Hey Ya'll. Watch this!

Very nice!!!

Of course, I can also see how this could be a total 'Nickname for Richard' move if the other person didn't say it was okay. LOL

FYI - I'm from Texas, too. Better yet, I'm an Aggie. Gig 'em.
 
So you scooped a fragment being held by someone else's limpet? I had no clue that could be done, neat.

Did you get the limpet too!?
I scooped it from my wing mate.

No. Didn't get the limpet since I had no cargo space. Not sure I would have gotten it anyway. But. Interesting idea.
 
The ship I scooped with was out of Limpets and only needed maybe two fragments to have a full refinery.
The ship with the collector with the fragment only had two limpets left and no space for the fragment.
Both ships now have 192 cargo and full 3A refinery's for a total of 202 cargo. Of that about 75% is LTD's.
Saturday sometime I will be heading them both to Caucuma and sell everything off.
That should push both ships over the 1B CR line. I mine out in the black where I never see any pirates and it is about a 280LY run back to Caucuma. Loaded like they are the Pythons will will only do about 27LY per jump, but they are so heavy that at minimum speed (5% digitally set) they are basically impossible for any NPC pirate to interdict. If they try while I am in fuel scoop distance from a star, they usually die running into the star trying to get into the 50 deg cone and within about .7 LY behind me. The secret to beating interdiction is heavy ship and slow speed. This makes the cone behind me as small as possible so the NPC has very little room to drag me around in and the slower the speed of the targeted ship, the closer and slower the NPC must be so the tether is short. The slower the NPC is going, the less inertia his mass gives him to try and drag me around.
Wish I could figure out a way to digitally set 1% speed in supercruise.
Then I am going to go to work on getting my DSS upgraded to L5, maybe do some other Engineering, refit my AspX's and head out into the black on a long exploration run.
 
That's a very interesting take on interdiction avoidance, and I would never have thought of it.

I've got a Python outfitted for core mining, but got distracted with exploration. The Python, next to the Eagle, is my favorite-looking ship.
 
That's a very interesting take on interdiction avoidance, and I would never have thought of it.

I've got a Python outfitted for core mining, but got distracted with exploration. The Python, next to the Eagle, is my favorite-looking ship.
Back when I was interdicted the first time and lost, (I made an error in another post and said I have only lost 1 time when I needed to qualify that with since I learned this secret and did a restart of my character since I had been building the ship to do the drop and run instead of the stay in SC and win) I started digging up everything I could find on the mechanics because I rejected the common advice at the time of "SUBMIT and try to RUN". To me it was clear that the newby bashers were the source of this advice. They didn't want people learning how to beat the "game". They wanted them dropping into normal space where they could be overwhelmed by a engineered ship no matter how good they were at doing the "boost and evade till the FSD cooled down" or even an NPC if you had poor ship.
I have a long running VA routine that puts my ship at 5%, 4pips to shields, 2 pips to weps, and has it do continuous rolling back-flips. The timing and direction of the rolls and the flips is controlled by a random number generator designed to make the ship change orientation between every .1 & 1.5 seconds. Kick that baby in when up close to a star scooping and about 50% of the time the NPC crashes into the star.
CAUTION!!!! IF YOU MAKE THIS HAPPEN AND LATER DROP INTO NORMAL SPACE IN THE SAME SYSTEM THE PIRATE WILL BE RESURRECTED AND IMMEDIATELY ATTACK! This will happen even if you drop out at your destination station so one needs to be ready to hit the boost toward the station and take evasive actions. Again I have a VA routine to Duck, Dodge (think old naval zigzag but in 3D) while staying on a generally consistent heading toward the station. That lets me get into the NAV panel and get landing permission or set a new system to High Wake out as a last resort.
I play in PG so I never meet living players and plan to keep doing that until the DEVS release a system of auto flagging the bashers so they instantly have a bounty put on them and there is a galaxy wide wanted list so that the NPC forces for good and those who want PVP combat can play bounty hunter to keep the bashers under control.
 
