I have a question about neutron star jumps, or whatever they're called.

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Deleted member 110222

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When you charge a boost with one, what modules exactly get damaged?
 
Assuming you don't hang around in the stream for sightseeing and general tomfoolery you'll take 1% module damage to your FSD every time you charge up.
 
Would you use a Neutron star mainly for over 1k ly travel only? Reason I'm asking is recently I used the Neutron Router for an expedition to the Jellyfish nebula except there are significantly less jumps NOT using a neutron star. I believe this is b/c using a neutron star required me to travel to an out of the way system which has a neutron star.
 
When you charge a boost with one, what modules exactly get damaged?

C
Carry an AFMU if jumping neutron stars. Repair your FSD when it gets down to 80%. I get around 15-20 (an estimate) neutron jumps before having to repair my FSD. At 79%, you'll start getting warnings of FSD malfunction. I don't know what happens if you go lower than 79%, maybe the FSD will not function at all?
 
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Would you use a Neutron star mainly for over 1k ly travel only? Reason I'm asking is recently I used the Neutron Router for an expedition to the Jellyfish nebula except there are significantly less jumps NOT using a neutron star. I believe this is b/c using a neutron star required me to travel to an out of the way system which has a neutron star.

Unless you are in an area where the neutron stars are very frequent (such as after about halfway to Jacques) you are likely to find yourself zig zagging a lot between neutrons, so yes, the conventional direct route could well be faster in practice.
 
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C
Carry an AFMU if jumping neutron stars. Repair your FSD when it gets down to 80%. I get around 15-20 (an estimate) neutron jumps before having to repair my FSD. At 79%, you'll start getting warnings of FSD malfunction. I don't know what happens if you go lower than 79%, maybe the FSD will not function at all?

I let my FSD get below 75% through ignorance once, and yes, the FSD suddenly signalled that it had failed. Then it kicked in .... then I realized I had better repair it with the AFMU !
 
Unless you are in an area where the neutron stars are very frequent (such as after about halfway to Jacques) you are likely to find yourself zig zagging a lot between neutrons, so yes, the conventional direct route could well be faster in practice.

You can reduce the zig zagging by using the "tricky" double neutron star boost.

After you've overcharged your FSD, start the jump to your destination INSIDE the cone and slowly accelerate (still inside the cone). You want to get another neutron star boost, before you trigger the jump. When you reach your destination, you'll have a second boost available, from the original neutron star. You'll likely do a bit more damage to your ship, but you can double the boost bonus distance. You can also use this trick to return from a distant system that you can't reach without a boost.

Video, or it isn't true... :D https://www.youtube.com/watch?v=apYNwGjwcB0
 
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You can reduce the zig zagging by using the "tricky" double neutron star boost.

After you've overcharged your FSD, start the jump to your destination INSIDE the cone and slowly accelerate (still inside the cone). You want to get another neutron star boost, before you trigger the jump. When you reach your destination, you'll have a second boost available, from the original neutron star. You'll likely do a bit more damage to your ship, but you can double the boost bonus distance. You can also use this trick to return from a distant system that you can't reach without a boost.

Video, or it isn't true... :D https://www.youtube.com/watch?v=apYNwGjwcB0

I shall have to owe you rep for this information ;)
 
C
Carry an AFMU if jumping neutron stars. Repair your FSD when it gets down to 80%. I get around 15-20 (an estimate) neutron jumps before having to repair my FSD. At 79%, you'll start getting warnings of FSD malfunction. I don't know what happens if you go lower than 79%, maybe the FSD will not function at all?
There's a chance it won't work. The lower the %, the better the chance of a failure.

Multiple AFMU's are a necessity if exploring as they cannot repair themselves.
 
Useful information here, thanks.

I've been kind of lost in the bubble lately, not drawn to doing anything. But something I've never done is try the new neutron star boosts (I did make a white dwarf boost in the bubble).

