Neutron Orbit line should always be displayed if orbit are toggled on

I just lost a tons of data, a tons of credit and made my time wasted just because i couldn't not even see but guess clearly enough where was the f*ng danger zone.
Because i was directly pointing at it enough or wasn't going fast enough and so the line wasn't showing anymore.

That's senseless.
Neutron star are very dangerous, how about your computer, if orbit lines are toggled, ALWAYS displays the limite that show where you'll have almost a 50% chance of death?
 

Lestat

Banned
Ok I can go for the Orbit line as long as their an option to disable them.

Here a trick I have done. If I am unsure. Turn 180 and fly away.
 
was heading to a nav beacon, no reference it was just around the bend..

neutron/dwarf exclusion zone always visible? : [true]

And the rest not?

We start making rules, then exceptions to rules it starts getting complicated and error prone and we get more bugs, I always set throttle to zero when entering neutron star or white dwarf vicinity because it's dangerous out there, I then plan my route carefully to avoid the exclusion zone.

But the question I have to ask is, how on earth did you lose your ship and data just for hitting the exclusion zone, it's not a kill zone, it just drops you out of SC with some damage. This has happened to me before when I first started playing and I was always able to exit the vicinity of the star albeit with some damage but nothing really serious. Using the correct procedures it's relatively easy to escape, but if you made a mistake and destroyed your ship I don't see why we should start altering the game.

If I make a mistake I think, "well that was a silly thing to do, lets not do that again!" Not, "I've made a mistake and the environment killed me, let's get the environment changed so I can make the same mistake and it won't hurt anymore!"

I'm not being nasty understand, I enjoy the mild risk of deep space exploring, but as far as Neutron stars and white dwarfs are concerned using the proper techniques reduces the risk to zero so I don't rally see a problem with things the way they are now.
 
I use the scanner to keep an eye on exclusion zones in supercruise. Usually easier to pick out than some faint green line that might not be visible against the jet-cone, or if I'm already too close, might be outside my field of view. Hell, I'm fairly confident that I could skirt the zone, supercharge, and make a jump with a blown canopy.

Your instruments are good, use them.
 
And the rest not?
ui coloring in general - I'd set orbit invisible, exclusions zones 50%, that's how i'd play.
i want the exclusion zone option like OP is suggesting, since neutrons/dwarfs are an enormous exception

wasn't going fast enough and so the line wasn't showing anymore
for sure. throttle 0 SC they never show though proximity plays a role, but feels arbitrarily too-strict with them; settings like that are better left tuned by users
(within reason and this falls into that category imo...even if it means keybindings is overwhelming to a new user, we all love the options and want more.)


*****
inconsequential QoL requests like these are always thumbs up from me; it's not competitive open-only pvp balancing

fwiw for a feedback/suggestion forum there's too often L2P commentary regarding mundane PvE activity
 
Last edited:
inconsequential QoL requests like these are always thumbs up from me; it's not competitive open-only pvp balancing

fwiw for a feedback/suggestion forum there's too often L2P commentary regarding mundane PvE activity

To be honest I used to be exactly the same with basic QOL things, but much reading on the forums and coming across so many conflicting requests, I think only ones that everyone agrees would be useful, such as user settable waypoints on planets surfaces, better bookmarking options etc should be supported, QOL options where we already have the tools to do the same thing other ways should be best left to FDEV to decide. Basically if we can already manage fine without it I generally now say no, but I am willing to listen to reasonable arguments.
 
And the rest not?
But the question I have to ask is, how on earth did you lose your ship and data just for hitting the exclusion zone, it's not a kill zone, it just drops you out of SC with some damage. This has happened to me before when I first started playing and I was always able to exit the vicinity of the star albeit with some damage but nothing really serious. Using the correct procedures it's relatively easy to escape, but if you made a mistake and destroyed your ship I don't see why we should start altering the game.

If I make a mistake I think, "well that was a silly thing to do, lets not do that again!" Not, "I've made a mistake and the environment killed me, let's get the environment changed so I can make the same mistake and it won't hurt anymore!"

