Newcomer / Intro Dead-end routes?

I seem to have started the game in a system where, as far as I can tell, all the neighbouring systems end in dead ends, meaning I only have so many options to navigate before I end in a deadend. At the center of this group is Ciguru. I admit I haven't plotted out all the paths to be absolutely sure, but it seems to be this way.

Is this normal? Are there some groups of systems that are closed off from other surrounding systems because the jump distance is too far? What are my options, do I need to upgrade my jump drive to give me a longer jump distance?
 
This me off at first too... no they're not dead ends, you'll have to take a detour to get more fuel then the route will appear again. Game sux at explaining some of the mechanics, and delivering the correct information to the pilot to properly establish a route. Shame on the devs.
 
Yes, it can happen that you get trapped in a local group until your FSD is upgraded. Can you jump further when carrying no cargo? Mass is a consideration. Fuel is also mass, so if it's right on the borderline you might be able to jump when the main tanks are almost empty, with just enough to make the last hop out of the local group.

Other than that, upgrade, or try removing modules or changing from default E grade modules to D grade ones. The cost is not that much more and they are always lighter.
 
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MACMAN86

Banned
Get fuel scoop but beware not all stars can refuel so keep it topped up. 1st to upgade is FSD but be sure it is same Class Number.
 
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Thanks for the tips. I've got a fuel scoop so been jumping system to system and refuling as I go. Haven't upgraded my FSD yet, I'll give that a go and see if that opens some more options.
 
Yes, it can happen that you get trapped in a local group until your FSD is upgraded. Can you jump further when carrying no cargo? Mass is a consideration. Fuel is also mass, so if it's right on the borderline you might be able to jump when the main tanks are almost empty, with just enough to make the last hop out of the local group.

Other than that, upgrade, or try removing modules or changing from default E grade modules to D grade ones. The cost is not that much more and they are always lighter.

I have a max jump of 6.44 ly (laden).
Does your response then offers an explanation as to why I cannot plot routes to another star/system? E.g. Eravate to Sun Takush (distance: 18.66). Maybe there is a plot that is greater than my max jump distance that it cannot plot to my final destination unless and until I've upgrade FSD?
 
I have a max jump of 6.44 ly (laden).
Does your response then offers an explanation as to why I cannot plot routes to another star/system? E.g. Eravate to Sun Takush (distance: 18.66). Maybe there is a plot that is greater than my max jump distance that it cannot plot to my final destination unless and until I've upgrade FSD?

A jump range below 10 ly is extremely low and limited. If you don't upgrade it, you will be confined to the general area around Eravate.

Trying to plot a route to Sun Takush is impossible because somewhere on the way to Sun Takush, there is a gap between star systems larger than 6.44ly. If you cannot jump a larger distance, you won't be able to escape the starter area.

Assuming you are in your starting Sidewinder, the cheapest way to get a jump range that will get you almost everywhere in populated space is buying a Frameshift Drive Class 2, Grade C. That is two grades better than your loaned Class 2 Grade E Frameshift Drive. You will get a jump range above 10 ly and have the ability to fly all the way to Sol, if you want... or to Achenar in Imperial space, or to the area around Lave, where you could pick up rare trading.

Industrial and High Tech stations with large populations usually have Frameshift Drives of higher quality in stock.

You will need around 18 000 credits to buy a Class 2 Grade C Frameshift Drive. If you also plan to go on a longer trip, you should also replace your basic discovery scanner or your cargo rack with the best fuel scoop you can afford. You will be able to gather hydrogen fuel from the ionosphere of certain stars. (Types K, G, B, F, O, A & M - you can check beforehand on the galaxy map which type of star the next system has).

Bon voyage!
 
A jump range below 10 ly is extremely low and limited. If you don't upgrade it, you will be confined to the general area around Eravate.

Trying to plot a route to Sun Takush is impossible because somewhere on the way to Sun Takush, there is a gap between star systems larger than 6.44ly. If you cannot jump a larger distance, you won't be able to escape the starter area.

Assuming you are in your starting Sidewinder, the cheapest way to get a jump range that will get you almost everywhere in populated space is buying a Frameshift Drive Class 2, Grade C. That is two grades better than your loaned Class 2 Grade E Frameshift Drive. You will get a jump range above 10 ly and have the ability to fly all the way to Sol, if you want... or to Achenar in Imperial space, or to the area around Lave, where you could pick up rare trading.

Industrial and High Tech stations with large populations usually have Frameshift Drives of higher quality in stock.

You will need around 18 000 credits to buy a Class 2 Grade C Frameshift Drive. If you also plan to go on a longer trip, you should also replace your basic discovery scanner or your cargo rack with the best fuel scoop you can afford. You will be able to gather hydrogen fuel from the ionosphere of certain stars. (Types K, G, B, F, O, A & M - you can check beforehand on the galaxy map which type of star the next system has).

Bon voyage!

Very useful information. Bookmarked! Thanks!
 
(Types K, G, B, F, O, A & M - you can check beforehand on the galaxy map which type of star the next system has).

Bon voyage!

KGB FOAM? That's a great way of remembering them, thanks! :)

When I started, I thought the jumps between stars were fixed, not realising the "links" are replotted based on your location. I ended up taking some very loopy routes to systems which were very close by. Until you upgrade up to 10/11 Ly or more, you really are limited alright.

It's also worth checking what the option is set to in the Navigation tab in the Galaxy map, if it's set to fastest route rather than most economical a pilot can run out of fuel very quickly. Lots of short hops is (for some reason) much more economical than a few big hops.
 
Does your response then offers an explanation as to why I cannot plot routes to another star/system?

As others have said above, yes, that's right. The FSD is not rated for speed, but maximum jump distance. If you can't reach a system then the route planner in the galactic map won't show a route at all. If you are unladen and look at the nav panel of the galactic map you'll see a slider that can be set for different cargo loadouts. As you slide it to the right you'll see routes disappear from the map as your increased mass limits your jump range.

The starting FSD will usually let you reach a few local systems, but to get any further will be complicated and time consuming, if possible at all. To get anywhere efficiently you need to upgrade so with full cargo you have at least 10-12LY jump capacity. 15-18 is better still, and generally fine for traders and others in inhabited space. If you want to go exploring out into the deep black beyond the frontier take a ship with the biggest jump capacity possible and max it out for range. An Asp can be set up for 36LY jumps, and you'll need that to reach some of the nebulae out near the galactic rim.
 
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