Hyperspace exit too close to stars

I had a close call an hour ago. Came out of hyperspace to see a star right in front of me, way closer than normal. I actually jumped, it was so close.

Was on my way to Sol, so I wasn't in the mood to die. In any case, I was surprised to see that I passed directly through the star, and appeared on the other side, directly in front of another star. I assume the two were in close orbit of one another.

My heat jumped up rapidly, reaching 174 before I managed to fly far enough away from the two, taking pretty severe hull damage.

I started recording AFTER this, in the hope that it would happen again, but alas it didn't.

P.S. Made it to Sol. Kind of underwhelming, sadly.
 
I do wish there was an option to drop into the system a little further out. I mean, I love watching the stars zoom up into view, but I think always jumping in next to a star, and always flying away from the star to reach your destination stations, takes away from some of the better supercruise aesthetic.

That is, when flying away from a star, unless there are multiple nearby stars in the system, you'll be flying out into the black, with nothing but the overlay orbit rings to look at until you finally get close enough to see the planet the station is orbiting. You kind of lose an element of speed and scale, always flying away from the central star. Some of my best supercruise moments were when I flew past a star at several times c, and getting a good feel for how fast I'm really going. I guess what I'm saying is that SC gives the most visual aesthetic when you're flying past something at a good speed. Since we're always flying away from the central star, unless you're doing the rare station-to-station trips within the same system, you don't get those flybys that often.

Yep you've hit the nail on the head - that whole "flying into a system" aesthetic is being bypassed by the current scheme, and it's a lost opportunity. Seeing the star/s grow gradually from distant beacons to looming behemoths, watching the outer planetary systems transit, followed by the inner ones, if you're fortunate enough to catch some cool alignments... moments that make mundane journeys, special, that make a pilot on a routine slog feel at once privileged yet all the more alone. We're losing more than we gain from the convenience of an easy re-fueling opportunity.

Surely it'd be better to preserve the sanctity of flying into a system from afar, and likewise, that of the value of fuel; the risks of scooping from a star - and of course the corresponding undermined potential of scooping from other bodies one might encounter en-route..? It'd make for more engaging gameplay to keep these things sacred, rather than encouraging players to take them for granted or miss out on them entirely...

Talking from experience here... these are elements that helped make the previous Elites so magical. It's an integral balancing issue; sacrificing defining aesthetics for quick-fix accessibility. Satisfying some of the more ADHD-prone players perhaps but at the expense of something of the heart and soul..? Long-term it's a false economy... One eventually that everyone will bore with...
 
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Speaking as someone who served her apprenticeship aboard an old Cobra mk III, I can say with certainty that the efficiency of the modern generation of FSDs are well worth the "inconvenience" of coming out so close to a star. Hyperspace jumps have long required a stellar sized mass to bring our ships out of Witchspace. Even as little as 30 years ago, we'd emerge at our destination after a WEEK in Witchspace far from the primary, and then spend another week or so traveling in system at multiple G's.

Not to mention its now convenient to fuel up after a jump.

Just throttle down after you jump, and pitch up as you emerge from Witchspace. It'll be second nature in no time.

OMG, you just brought back so many memories of jumping out many thousands of light seconds from ANYTHING in a system, and I would be like "UGH!". Yes, yes, yes, I like this much better, plus its a beautiful view.
 
What they really need to do is key the arrival procedure to automatically cut all power to the engine instead of drifting off at 1/5 of the throttle because when the connection is bad you hit the cutoff point with ensuing damage.
 
I thought DB said in one of the dev diaries that the FSD uses the star's gravity to pull us out of 'hyper space' (or whatever he referred to it as, I can't remember. I don't think he called it witch space).

Honestly, for me the OP's question represents a different issue and it's that this game has lots of lore and cool explanations for how things work, but little or none of that info is in the game itself. It's spread out in so many weird places across the net.
To me that's like watching a film that is very obscure, and needing to watch features on the bonus disc to understand anything in its universe.
If things aren't contextualised, features in this universe will just feel arbitrary to many people.
 
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