I'm not being nasty understand, I enjoy the mild risk of deep space exploring, but as far as Neutron stars and white dwarfs are concerned using the proper techniques reduces the risk to zero so I don't rally see a problem with things the way they are now.

The answer is quite simple : it was a neutron star. Thing is i am a veteran player (around 2k hours) and also elite but not in combat. The point is, the exclusion zone wasn't showing because i wasn't pointing enough to the star. Exclusion zone for neutron are a real deal, and IF you have toggled your orbit/exclusion zone IT SHOULD be always displaying, ESPECIALLY for such dangerous stars. I don't even know why it arbitrary goes off tbh. Well I do figure why (aesthetics), but it's a poor decision regarding my opinion.

Also "using proper technique" doesn't imply having your HUD removing arbitrarily crucial information. So yeah, it could have been avoided by my part. But still it's something which is either incoherent or ... well lame... i mean is this a intended gameplay to limit to such a strict way to FSD Boost?
 
Last edited:
No. If i've turned off orbits then I want them off . You can bind the toggle to a key now, so you can switch it quickly without having to faff about with the system screen, if you're jumping into a neutron star system.

You can tell you're going to hit the exclusion zone as it says IMPACT in red in the top right of the screen, so slow down and pull up from the star. Yeah, if you're going full speed then it can be all over quite quickly (so drop your speed for neutron stars till you know where you are), but at worst it's a bit of heat damage to modules and a few % off the hull.
 
No. If i've turned off orbits then I want them off .
Absolutely - but that's not the issue: the original post makes clear that it should only apply if orbit lines are on. The problem is that when you have them on the exclusion zone lines for planets, stars, etc. sometimes show up way too late. I've rammed a good bunch of them over the years because they only showed up after it was too late to change course - as it happens, none of mine on anything where hitting the exclusion zone was dangerous, but it's still annoying to have "where's the exclusion zone on this planet? it's got to be around here somewhere? <appears with about half a second to impact> pull up! pull up! splat!"

If you see it coming, and then come to a stop, the exclusion line often disappears ... because you're now travelling slow enough that you're not about to hit it ... which means you can't easily see where it's safe to point before accelerating again. Had some extremely cautious inching around a white dwarf with that, once.

If orbit line display is on, the exclusion zones should unconditionally appear if you're within, say, twice their radius - regardless of your speed and heading.
 
No. If i've turned off orbits then I want them off . You can bind the toggle to a key now, so you can switch it quickly without having to faff about with the system screen, if you're jumping into a neutron star system.

You can tell you're going to hit the exclusion zone as it says IMPACT in red in the top right of the screen, so slow down and pull up from the star. Yeah, if you're going full speed then it can be all over quite quickly (so drop your speed for neutron stars till you know where you are), but at worst it's a bit of heat damage to modules and a few % off the hull.

But that is not how they work now....



even if you are showing orbital lines, FDev made a change that if you are going TOO SLOW, they remove the lines, regardless of your orbital lines settings. I think this was made to accommodate some players wish to have them removed to make great flybys of stars, so instead of making this an option that connects to orbital lines show/hide, they made a universal change that when below a certain speed, the remove these lines, and here we are....

And the suggestion is to if you have OPTED to show orbital lines, you want to also want to have these lines shown always too, and if you turn show orbital lines, then they have the function to remove the lines around starts when going below a certain speed.

I have made some narrow escapes from Neutron stars due these lines do not until it usually to late. You can observe this weird behaviour when jumping in to a Neutron stars, as you are slowing down, the shows at first and then they get removed just as you regain control of your ship, so have almost no help when flying around a Neutron star once you have jumped there. The only help you get is the collision lights.
 
... FDev made a change that if you are going TOO SLOW, they remove the lines, regardless of your orbital lines settings...
Ah OK. The OP isn't that clear. My mistake.

-- I AGREE if you have orbit lines toggled ON then they should always be visible (given as I said it's easy to toggle them ON/OFF via a key bind.)
 
Back
Top Bottom