ships etc that uses no engineering, no FSD boosts etc fall under STANDARD.
Maybe, at most, just rename "standard class" to "Classic"...
1000ly plotting was introduced with 1.1 which was February 2015
Now that there's two options for builds - classic and neutron boosting, I think an actual A* race (instead of time trial) would be fun, and very interesting. It would be like Le Mans when they introduced diesel engines, or when Mazda entered with the rotary engine - same course, different approaches, extremely interesting to follow in real time.
Imagine it - live plots on EDSM, watching the neutron booster having to stop for repairs yet the classic runner keeps up the same relentless pace.
I know finding the time to commit is difficult, I haven't managed it yet. So I think finding two people who could commit the time at the same time would be almost impossible.
To make it interesting it would have to be done in a ship for which the benefit of neutron boosting is marginal... So why not the Hauler eg Rankaze?
Or maybe Alot could run classic again, and the challenger can run the neutron boosting route, both in a ship of their choice?
1.1 release notes from Feb 2015 https://forums.frontier.co.uk/showt...Incoming-Clipper-hot-fix-(1-1-01)-7-15-pm-GMTI don't remember it was that quick. Game was released Dec 2014. People were crying over how difficult it was to plot jumps 1 jump at a time, so they introduced some sort of plotting but LIMITED TO 100 LY. I believe this was the 100 LY plots instead of the 1,000 LY plots release date.
Again I'm only going by memory and didn't do actual research
- Route planning extended to 1,000 ly
1.1 release notes from Feb 2015 https://forums.frontier.co.uk/showt...Incoming-Clipper-hot-fix-(1-1-01)-7-15-pm-GMT
As Allitnil said, the 1000LY plotting was indeed introduced in 1.1.
Standard/Classic/Original/Get-Off-My-SpaceLawn
My reasoning is that right now, any new player (should they be mad enough to) can just set off towards A* and set a time in that class, and have a reasonably fair comparison for their time vs everyone else's. Pre-planning a route gains you 1 or 2%, not 25 (or 50, or ...).
Allowing neutrons there would mean that to even aspire to have a competitive time would require large amounts of planning. That's been the case at the very top of the existing board for a while now, but IMO not for most of the ships.
I guess I should investigate how feasible a "just wing it" neutron-boosted run would be, but I suspect it'd be an exercise in frustration more than anything.