Very nice!!!

Of course, I can also see how this could be a total 'Nickname for Richard' move if the other person didn't say it was okay. LOL

FYI - I'm from Texas, too. Better yet, I'm an Aggie. Gig 'em.
This Longhorn just added you to my KOS list! 😉 Hook ‘em!
 
I have a long running VA routine that puts my ship at 5%, 4pips to shields, 2 pips to weps, and has it do continuous rolling back-flips. The timing and direction of the rolls and the flips is controlled by a random number generator designed to make the ship change orientation between every .1 & 1.5 seconds. Kick that baby in when up close to a star scooping and about 50% of the time the NPC crashes into the star.

What in the heck is a VA routine and how do I make one?

I play in PG so I never meet living players and plan to keep doing that until the DEVS release a system of auto flagging the bashers so they instantly have a bounty put on them and there is a galaxy wide wanted list so that the NPC forces for good and those who want PVP combat can play bounty hunter to keep the bashers under control.

I love the idea of a 'galaxy wide wanted list'. There could be a post office under the Contacts at each station with a list of the GBI's (Galaxy Bureau of Investigation) Most Wanted List. (For those in the UK and elsewhere, in the States, the FBI maintains a "Most Wanted List" and the mugshots are generally found in the local post office).

This Longhorn just added you to my KOS list! 😉 Hook ‘em!

The jealousy is strong in this one. LOL. Nice to know the rivalry lives; even in a galaxy far, far away.
 
What in the heck is a VA routine and how do I make one?
VA is Voice Attack. Search "old salts throttle".
Even VA is silly since by the time in the future the game is set, i should be able to use mind control.

 
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Saturday sometime I will be heading them both to Caucuma and sell everything off.
That should push both ships over the 1B CR line.

Well, prices were down a bit so I didn't quite make the 1 B CR. Going to have to make another mining trip. OH well I'm only 70, so I figure I still have another 30 years of playing the game so no hurry.
 
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Loaded like they are the Pythons will will only do about 27LY per jump, but they are so heavy that at minimum speed (5% digitally set) they are basically impossible for any NPC pirate to interdict. If they try while I am in fuel scoop distance from a star, they usually die running into the star trying to get into the 50 deg cone and within about .7 LY behind me. The secret to beating interdiction is heavy ship and slow speed. This makes the cone behind me as small as possible so the NPC has very little room to drag me around in and the slower the speed of the targeted ship, the closer and slower the NPC must be so the tether is short. The slower the NPC is going, the less inertia his mass gives him to try and drag me around.

I've not personally seen interdictions be affected by mass or velocity (not saying you're wrong though), but I love that you're playing with supercruise mechanics. I think it's a sadly overlooked aspect of the game.

I've been working on my supercruise recently, and have trying out things like making my straight-line path (a nonsense term in space) "longer" by avoiding gravity wells, which gives me more velocity and makes my journey shorter.

Also been playing around with pirates trying to interdict me, evading it, and "dogfighting" with them in supercruise.

Sometimes I can avoid an interdiction entirely just by outflying them until I reach port, if my ship is agile enough and the system has enough gravity wells to play with. And of course it's always fun to make them emergency-drop into a planet, star, or ring.

Last night, in my T-6, I out-maneuvered an Anaconda that was trying to get an interdiction lock on me, and actually managed to get directly on his tail. He had no idea what to do, and the game just slowed him down to a crawl, as he tried to turn to get on me. I just chased him for a bit, his wake directly centered on my screen, lol.

I wish FD would put more into supercruise, it's such a misunderstood part of the game.

A 3d mesh representation of gravity wells, for instance, would be amazing. Make that what a "navigator" role in multicrew can see, or something, or what a "navigator" NPC crew member can give you.
 
I've not personally seen interdictions be affected by mass or velocity (not saying you're wrong though), but I love that you're playing with supercruise mechanics. I think it's a sadly overlooked aspect of the game.

