Jump range never recalculates while in the same system

I once flew through the nominal location of a neighbouring star system because it was between the A and B stars of the system I was in.

Nothing to see obviously, just a bit of a shame from a seamless galaxy perspective.
 
I understand that the game has to load a new instance so you can't supercruise to the next system even if you have enough fuel. But reducing jump range supercruising toward a system would be much appreciated and could be an interesting mechanic to reach systems out of your regular jump range. That would imply time spent in supercruise, a lot of math in order to be able to jump back and not be left stranded, some ability indeed that interstellar travel would need, something more than point a star and jump if distance/fuel are correct.

To this point I'd also like an option or a slider to calculate the route plotting with your actual fuel and not only as if you had the fuel filled.
 
No...you're wrong. It makes no difference. Here's some more screenshots to prove it:

Actually, his info is right. However, it doesn't pertain to your situation. You can jump further with an emptier tank, than a full one.

No difference in fuel load will help though, if the distance between the stars requires more fuel in one jump than your FSD can use.
 
I think some people are misunderstanding the OP.

Glynie began by being out of range of his destination. He then moved towards his destination in supercruise until he got closer and was in range.
The EXCESS MASS warning in the nav panel disappeared, indicating that he could jump as long as he had enough fuel, which he did have. However, jumping was still not possible.
It seems odd that the warnings would disappear when getting closer, while jumping still isn't possible.
 
When you get there, there's nothing...just the same target circle floating around an invisible point in space.
So it's hard luck if you are out of fuel. I'm guessing it won't even let you jump 0ly to the system you are now in - which I think is your original point.
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I agree with Who? that it is immersion breaking.
 
If you want a handwavy explanation you could say something like the FSD always jumps you to a particular star in a system but must also escape the gravitational pull of the main star from your source, so no matter where you are within the system you must still expend the same amount of fuel to get to the destination.

Your drive would be capable of jumping the distance shown but that isn't the actual distance you need to jump.

Or something.
 
Actually, his info is right. However, it doesn't pertain to your situation. You can jump further with an emptier tank, than a full one.
Yeah I know that but he said "I am pretty sure the second system was "in range" as you were carrying less fuel in the second screenshot", suggesting the only reason I couldn't make it earlier was because I had too much fuel which wasn't the case.

I think some people are misunderstanding the OP.

Glynie began by being out of range of his destination. He then moved towards his destination in supercruise until he got closer and was in range.
The EXCESS MASS warning in the nav panel disappeared, indicating that he could jump as long as he had enough fuel, which he did have. However, jumping was still not possible.
It seems odd that the warnings would disappear when getting closer, while jumping still isn't possible.
Yeah exactly.
 
By the way, for those who're interested, you could travel easily over 70 light years in an Anaconda, with the right load-out and additional fuel tanks if it were possible to jump like this. It would take you about a week to super-cruise half the distance, but you could do it.
 
Yeah I know that but he said "I am pretty sure the second system was "in range" as you were carrying less fuel in the second screenshot", suggesting the only reason I couldn't make it earlier was because I had too much fuel which wasn't the case.

Yeah, I don't think he realized you had already supercruised closer to the system, in the first picture .

This is something that really should be changed. I have no experience with this, but it surely couldn't be too hard to let the FSD calculate your current distance instead of a fixed number, right? It wouldn't even make a difference to most people, but it would sure come in handy occasionally.
 
Maybe we should put in a request for it to be sorted for version 1.4? Shouldn't be difficult to implement I would've thought.
 
Well, as you can see:



...the problem still exists in the current version. Tried restarting the game after reaching jump range, but I still couldn't jump to the destination.
 
Well, as you can see:

[url]http://s10.postimg.org/sz1fpzf5l/jumprange1small.jpg[/url][url]http://s13.postimg.org/46aofyahz/jumprange2small.jpg[/url][url]http://s12.postimg.org/x63ngjuyl/jumprange3small.jpg[/url]

...the problem still exists in the current version. Tried restarting the game after reaching jump range, but I still couldn't jump to the destination.

That's because it's still impossible since forever because of how the game is built and will probably remain so indefinitely. Is it sad? Yes, a bit.
 
That's because it's still impossible since forever because of how the game is built and will probably remain so indefinitely. Is it sad? Yes, a bit.
Notice how it updates on the navigation panel?
...anyway, enlighten me - what is it about the game which prevents it? Did you do some of the programming?
 
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