FSD thrusters Thermal Spread?!

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.
 

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I think I remember I tried it both with the Beluga and later with another Ship.
The Result was disappointing though, no improvement observed during charging of FSD for all I could tell.

Getting best possible Power Plant heat stats seems the far better road.
G5 Armored Power Plant only adds 20% Mass in the V3 Engineering and together with Thermal Spread special... that really makes a huge difference.
(Low Emissions Power Plant is likely underpowered for a fully kitted Beluga and would need additional Equipment downgrades/tuning - but if that's feasible then it'd be another Option)
 
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.
Thermal spread will reduce heat generated by thrusters in normal space.
It will not directly affect FSD in any way.
 
edsy.org look at the values for the Thermal Characteristics. Simples :)

150040
 
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.
 
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.
 
Thermal spread on thrusters lowers thruster heat, especially from boosting, FSD thermal spread lowers heat from FSD charging. The combination can still be useful on a very hot running ship when you boost away from a hostile encounter while charging FSD.
 
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.

Assuming a completely straight line journey - a stock sidewinder will reach hutton orbital from Alpha Centauri in the exact same time as a fully A rated and engineered Asp Explorer.
 
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.

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!
 
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)
 
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)

This is correct.

It's also why the range extension on an interdictor is pretty nasty. You can interdict from a LONG LONG way away with those things!
 
Never tried the Loop of Shame to evade a pre-interdiction scenario. Thanks I will try it next time I am in that situation.

It can beautifully take care of both main problems. You don't have to speed down at first so the enemy doesn't catch up, when you actually do you are already turning around and facing the enemy ship and it has to turn around as well to get behind you.
 
Yup. One more thing to add, in those situations a well timed "loop of shame" can work wonders.
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 out :)

"Loop of Shame"? - no... no... "Tactical Overshoot" :) (being still common with me even after 18 months play - I blame my dogs...)
 
Never tried the Loop of Shame to evade a pre-interdiction scenario. Thanks I will try it next time I am in that situation.

It's a good plan, you can also "spiral" round your target at crazy high speeds, and use the planet (if there is one!) to slow down juuuuuust right so you barely drop into a speed range the interdictor (being slowed by the gravity) can ever get in "time range" of you before you drop out.

Done it a few times myself, it's really hard to pull off consistently as every planet is different, but it's cool when you do.

I generally try to approach every planet like this so that I'm in practice for when someone like me tries to do what I do to people... and rob me.
 
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
 
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!
 
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!

I'll let you know how I go, it is on my To Do list because when it works it works exceptionally well. There are a lot of factors to consider though, speed of the ship, how far the drop in point is of the station, is the nearest gravity well going to slow you down and ruin the run - but it is fun trying to work it all out.
 
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