Neutron Star Death

Killed myself for the first time in the neutron star.
NEVER once did I "randomly" turn to the escape vector. Just a lot of noise, system malfunctions and evenually..............death.

Any suggestions on what I could have done? (Apart from not get caught in the gravity well)!!!

Are there any good "game" suggestions on how we could stop this happening?
 
Killed myself for the first time in the neutron star.
NEVER once did I "randomly" turn to the escape vector. Just a lot of noise, system malfunctions and evenually..............death.

Any suggestions on what I could have done? (Apart from not get caught in the gravity well)!!!

Are there any good "game" suggestions on how we could stop this happening?

As a veteran of... 4 months, when you’re in a neutron stat jet cone, you’re kinda screwed. But, here’s a tip if you’re going to jet cone boost, fly away from the star and the turn around, go back towards it and enter the jet stream from the exclusion zone. I hope this helps
 
As have spent alot of time getting stuck on white dwarves and trying to escape, my findings are you are screwed if you end up in the cones....

As for a quick and information information on how to do this check this out, have a nice picture to show it.
https://www.reddit.com/r/EliteDangerous/comments/5738sk/slingshotting_a_comprehensive_guide_to/



OK the above tells you how to do it, and how to not do it.

One things that makes it worse, are that the exclusion zone is not visible when you go to slow, so you have to go by distance and the impact indicator.
And as long as you do not drop out of super cruise in the cone, you should be "safe", so always approach the star between the cones as depicted. So you will learn how close you can get, I think it was 0.13-0.15 LS, now the tricky part, how to fly around the star without hitting the exclusion zone. use flashing the impact light to the top right, as it will alert you if your current course will impact anything soon... like the exclusion zone. Practice in a cheap ship.... and White dwarves are the worst to practice at, but are present in the bubble, so doable in cheap ships to practice on. If can do white dwarves, then most Neutron stars will be a breeze in comparison.



Ok, if you get stuck there are a few things that I have noticed....

1. Your ship will ALWAYS try to point towards the star!
2. Your controls will sometimes be reversed, very frustrating, as it took me quite some time to figure this one out, as some tests the ship moved as expected, and in others, every things just did not work.
3. You have to swing the ship back and forth, like a pendulum to swing the nose away from the star, as the exit vector will be away from the star. Boosting can improve the pendulum effect to swing around the ship
4. You need to have the FSD to spin up and sort of time it so you are facing the exit vector when the FSD is ready,
5. Timed boosting to keep the exit vector in the general center to allow the FSD to lock on to it and let you escape.
6. You are still in the jet cone and you will in 50% of the time drop out again, due to the extreme turbulence (as it seems to get worse the close to the you are), you have in most cases very little time to get your bearing and keep going away from the star, you are obviously not in the clear when the countdown begins...so keep an eye on the navigation orb and make the best use to have it behind you in super cruise to avoid dropping back into normal space.


What ultimately will kill your ship are two things
1. Hull/Module damage from the extreme gravitation -> module mal functions and the two that ultimate gets your will be FSD and Thruster, and then it just a waiting game before the ship is crushed..
2. Heat damage from FSD 100% chraged and not jumping away -> to increased module damage -> and all the bad stuff from 1 happens even faster.


I have not tried out if you can use repair limpets and AFM to repair your ship to get more goes at escaping.


A more cheaty way of practicing this is to combat log, this will allow you to retry this many, many times, as it in most cases pointless to make several tries to fire up FSD and swing out, as the damage to your ship will be to great, so after first failed attempt, combat and when you login back in, you will in most cases be back to when you first dropped in, giving you the possibility to a repeat and try again. Ihave only tested escape on White Dwarves, so I do not know if they differs much from Neutron star in difficulty.


So how many times have I done this? well, I have lost 10 or so Anacondas to this, and I have only successfully made escapade 2 times, been locked on to escapde vector etc, when FSD/Thrusters cuts out due to malfunction, or dropping right back to the the star.
I have done it 5 or times in a Combat Vulture, no escapes, I have tried a D-rated Eagle, it disintegrated almost instantly... So in my experience you need a beefy hull to even have chance at this.
I have spent countless of hours swinging my Anaconda back and forth and do the combat logging trick... and based on all my tries at this (many, many hours), my success rate at this is really bad. And even if you do get the escape vector to lock, you have that 50% chance to get sucked back into the exclusion zone again. So if you are stubborn as I, go for it and do the combat trick, if you have a ship that can last long enough, otherwise, watch the destruction and try to avoid it in the future...




