Thermal spread will reduce heat generated by thrusters in normal space.Does the Thermal Spread secondary for thrusters help FSD at all? I imagine possibly when not in supercruise and boosting but does it help in supercruise?!
It is useful to get over drag drives. I'm in a beluga bus with luxury passenger stuff.
Anything for thrusters doesn't help the FSD.
Supercruise performance is based on the ship only - no module changes will make any difference whatsoever to supercruise speed or agility. The only thing that changes it, is being in a different ship.
That is one thing that has always intrigued me. Just what is the difference between ships regarding straight line speed (I understand the agility bit, I have flown a T-9 and Cutter lol). Is there a difference between two identical ships based on what modules are fitted, does engineering come into it?
Just curious as I haven't been able to determine any difference myself.
There is no difference at all in straight line speed, or rather, acceleration (as the max speed is 2001c) in super cruise between any ship.
Pitch yaw roll (handling) are different per ship, but only based on the ship, no modules or anything change this.
Not quite a flaw...Thank you and that is what I thought, just had never seen it confirmed.
Now that does raise a question and shows a fundamental flaw in FD's programming/role play/whatever - how can an NPC that interdicts me, I submit, he drops in, I low wake out, he can't follow immediately because his FSD is still in cooldown, I accelerate away in SC but mere seconds later he is interdicting me again. Technically he should never be able to gain any distance on me because I am accelerating at a higher rate than he can!
Not quite a flaw...
Interdiction range is measured in seconds so distance/velocity = range..... Which is why the hunters who arrive at the star (mission "Enemy Alert") have to wait until you deccelerate at 7s to be able to interdict you. Also how your scenario happens.
(This is the way I work it out... I think it is correct)
Yup. One more thing to add, in those situations a well timed "loop of shame" can work wonders.
Not quite a flaw...
Interdiction range is measured in seconds so distance/velocity = range..... Which is why the hunters who arrive at the star (mission "Enemy Alert") have to wait until you deccelerate at 7s to be able to interdict you. Also how your scenario happens.
(This is the way I work it out... I think it is correct)
Never tried the Loop of Shame to evade a pre-interdiction scenario. Thanks I will try it next time I am in that situation.
Or using the body a station orbits to 'brake' rapidly... If luck is on your side the 'baddie' gets to hit the exclusion zone and drops outYup. One more thing to add, in those situations a well timed "loop of shame" can work wonders.
Never tried the Loop of Shame to evade a pre-interdiction scenario. Thanks I will try it next time I am in that situation.
One trick I have found (by accident I admit) is the judicial use of the SCA. I have found that if you engage the SCA to the station, then fly slightly to one side so the SCA doesn't engage but is in pending mode. You can reach full speed as you are not travelling at 75% so it should be difficult for anyone to catch you. Now comes the tricky part, depending on your speed you have to align your ship to the target to engage the SCA. If done right, this can be held off to the last moment and what happens is your timer can be down to 2 secs, 1 sec even and you will drop out of SC at the station. It can be a little daunting at first, I remember one time I came out of SC and flew straight through an Outpost. Luckily the collision model totally ignored the station lol
Yeah I fiddled about with this a bit and can't quite work out the exact point at which the SCA can manage to drop you out over and above what you can do using a fast manual approach, but it's definately able to give an advantage - would likely just need a bunch more practice, won't happen for me though, I need that class 1 slot for other things!