Exploration ... until infinity ceases to be

I was wondering if it is possible to keep a ship flyable (sans the existing canopy "issue") virtually forever, never landing on stations or ground bases for any reason whatsoever. Is it?

This is in keeping exploration in mind, I couldn't in context of this care any less about combat capability.
 
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I was wondering if it is possible to keep a ship flyable (sans the existing canopy "issue") virtually forever, never landing on stations or ground bases for any reason whatsoever. Is it?

This is in keeping exploration in mind, I couldn't in context of this care any less about combat capability.
I left core space on Patch 1.1 (March 2015) and am still working my way out on a spiral arm after reaching the galactic edge. Hull is 86%. No SRV or planet landing tech and I'm doing just fine. [yesnod]
 
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I left core space on Patch 1.1 (March 2015) and am still working my way out on a spiral arm after reaching the galactic edge. Hull is 86%. No SRV or planet landing tech and I'm doing just fine. [yesnod]

Doing fine after all that time? That's great :D ... 14% hull in about year. Gives a nice time frame. Not quite infinite though, but maybe we'll get a (*slow* method of fixing hulls at some point; slow, as in, not fast enough to be of any use in combat situations - but a method nonetheless).
 
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Doing fine after all that time? That's great :D ... 14% hull in about year. Gives a nice time frame.
The only things you can't repair with an AFMU are the hull, the powerplant and the AFMU itself (unless you have 2+). After a few weeks your ship integrity will be 0% (only viewable from the repair tab in station services) but that only makes your ship more vulnerable to damage, it doesn't actually do any damage by itself. Basically if you don't overheat, run into an asteroid or planet surface in normal flight or emergency drop from supercruise, you won't take any damage.
 
The only things you can't repair with an AFMU are the hull, the powerplant and the AFMU itself (unless you have 2+). After a few weeks your ship integrity will be 0% (only viewable from the repair tab in station services) but that only makes your ship more vulnerable to damage, it doesn't actually do any damage by itself. Basically if you don't overheat, run into an asteroid or planet surface in normal flight or emergency drop from supercruise, you won't take any damage.

True, but on very, very long treks you have the occasional "unavoidable" overheats in form of close contact binary/trinary - as one of my wing members experienced, emerging smack middle of such and starting to BBQ his ship.
 
True, but on very, very long treks you have the occasional "unavoidable" overheats in form of close contact binary/trinary - as one of my wing members experienced, emerging smack middle of such and starting to BBQ his ship.

If speed doesnt bother you you can prevent that. Before each jump check the galaxy map and zoom in. You can actually see if the next system is binary as it'll have two stars. You can make up your mind if its worth the risk or not, and consider the angle of approach.
 
If speed doesnt bother you you can prevent that. Before each jump check the galaxy map and zoom in. You can actually see if the next system is binary as it'll have two stars. You can make up your mind if its worth the risk or not, and consider the angle of approach.

Ah, didn't know that. Thanks, will keep eye on the map from now on. And yes, time is no issue at all - "we'll be there when we'll be there."
 
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True, but on very, very long treks you have the occasional "unavoidable" overheats in form of close contact binary/trinary - as one of my wing members experienced, emerging smack middle of such and starting to BBQ his ship.
Yeah, those are always fun, though on my 80k Ly/3,000 system trip I think I only ran across 2 of those that would have done anything. The first cooked me a tiny bit, the second I just turned away from and was totally fine because I went full throttle immediately. I was in an Asp but one of the major advantages the DBX has (which two of my friends were exploring in at the time) is that it runs so cool you have quite a bit of time to get away from a binary before you need to consider popping a heat sink. Eventually, yeah, you'd blow up, but you could go a really really long time if you're careful. Long enough that it would feel like forever.
 
The hull was 94% until I dropped out of SC at 200+ times the speed of light. I throttle back in Witch space, don't take silly chances and have three AMFU on board with half their points still available. If I ever get to 60% hull, I'll turn around, but damage has only happened from pilot error so far.
 
Yeah, those are always fun, though on my 80k Ly/3,000 system trip I think I only ran across 2 of those that would have done anything. The first cooked me a tiny bit, the second I just turned away from and was totally fine because I went full throttle immediately. I was in an Asp but one of the major advantages the DBX has (which two of my friends were exploring in at the time) is that it runs so cool you have quite a bit of time to get away from a binary before you need to consider popping a heat sink. Eventually, yeah, you'd blow up, but you could go a really really long time if you're careful. Long enough that it would feel like forever.

Gotta love the Lakon tech in that regard, a bit of heat isn't a problem (IDK about the trader buckets though, never flown one). DBX, IMO, is lacking like one or two internal slots to be an all-in-all explorer though - if you want SRV -and- AMFUs, you're tad out of luck if you also want scanners and such...

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The hull was 94% until I dropped out of SC at 200+ times the speed of light. I throttle back in Witch space, don't take silly chances and have three AMFU on board with half their points still available. If I ever get to 60% hull, I'll turn around, but damage has only happened from pilot error so far.

