Hyperspace exit too close to stars

Why does hyperspace exit so close to, and on a collision course with, a star?

None of the previous games had this bug, yet E4 is supposed to surpass these, no? What's the matter, has technology somehow regressed in the gameworld's future? It seems a dumb shortcoming.. please, don't tell me it's an attempt at a 'feature'!?

I mean, what about when jumping to a ternary system - how does the drive choose which star to crash you into?

There's just no plausible reason why the system shouldn't drop you out of hyperspace at a sensible distance. Choosing which bodies to fly to - whether star or planet - was a key part of the whole game previously. If the devs insist on dumping us out of hyperspace perilously close to a major body, can't we even select it in advance (like our intended destination planet for example)?

Not that i've yet been persuaded into playing again yet - but this is one of the reasons why. Sucks all the fun out of hyperspacing, and turns it into an unnecessarily jarring frustration. Not to mention the appalling judder and framedrops it seems to incur....
 
It is a feature, and it's awesome. The in game reasoning is that your hyperdrive locks on to the largest available body / mass in a system, which is obviously the star. Thats why you drop out there. The reason you drop out facing the star is because it's dramatic and looks fantastic. It's also incredibly easy to avoid a collision. Just pull up a bit, or drop out of super cruise as soon as you arrive, or set your throttle to 0 while in hyperspace. Easy.
 
It's no bug, i wouldnt call it a feature, it is just part of the game.

As far as i can remember reading on the forums your hyperdrive locks on to the single largest mass in that system, hence why you appear at the largest star.

As to why so close? who knows, i for one dont mind it, it keeps me on edge and not doing something else and getting lazy, same with super cruise and the amount of interdictions we currently have.
 
I haven't tested, but can you jump to different stars in a system depending on where you jump from? If there are 2 or more stars of comparable mass ofc.
 
I have no problem with this whatsoever. I enjoy seeing the stars up that close, it's convenient for fuel scooping after a jump, and it is incredibly easy to avoid by just pulling up a bit.

It also makes sense to me to jump to the largest body in a system, and then set your destination from there.
 
Once in hyperspace, kill off your throttle. You will land in front of the star but you won't be moving and therefore won't get the impact alert and dropped out of SC.

Other commentators have given why it is working the way it is, which makes perfect sense.
 
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.
 
Obviously hyperdrive (or, surely, what used to be called the 'astrogation console?) locks onto a target star; i just much preferred the play of previous games that didn't spit you out of hyperspace on an imminent collision course with it.

Choosing to fly into close proximity with a star used to be one of the awe-inspiring game elements. Chucking the players into every star by default just robs us of all that novelty.

One should approach a star with nerves of steel, and no small trepidation. Such a pilot would want to be well-prepared, completely focused, and driven - if not slightly desperate. After all, it's a freakin' star... a ginormous radioactive all-consuming bottomless pit of a nuclear furnace.

If you had to pass by one to get out of your front yard every day it'd quickly lose any thrill.. after a while you wouldn't even bother writing complaints to the council anymore. Let your neighbors worry about it. Have you seen their cat? No sorry you're rather more concerned about the coronal mass ejections stripping all the paint off your garage door, but not to worry it's a feature not a flaw, and at least it keeps doorstep salesmen at bay.
 
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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.

But dropping out so close to a star doesn't necessarily mean you're any closer to a target planet - could be equally many AU regardless.

And fuel scooping used to be a last chance white-knuckle high risk strategy, not a scenic roadside picnic spot. I preferred things the old ways, with Spangles, Space Hoppers and no-questions dole payments.. and not flying into a freakin' star unless you really, really needed to.
 
It isn't a bug. You drop out near the largest mass in the system as a rule, you have plenty of time to move away, but if you want to fuel scoop it's downright useful. The nav beacons are also nearby. Absolutely intentional and broadly a good thing.
 
Nah sorry it's not too close. Don't sit with your throttle on full and go AFK. No issue. Got over this "issue" after my 3rd jump. So should you.
 
Nah sorry it's not too close. Don't sit with your throttle on full and go AFK.


To be fair, throttle to zero still result in 30km/sec on exit so there is still some movement. However at that speed the jump is relatively far from the star and there is absolutely no reasons to panic ;)

On the other hand, one still need to babysit the jump, as any "long" duration AFK will bring in the heat. :)
 
It keeps you on your toes for sure, but I like it that way. One time I jumped into a system, little did I know that the star was a white dwarf! Because it's much smaller (and WAY hotter than a regular star) my ship didn't slow down until I was very close to it, and by that time it was too late! I was yanked out of supercruise and has a very tense few seconds while waiting for my FSD to cool down! I got away with 30% hull left. Just goes to show that you should check the system view before jumping into the system... But who has time for that? lol
 
Especially now the transition out of Hyper is much smoother, I love the "blasting into a star system" mechanic. Apart from making every jump an adrenaline rush, it also means there's no boring slog to get into Fuel Scoop range.

I was actually thinking earlier "Why the hell can't I just jump to the maximum extend of my FSD's range for my mass, then just jump again once I've cooled off? Stars shouldn't be out of range!"

After a little mental wander where I considered such a universe, and how long it would take for real people in there to start thinking "We're being had here!" I remembered the gravity thing, and then it suddenly made sense again. Though I do feel the urge to write a Twilight Zone style short, now.
 
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.
 
To be fair, throttle to zero still result in 30km/sec on exit so there is still some movement. However at that speed the jump is relatively far from the star and there is absolutely no reasons to panic ;)

On the other hand, one still need to babysit the jump, as any "long" duration AFK will bring in the heat. :)

Yeah but 30k per sec won't result in you hitting the star for quite a long time. Plus it's not like you drop out in normal flight anyway, so there's no risk really.
 
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