So I'm going to do something completely new, I've built an exploration Anaconda (my DW 3302 trip was in an Asp), and am going to Engineer it for range. Currently it's good for 50LY with a G4 FSD blueprint. I'll see if I can get lucky with some G5 attempts before setting off on a journey to travel the neutron stars.
 
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I've been kind of lost in the bubble lately, not drawn to doing anything. But something I've never done is try the new neutron star boosts (I did make a white dwarf boost in the bubble).

So I'm going to do something completely new, I've built an exploration Anaconda (my DW 3302 trip was in an Asp), and am going to Engineer it for range. Currently it's good for 50LY with a G4 FSD blueprint. I'll see if I can get lucky with some G5 attempts before setting off on a journey to travel the neutron stars.

Neutron star boosts are easier than white dwarf boosts, because the cones are much bigger.

I've only tried the double boost trick once and was unsuccessful. I didn't die or anything; I just jumped before the second charge was obtained. I plan to try again, but I've been in the bubble and haven't been near a neutron star since my first attempt to double boost.

Good luck with the RNG gods!
 
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When you charge a boost with one, what modules exactly get damaged?
Like others mentioned, FSD only. Usually 1-2%. The longer you stay in the streamer, the more damage. Bring an AFM and stop and repair every now and then. I usually won't let the damage go below 90%.
 
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Would you use a Neutron star mainly for over 1k ly travel only? Reason I'm asking is recently I used the Neutron Router for an expedition to the Jellyfish nebula except there are significantly less jumps NOT using a neutron star. I believe this is b/c using a neutron star required me to travel to an out of the way system which has a neutron star.
Did you use Spansh website? If you do, set the percent to 75-90% instead. That way you only get neutron stars mostly in your path. The default 25% pretty much doubles the distance, while 75% only increases the distance with 10%.
 
There's a chance it won't work. The lower the %, the better the chance of a failure.

Multiple AFMU's are a necessity if exploring as they cannot repair themselves.

Unless you screw up too often, a single AFMU should be enough. If you still feel like it might break too soon, you can try and mod it to make it more resiliant in exchange for added power consuption.
 
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Unless you screw up too often, a single AFMU should be enough. If you still feel like it might break too soon, you can try and mod it to make it more resiliant in exchange for added power consuption.
I'm doing an trip to the core in an Orca, and I only have one AFMU. Like you said, it's enough with one, as long as you don't crash into a gravity well or overheat during scooping. The AFMU only gets damaged if you do those things. I dropped into the field of a black hole, neutron star, and overheated once or twice during the fuel scoop, and got damage on everything. Such bummer.

But the good thing, going to the core, I took the route over Colonia, and there's a midway station around 10kly between home bubble and Colonia as well, so there I did all extra repairs the AFMU couldn't do.
 
I'm doing an trip to the core in an Orca, and I only have one AFMU. Like you said, it's enough with one, as long as you don't crash into a gravity well or overheat during scooping. The AFMU only gets damaged if you do those things. I dropped into the field of a black hole, neutron star, and overheated once or twice during the fuel scoop, and got damage on everything. Such bummer.

But the good thing, going to the core, I took the route over Colonia, and there's a midway station around 10kly between home bubble and Colonia as well, so there I did all extra repairs the AFMU couldn't do.

When I departed from Colonia to Ishum's Reach and back, I believe most of my modules were at 80% aprox. including my AFMU. Maybe for extremely long trips like a circunnavigation it might be useful to have two AFMU's but I think that if you mod the AFMU, your powerplant will malfunction before your AFMU does.
 
Unless you screw up too often, a single AFMU should be enough. If you still feel like it might break too soon, you can try and mod it to make it more resiliant in exchange for added power consuption.

Agreed. I made it to Beagle Point and back with only 1 AFMU, so you really only need 2 if you are planning a really long voyage (or maybe doing lots of neutron star boosting). For my trip, what I really needed was more heatsinks; I only took 2 launchers and was out of heatsinks before I reached Sag A*.
 
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