Yea, trucking in a cutter atm to build a Xplonda... a bit of premilinary plan with a bit of wiggle to internals when we get the corrosion resistant cargo bay etc. (That DC is a placeholder for the 2-ton corr.res. bay). Could always pawn the cutter to get one asap, but I sort of like to collect ships... multiple variants of each.
 
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Yea, trucking in a cutter atm to build a Xplonda... a bit of premilinary plan with a bit of wiggle to internals when we get the corrosion resistant cargo bay etc. (That DC is a placeholder for the 2-ton corr.res. bay).

Just IMHO, but my Xplonda has better defences (and even some weapons which you probably wont want). If you are planning to go out on a very long trip the 'exploration risks' FD hinted at might very well be enabled. Btw, you might want to test landing on high-G worlds on 5D thrusters in the Bubble before leaving, no idea if that makes a difference...
 
Just IMHO, but my Xplonda has better defences (and even some weapons which you probably wont want). If you are planning to go out on a very long trip the 'exploration risks' FD hinted at might very well be enabled. Btw, you might want to test landing on high-G worlds on 5D thrusters in the Bubble before leaving, no idea if that makes a difference...

Got some experience with low-end thrusters - one rather rough touchdown on a 3.43G world taught a lesson (at least in regard that shields are a must have... without them would've likely stared at rebuy screen). Hmm, with FD's hint in mind, might not be a bad idea to slap on at least pulses (or pretty much whatever not-too-big PP can support) - will show in jump range, but unavoidable, I guess.
 
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The only way to be sure is to try it so, in the spirit of helping out fellow forumers, I will stay out an infinite amount of time and then come back and let you know how it went. Unless the canopy breaks before the end of time of course.
 
The only way to be sure is to try it so, in the spirit of helping out fellow forumers, I will stay out an infinite amount of time and then come back and let you know how it went. Unless the canopy breaks before the end of time of course.

Splendid :D ... by then we've probably invented time machine anyway and solved the paradox issues etc (regardless of how much it would break the current laws of causality and whatnot, but laws are *made* to be broken anyway).

Oh ya, don't forget to order steak at the End of Time, it's delicious.
 
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I left core space on Patch 1.1 (March 2015) and am still working my way out on a spiral arm after reaching the galactic edge. Hull is 86%. No SRV or planet landing tech and I'm doing just fine. [yesnod]

Wow! I bet you haven't done a lot of risky scanning or got trapped between multiple suns, that FSD drop sounds familiar;)

I was out rather far for my playstyle trying to find RAXXLA in a system close to Sag*A, no risks,
no drops, no damage.
 
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Got some experience with low-end thrusters - one rather rough touchdown on a 3.43G world taught a lesson (at least in regard that shields are a must have... without them would've likely stared at rebuy screen). Hmm, with FD's hint in mind, might not be a bad idea to slap on at least pulses (or pretty much whatever not-too-big PP can support) - will show in jump range, but unavoidable, I guess.

In your case I'd go with kinetics, as your PD will probably be a greater bottleneck. Jump range will suffer, but I noticed it doesnt really matter much. Just for fun: once you have the conda, install a C7 cargo rack. Now go to the gal map and plot a 1000LY trip, and write down the number of jumps. Now move the slider of the cargo bay up and notice how many jumps extra you'll need. It'll be very, very few. I did it with an Asp E once and the relation is not linear at all: Below +-20LY each extra LY in range reduces the number of jumps, and below 15LY with quite a bit. Above 25LY or so the effects become less and less. My Xplonda has all weapons fitted and can jump a max of 30LY. In general you'd do a 1000LY trip only a few minutes faster if you add 4LY to the range...
 
In your case I'd go with kinetics, as your PD will probably be a greater bottleneck. Jump range will suffer, but I noticed it doesnt really matter much. Just for fun: once you have the conda, install a C7 cargo rack. Now go to the gal map and plot a 1000LY trip, and write down the number of jumps. Now move the slider of the cargo bay up and notice how many jumps extra you'll need. It'll be very, very few. I did it with an Asp E once and the relation is not linear at all: Below +-20LY each extra LY in range reduces the number of jumps, and below 15LY with quite a bit. Above 25LY or so the effects become less and less. My Xplonda has all weapons fitted and can jump a max of 30LY. In general you'd do a 1000LY trip only a few minutes faster if you add 4LY to the range...

Heh, tried a thing like that with Asp (had 96T fuel aboard)... no refuel needed at all for 1,000 LY trek (going eco route). No real idea how far it could've gone as the route calc caps to 1000.

But yea, max-range for one jump isn't terribly important except at the galactic edge fringes where distances start becoming vast between stars.

Kinetics, mmm, yes. Indeed. The PD isn't up to task of any sustained laser pewing. Not sure if it's good enough for a boost, either (haven't tried), but that's a no-issue - 'conda doesn't go fast anywhere anyway, boost or no boost.
 
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