Nonsense material req. for heatsinks

Severity
Minor

Frequency
All of the time (100%)

Time of occurrence
always

Date of occurrence
now

VR?
None / N/A

Location
everywhere

Ship/SRV?
Ship

Ship Type
all

Commander Name
Bofhenator

Description
If I want to synthesize a handful of guided missiles, all I need are a bit of dirt and an old piece of chewing gum, and voila, missiles, I can fabricate them on the far side of Sag A* with no problem and an nothing brought from home (that's actually incorrect, I don't need any gum). I would have more or less no use for them, but I could!

Heatsinks on the other hand, a very useful item, for an explorer, out in the black... A sink to store heat in... A lump of metal... That I need to bring (rather hard to find) man made metarials... I makes no sense!

Please make things make sense.


Steps to Reproduce
Go beyond Sag A* and run out of missiles and heatsinks and play around to find out what you can fabricate without bringing manmade materials.

Additional files?
 
This is probably intended behaviour, as silly as that is.

However, I can't even find Basic Conductors IN the bubble! They are supposed to be "very common", but I spent hours upon hours going between signal sources and never saw any!
 
AFAIR there was a thread the other day where FD had stated that they intentionally indicated the use of materials from inhabited space for heatsink synthesis. That means you have to stockpile them before heading out in the black and you have to murder some T9 in anarchy systems like you do for Chemical Manipulators. Or you go shopping @ Dav's Hope in the Hyades Sector.
 
While I would not go as far as saying this is a bug, it does come close. I read the thread with the by 'design idea', about not being self sufficient out in the black. But in the last few weeks, I have put quite a bit of time into exploration. Infact I hit Elite explorer not long after 2.4 dropped. Have played on and off since early 2015.

I reluctantly looked up 3rd party sites for clues to finding Basic Conductors, no joy, tried for hours over numerous days, Combat Aftermath, Low and High grade USS, I've blown up (wanted only) haulage class ships, tried in Boom state systems, Retreat etc, I did get a little luck in the end. One T6 dropped a couple, and a couple of Asp Scouts, that was in a Feudal Independent system at a compromised Nav Beacon, but could not repeat that luck. To sum up, these seem harder then Grade 5 rares to find, by a long shot. Bad RNG ?, very bad luck ?, just me ? Design flaw, or bug like creature?

One Caveat, this is not in the 'Bubble' but out at Colonia. My first trip here, after a bad experience on the outbound journey running out of heat sinks (only had two launchers, no mods), I thought I would take care on the return. It would have been quicker to just go back without them, to be honest.

For those who may wonder how I used up my heat sinks, I tried plotting a route using the new Neutron Star Boost feature, I had a bad hair moment where I came out of Jump into a Neutron, that was too close to another star. And twice came out of jumps too close to regular binary stars (as in the old way of mishap, by not checking before jumping for Binary or greater in jump path). That was bad luck, lesson learned, the jump dropping clear of binary etc, which works 98/99% 'ish is not bullet proof, be warned.

And yes, I do throttle to zero, if I know there is a Neutron up ahead, during jump. Although any other jump I usually throttle to 50%, will have to keep an eye out for trouble in the Gal map, or save time and chance it. These rare moments would make having Heat Sink synthesis a real time saver, but as they stand, they are not Heat Sinks but Time Sinks ):

So as for being able to synth Heat Sinks, I really feel this needs addressing, 'very common material', more like frustratingly rare, maybe it's a new grade 6 rare !

Thank you for taking the time to read my take on this, sorry if it's in the wrong place. I am keen to hear how other Cmdrs have experienced this so far. Safe travels..
 
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I have been looking for basic conductors since we have had the option to synt. heat sinks... I've found 2(two)!!! But they shouldn't even be necessary, they do not make sense.
 
Oddly enough, I have just managed to find two more as well (3 for each drop being 6). And it does seem a bit daft, given the complex synth we can do out in the black.

So for all my efforts and hours of play this weekend, not to mention last week as well, I have just by pure luck managed two more drops. Rare as hens teeth.

I have lost count of how many wanted haulage / transport ships I have destroyed in this time, but I had one from a Type 6 and just a while ago my first from a Type 7.
Last week I had several drop from Asp scouts, but since then no more, and a while ago a DBX dropped one, least expected, lots of those shot down with wanted status just for the kills.

If it helps any one else out in Colonia, the only two systems I had any joy in were Ra'takakhan and Rodentia, in both cases only at the Nav Beacons. I gave up with Combat Aftermath, and all the USS, that might have been any good, not a drop. And I have tried many other systems, if not most of the cluster at Colonia. Bad luck!?, perhaps I missed a trick!?. Hopefully this will improve, but I have a feeling they are not meant to be very common anymore.

If you don't mind murdering traders, I imagine the odds may improve a bit, but not for me, role play and all that jazz. Good luck..
 
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AFAIR there was a thread the other day where FD had stated that they intentionally indicated the use of materials from inhabited space for heatsink synthesis. That means you have to stockpile them before heading out in the black and you have to murder some T9 in anarchy systems like you do for Chemical Manipulators. Or you go shopping @ Dav's Hope in the Hyades Sector.

...because going to a shipyard and being able to buy components used in building ships makes no sense for... reasons.
 
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