I've been working on my supercruise recently, and have trying out things like making my straight-line path (a nonsense term in space) "longer" by avoiding gravity wells, which gives me more velocity and makes my journey shorter.

Also been playing around with pirates trying to interdict me, evading it, and "dogfighting" with them in supercruise.

Sometimes I can avoid an interdiction entirely just by outflying them until I reach port, if my ship is agile enough and the system has enough gravity wells to play with. And of course it's always fun to make them emergency-drop into a planet, star, or ring.

Last night, in my T-6, I out-maneuvered an Anaconda that was trying to get an interdiction lock on me, and actually managed to get directly on his tail. He had no idea what to do, and the game just slowed him down to a crawl, as he tried to turn to get on me. I just chased him for a bit, his wake directly centered on my screen, lol.

I wish FD would put more into supercruise, it's such a misunderstood part of the game.

A 3d mesh representation of gravity wells, for instance, would be amazing. Make that what a "navigator" role in multicrew can see, or something, or what a "navigator" NPC crew member can give you.
Ok, several things to think about.
Thrusters do not work in SC. You cannot fly sideways or backwards. All you can do it pitch, roll and yaw.
Having made the VA routines and used them while in different ships, so far they work exactly the same in a Sidewinder, a Cobra, an AspX, a DBX, a Dolphin and a Python. The time needed to make a 180 deg course change at the same speed (NOT THROTTLE SETTING) in SC is the same for all of them. Same thing for using yaw to reverse directions but yaw is a LOT slower than pitching. The difference between the various ships in SC seems to be exclusively acceleration with heavier ships having slower acceleration but max speed in SC seems to be the same.

What happened in your T-6 V Anaconda was that when he sped up to try to get behind you, he also needed more space to make the turn than you did so you, at a slower speed, were able to turn (probably pitch) faster and get behind him. I have done the same thing more than once. I may have video of doing it.

The "agility" rating is only applicable to normal space.

That now lost DEV paper I read about interdiction was clear about it that the faster the target ship is going, the farther from it the attacker can be and get the interdictor to lock. But this >> https://elite-dangerous.fandom.com/wiki/Frame_Shift_Drive_Interdictor << still indicates that speed changes the length of the tether.

The DEV paper also addressed how the combination of velocity and relative mass of the ships affected the attackers ability to pull the target off the escape vector.
Think of it this way, a small mass at high speed on a long tether would apply more force than the same mass at a slow speed on a short tether. Like centripetal force. The attacker is trying to swing around behind you inside the cone and use his Inertia (mass + velocity) to overcome my inertia.


So back to my original post in this thread.
The slower I am going, the closer the attacker must get and the closer he is the smaller the size of the 50 deg cone behind me he must stay in to try and pull me off the escape vector. If, as the DEV paper implied, the relative masses of the ships effects the force the attacker can bring to bear, then the best way to beat the interdiction is to be in a heavy ship at slow speed. The only thing that could beat you would be a heavier ship.

Here are some videos of me beating interdictions. >>> https://drive.google.com/open?id=1WYGlL1buNlATmWiXJ2wIgeN7HQ1QIRoZ
 
You forgot the "hold my beer"
Uttering those famous last words and the "hold my beer" were some of the reasons I decided over 44 years ago that if I planned to "live long and prosper" that I needed to stop needing someone to "hold my beer". It was amazing how many fewer times I have uttered the famous last words.
 
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The difference between the various ships in SC seems to be exclusively acceleration with heavier ships having slower acceleration but max speed in SC seems to be the same.

This is entirely inaccurate, and so is much of your other conclusions based on it.

I'm well aware that thrusters don't work in supercruise, but different ships have different levels of agility, based on a lot more than acceleration.

All ships do cap out at 2001c though.

But if you're going to claim that, for a given speed in supercruise, a T-9 is just as agile as a Sidewinder, you're simply wrong.
 
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