Got turned into a pulp by a neutron star - what did I do wrong?

Last night I found out first hand that those FSD-boosting neutron stars aren't just pretty and useful but can be quite deadly as well. Now, I don't mind the loss of my ship (I DO mind the loss of my co-pilot, but that's another thing) - I had plenty of insurance money and an hour later I had made twice the insurance amount... But what irks me is that I don't really know what I did wrong.

Thus far, whenever I used a neutron star, I would set the throttle to 0, and identify the nearest jet cone I could use (this is sometimes difficult, but in those cases I'll fly away a bit and approach from another angle). When identified, I approach what seems to be the tip of the cone and "dip" at a slow speed. Once the FSD is charged I add throttle and try to get out.

This has worked pretty well thus far... till last night, anyway. Once I charged the FSD and added throttle, the random ship twists and turns pointed me towards the star, and at that point attempts to slow down would fail, as did my attempts to change course. I ended up in the exclusion zone and despite my best efforts (throttle 0, charge FSD, aim away, boost) I was unable to recover.

People say that large ships handle better in the disturbances caused by a neutron star, but what I found is that it's almost always completely random - I'm at the mercy of the random churns and no amount of input seems to do anything. Perhaps it's the sluggish nature of the Cutter that I was flying, but I've also did some boosting in a Python, and my experience was similar.

So... what did I do wrong?
 
The correct way is to enter the cone pointing away from the star and riding the jet outwards (while having a fuel scoop equipped). The way to certain disaster is to point the ship towards the star when entering/inside the cone. What to do to survive while you're trapped in there I know in theory - people have said if you manage to fully charge the FSD and point at the escape vector or a target star you can low/high wake out, but both times it happened to me I've died due to the multiple system failures and my inability to properly align to the destination.
 
the heat is pretty deadly if you muck it up.

As others have said - always point away from the star and along the cone
Have heatsinks

Another thing I used to do before becoming proficient, was to put orbit lines on so you can see the exclusion zone
 
There's a diagram somewhere showing what to do...

Can't seem to find it. Lol

This one (it's also on the Wiki page)

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Flossy

Volunteer Moderator
I only started using Neutron stars fairly recently, most times successfully. Occasionally I've dropped into the EZ but managed to escape by treating it like dropping into the EZ of any other star - by pointing towards the Escape Vector (which puts the star directly behind you) and going into Supercruise, using heatsinks if necessary. Main thing is not to panic! :)
 
Anyone care to comment on how to handle the turbulence of a cone? I'm... pretty confident I was aiming away from the star when I entered the cone on that fateful evening, yet I got turned around by the turbulence... In other words - is it actually possible to correct one's course inside a cone at all?
 
Anyone care to comment on how to handle the turbulence of a cone? I'm... pretty confident I was aiming away from the star when I entered the cone on that fateful evening, yet I got turned around by the turbulence... In other words - is it actually possible to correct one's course inside a cone at all?

Blue zone your throttle, and simply counter the forces as best you can.
If you find yourself being turned around, pull hard the opposite way, and full throttle to get out ASAP. It's better to fail the supercharge than to fail at being alive.

Use your ships pitch to correct any yaw movement, simply roll and pull up, yawing is too slow to counter the effects.

Never, ever, do an emergency drop.

It's best to enter the cone at its tip at low speed, than enter in the middle at high speed.
Supercharging is basically worked out at time spent in the jet cone, not distant traveled. So if you hang around at the far end at a manageable speed, it's much safer.
 
Anyone care to comment on how to handle the turbulence of a cone? I'm... pretty confident I was aiming away from the star when I entered the cone on that fateful evening, yet I got turned around by the turbulence... In other words - is it actually possible to correct one's course inside a cone at all?

My experience is that there is very little control enabled once the ship is in the cone. Today I tend to do nothing to control the attitude of my ship, just putting more or less thrust depending on the time I want to stay in the cone. The speed is important : faster means more turbulences.

Also, keep in mind that the smallest and 'quietest' NS are the most dangerous because of the very small area available to supercharge (proximity of the EZ). For these one, the approach must be done at very low speed.
 
I'm pretty sure it's not possible. At least I failed every time I tried in AspX and Dolphin (over 1k boosts so far).

I enter the cone at 1/3 distance from the star to the tip, flying in the direction of the tip, of course. When I'm in the cone and FSD is boosting I just set throttle down to 0 (the speed does not decrease), don't touch the stick and wait for the boost to complete. Then it's "pedal to the metal" and out of the cone.

However. There are some exceptions:
- For the most powerful and high-frequency stars I enter the cone near to its end at high speed and not set the throttle below 75%. Being too slow or entering too close to the star may mean problems with leaving the cone for quite a long time and lots of FSD damage. I once lost 7% of FSD for a single boost.
- For the least powerful and low-frequency stars I enter the cone at 1/2 or even 2/3 distance from the star to the tip at low speed. Entering closer to the star is dangerous, it may be just too close! 0.19 Ls is safe, once I've managed to get to 0.16 Ls without being dropped from SC.
- When FSD is boosted but turbulence turned my ship towards the star, I use 30-40% throttle and try to point the nose outside the cone. Once I manage to do it, throttle to 100% and it's done.