Fun trivia, every Neutron boost damages your FSD, and it is possible to totally break your FSD to the point that it crease to work, when this happens, you will be thrown out of super cruise. If you want to experience this without doing all flying throught the cones, simply disable your FSD and this is what happens. Another fun trivia to this, it is possible to survive this when bringn your FSD to a true 0% at a neutron star. Done that, and I did not end up in the danger zone of the the start inside the cone.
Also I have encountered a FSD failure that affected super cruise except in two cases, total failure of FSD, 0%, and you manually turn it off, like trying to repair and forgetting to drop to normal space.
Thrusters are used for Supercruise, so turning those off also drops you to normal space.
 
There seem to be two types of neutron (not to be confused with white dwarf). The wispy ones and the type which looks like a pressurized tunnel. The latter are nasty and I nearly came a cropper already coming back from Sag-A.

The secret I have found is getting as close to the tail as you can before dipping in. Sometimes that means taking a second pass but hey ho. Keep speed around 12 - 13 m/s, don't go into percentage of c as that seems to be too fast. I have never seen an escape vector appear but I try and fix my view on a particular star cluster and use that as a reference point.

Although I've been using Spansh to calculate my overall route I have been taking a waypoint three or four steps ahead and feeding it into the GalMap with cone boost selected. This works out slightly more jumps but is not pure neutron and also gives you fuel stars without having to manually calculate off route. More relaxing than every jump a neutron one.

However as I hopefully "git gud" with neutron scooping it scares me much less than the dumb game dropping me in between two binary stars as happened yesterday. Escaped by the skin of my teeth, after temps of 260c, hull down to 49%, numerous modules destroyed or massive damage consuming most of my AFMU stock to fix. With 18,000 LY or so still back to the bubble I'm really hoping FDev implement "Rebuy+" at some point with an extra premium to protect all your data.
 
Having used the neutron highway on my way back from Colonia, I have to say that the easiest way to neutron boost I use is:

1. Throttle down to a complete stop as soon as you enter the system. It is very important to notice the exclusion zone as well as the direction of the jet cones of the star. Also, it is important to note that I've seen white dwarfs whose cones are too short and lie within the exclusion zone itself, DO NOT attempt to boost from such starts, as it is impossible.
2. Once you've decided on an entry vector, speed up to about 10% (20 or 30 km/s I think), orient your ship in such a way, so that the jet is horizontally (so that it overlaps) or vertically (so that it is perpendicular) your horizon and approach it as further away from the core as possible (usually you'll have to aim for the blue-ish smoke that is just about outside of the exclusion zone).
3. Once inside the jet, your ship will start tumbling around, but in case you rotate towards the core, it wont be fatal, as you are moving relatively slow and won't enter the exclusion zone too fast.
4. Once overcharged, increase throttle to 15, maybe 20% and start fighting for control over your craft, most of the times you will recover just fine, and even sometimes the currents in the cone will throw you out on their own. There is the 5% chance that this will not help, but in my experience this happened only 1 or 2 times in about 100 neutron jumps.

I would advise against charging the FSD while still in the cone and attempting to jump at the right moment, as it generates heat and is quite hard to time with your ship rolling around like crazy.

And also I had this bug where I jumped into a system, as soon as I entered it my fsd safety-disengaged INSIDE the exclusion zone, and I was fried. Luckily Frontier were able to return me to a previous point :D
 
Special kind of stars that can supercharge your FSD and give longer jump ranges. Whn you plot a route in galaxy map, you have an option to include jump boost from such stars or not.


One use is to get far away fast, if you can find the neutron stars to boost your jumprange on... (there sites for that too)
http://elite-dangerous.wikia.com/wiki/Neutron_Highway
I know how they work. I’ve played for over 12 weeks total time in game.
 
Back
Top Bottom