Just jumped in to a dangerous binary. Wishing heat sinks worked from super cruise.

I've jumped in through stars before, but this time was different. Even before the jump was over, I was starting to panic. Fuel scoop on, heat rising, and the sky full of burning hydrogen while I hit accelerate to no avail.

Speed measured in megameters per second, cockpit sparking as heat roars past 150%, heading to 200%.

Why won't the heat sinks deploy?

Finally, we break free from the cruel embrace of twin stellar gravity, and break free to open space. Heat starts dropping. It looks like three months exploration won't end tonight.


FYI:
I took 0% hull damage, and 5% module damage. I was expecting much worse.

But again, why don't heat sinks work in supercruise?
 
They used to work in SC back in Beta, the big freighters used to literally cook themselves if you didn't use sinks on trade runs. Not sure why they changed it on release.
 
Here's a photo of the thugs. Cross the street if you see them. You wouldn't want to meet them in a dark alley, especially the red one.

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It looks like three months exploration won't end tonight.

Oh man my heart would be racing and I'd probably have to take a walk away and chill out for a bit after that.

Heatsinks not working in SC was the main reason I didn't take them previously. Figured it'd be mostly useless. But I guess (haven't tried this), that you can drop out, dump the heatsinks and then get back into SC with a more healthy heat level to be able fly out of the crisis.
 
... sky full of burning hydrogen while I hit accelerate to no avail.

I find slowing down is usually a good move - hit full stop (0%) - it stops the temperature going up so quickly, then turn to face away from the stars and accelerate (maybe turn off a few unnecessary modules - shields, AFM, any weapons). I've hit binaries like that a few times and not gone above 85/90% before I got away.

Saying that, my next jump will be into a binary system which will likely fry me. But hey. ;)

- as for heat sinks - it would be good if they worked in SC, but as you only get four shots each they can quickly become dead weight, so I don't bother with them.
 
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I think it can vary. There are close binary pairs that will slow cook you... and there are closer binary pairs that will fry you if you hesitate :) Just be careful and act promptly.
 
Still only had one of those in about 2000 systems (plus maybe a dozen more that could've been if I'd come in at the wrong angle).

Fortunately I was able to roll over, open the throttle and get out before damage started but it did get my heart rate up alright.
 
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Oh man my heart would be racing and I'd probably have to take a walk away and chill out for a bit after that.

Heatsinks not working in SC was the main reason I didn't take them previously. Figured it'd be mostly useless. But I guess (haven't tried this), that you can drop out, dump the heatsinks and then get back into SC with a more healthy heat level to be able fly out of the crisis.

My favourite tactic is to drop out asap and start popping heat sinks while disabling all unnecessary modules, scanners, sensors everything goes. When Im as low as I can get on heat I charge hyperspace for the next system.
Basically all to minimise damage, if I spend 3 or 4 heatsinks im not fussed, its not problem systems are that common. :)

In response to OP im not sure, I always wondered this myself. Could it be a lore reason since we are in supercruise bubble or whatever?
 
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They used to work in SC back in Beta, the big freighters used to literally cook themselves if you didn't use sinks on trade runs. Not sure why they changed it on release.

Your are right. The T7's are the worst at this. Doesn't make much sense not to allow use in SC. It would help all meta's of the game.
 
Still only had one of those in about 2000 systems (plus maybe a dozen more that could've been if I'd come in at the wrong angle).

This was my first dangerous jump after 3000 systems, but I've also seen others that could have caused trouble if I'd landed in the middle (like my profile pic). So it sounds like a pretty common strike rate.

b0rg9 said:
Oh man my heart would be racing and I'd probably have to take a walk away and chill out for a bit after that.
Yup. That's about what happened. I think I sat 100 Ls out for the next half hour before slowly completing the last 6 jumps I'd planned for the night.

CMDR DoubleSkulls said:
I think it can vary. There are close binary pairs that will slow cook you... and there are closer binary pairs that will fry you if you hesitate Just be careful and act promptly.
I run a fairly cool Asp. Unnecessary items turned off, A class power plant. I let heat cool to 50% after scooping before jumping, so am usually at 58-60% when arriving at a new system. It took about 3 seconds to reach 100% after arriving at this one. Definitely in the "fry on hesitation" category.

I'd actually love to play through that jump again a few times in a tutorial session to test how much time there was to do things like drop out to allow heat sink activation. But I won't be going back there in the real game any time soon.
 
Well... the problem with testing is that you need to be prepared to die. If the system is a reasonable distance out then many won't want to travel to destruction test.
 
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