Important: if the ship is not closing to the star, even the most crazy star does not increase the heat. So it's plenty of time to manipulate throttle and steering to get out of the trouble. The FSD might get hit badly, but I guess it's not really a problem. All Cmdrs that use neutron stars are equipped with AFMU, right? :)

Important 2: During last month it happened to me twice that FSD dropped below 80% during the boost, the malfunction message was displayed and the ship was immediately dropped me from SC to normal space. In the cone. I was then flooded with messages saying that everything gets 'structural damage'. Nothing was really damaged afterwards, but it was not nice. It has never happened before. Even if I got the message about FSD malfunction during the boost, I could always finish it, get away from the cone and do necessary repairs. Not sure whether I was just lucky before or something has changed in the game.
 
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0.19 Ls is safe, once I've managed to get to 0.16 Ls without being dropped from SC.

Exactly. I usually try to enter the cone somewhere in the 0.2-0.3 ls range, sometimes dipping slightly below on approach but never ever dropped into the exclusion zone at that distance.

Edit: IIRC the border of the zone is at about 0.12 ls
 
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The only one time I fell into the EZ of something really deadly (I can't remember if it was a neutron star during boost try or I stumbled onto something else... All I remember I had practically no control over the ship. Was able to charge FSD, was totally unable to point the ship to the escape vector and died from multiple systems failure. Is there a trick to that, do you need to hi-wake or low-wake? I cannot provide more details as this is as much as I remember.
 
When identified, I approach what seems to be the tip of the cone and "dip" at a slow speed. Once the FSD is charged I add throttle and try to get out.

This is what you did wrong. You enter the neutron star tail and dip towards the star which is the opposite direction to the correct approach. It is amazing you have got away without a problem thus far.

As has been very well explained above, approach the midway to tail end of the jet at slow grazing incidence which points you away from the star. As you enter, you can increase speed to burst through the opposite side with enough time to complete the FSD charge.

But if you point towards the star, you will be at risk of suffering the fate you describe.
 
Anyone care to comment on how to handle the turbulence of a cone? I'm... pretty confident I was aiming away from the star when I entered the cone on that fateful evening, yet I got turned around by the turbulence... In other words - is it actually possible to correct one's course inside a cone at all?

It's possible but very tricky and has an aspect of luck involved.

To make sure you never get into that position to begin with, make sure you look at the little compass display (the one that shows you where your landing pad is etc) wen you're about to enter the cone. As long as the star is behind you (i.e. the circle on the compass is hollow) you will never get turned round to face it no matter how much you get bounced about. Since that means you will be travelling away from the star, you won't go into the exclusion zone and therefore won't get dropped out.

It doesn't matter whether you're flying directly away from the star or if it's almost at the side of you - as long as it's within the rear 180 degree arc of your ship rather then the front 180 degree arc (as shown by the compass indicator being hollow rather than filled) you're golden.

This is what you did wrong. You enter the neutron star tail and dip towards the star which is the opposite direction to the correct approach. It is amazing you have got away without a problem thus far.

As has been very well explained above, approach the midway to tail end of the jet at slow grazing incidence which points you away from the star. As you enter, you can increase speed to burst through the opposite side with enough time to complete the FSD charge.

But if you point towards the star, you will be at risk of suffering the fate you describe.

Exactly that. Fly directly towards the star with the jets to the left and right of the star as you look at it until you're about 0.5ls away. Then pick a side and fly along the jet, sliding into it from the side. Check the compass with the star selected to make sure it's hollow before you drop into the jet itself and you'll be fine.

One of the paradoxes with boosting is that the barely active neutrons with short jets that hardly move are much dodgier to boost from than the ones that fill your screen with a whirling maelstrom of death because you have to get much closer to the star, with less manoeuvring room, in order to actually get a boost.
 
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I've never been caught in the exclusion zone, but have on a couple of occasions been flipped around towards the star far enough to make me happy I was wearing my brown pants those days.

I haven't studied it scientifically, but I've probably done a few hundred neutron boosts now (mostly in DBX and AspX) and it seems to me that speed at entry is a factor in how violently you'll get bounced around in that crucial first few seconds inside the cone. I normally try to keep the speed at around 10Mm/s, and I think on the few occasions I've been flipped almost 180 degrees, that's when I've been going much slower or much faster than that.

The exclusion zone around White Dwarves is also much bigger compared to the length of its cone - I never attempt to boost from a White Dwarf these days.
 
I HAVE bumped into the exclusion zone and dumped out into the cone AND escaped.

I have also had this happened and.... died.

One problem I think happens is that in my Exploraconda I had the smallest thrusters possible. I configured the ship in this way in order to maximize jump range.

Mistake.

This was a mistake because I believe it makes it incredibly difficult to line up a jump out of the neutron star.

I no longer explore with wimpy thrusters. Makes High-G landing easier too.
 
Cone-tipper here. I never enter any closer than the last 1/4 of the cone, usually less than that, and always slide in slowly and nearly parallel.

Never lost a ship that way.
 
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