Nuetron star risk

One time while on the outside of the jets, I was pulled out of supercruise and killed. I wasn't in the exclusion zone. Why did this happen?
 
One time while on the outside of the jets, I was pulled out of supercruise and killed. I wasn't in the exclusion zone. Why did this happen?

Wrong angle of attack? These jet cones are dangerous! You have to enter them gently and slow, preferably almost parallel to the cone, facing away from the neutron star. Do it the wrong way and you get what you just experienced, with little to no warning up front...

Fly as safe as possible,
CMDR Jermus Karlsen
 
This should be sticked somewhere:

Dwarf&Neutron Boost.jpg

Fly safe o7
 
One time while on the outside of the jets, I was pulled out of supercruise and killed. I wasn't in the exclusion zone. Why did this happen?

The above poster is absolutely spot on. Also from my time neutron jumping I noticed one thing that makes a huge difference: not all jet cones are the same intensity and hence same length. The drop distance is usually 0.71 ls, a fair distance away from the exclusion zone. However, the less intense jet cones are not going that far away from it and it's easy to misjudge the distance. What I usually do is this:

  • Kill my speed while in supercruise and on arrival lock and scan the star. Keep it locked.
  • Look at the cones and figure out which one is the closest to my position. Sometimes the drop is closer to one of the cones and it's easier but sometimes it's almost in the middle.
  • If the cone is energetic it means it goes a lot further than the 0.71 Ls drop distance. I turn the ship around and point towards the edge of the cone. Because the star is still locked I can see the little target gadget on the left of the radar. I put the star at the top or bottom edge of the target circle just as the dot starts going hollow. If I am further away from the cone then I point somewhere past it with the intention on turning towards it as soon as I get closer.
  • I increase speed very slightly and watch the distance increase. If the distance from the star decreases then I adjust my pitch accordingly but because my speed is super low I can do that with a safety margin. As the distance from the star increases, I can pitch down (or up if the cone is above but I usually put the cone below me) and aim towards a gentle "dive" into the cone while the distance from the star is 1 Ls at best occasions (but I've dived in at 0.8 Ls too).
  • What usually happens is the ship supercharges and at the same time continues to move away from the star. I increase the speed as soon as it's ready.
  • I fly away from the star and drop out of supercruise. This is because the last save position was in the cone and if disconnection happens, upon load it will put the ship back there but in normal space. Dropping out of supercruise saves the new position.
If the cone is less energetic it's more risky. I usually avoid the ones that barely go beyond the 0.71 Ls distance. Also, because the above steps are super-cautious, sometimes I drop out of the cone before supercharging but I simply turned the ship towards the cone on the spot and slowly re-enter it almost on the spot (if it's a long distance from the star it's fine).

I flew over 15 Kylies this way (not in a straight line -- I tend to wander around) almost exclusively neutron jumping. It's not the fastest way and if you want speed then your risk have to be higher but I don't care for speed. This was pre-2.3 and I was carrying 50 Mil credits worth of exploration data with me. I'd rather be super-slow and safe than fast.
 
Agreed, I did a 15KLY stretch of NS boosting when going from Colonia to Beagle Point.

Didn't have a single issue.
(High G planets ... that's a different matter :( ...)

But for me it was *much* faster than normal jumping.
I posted some figures a while back... I'll see if I can dig them out.
 
"I fly away from the star and drop out of supercruise. This is because the last save position was in the cone and if disconnection happens, upon load it will put the ship back there but in normal space. Dropping out of supercruise saves the new position."

I'm pretty sure this was fixed.
 
Last edited:
"I fly away from the star and drop out of supercruise. This is because the last save position was in the cone and if disconnection happens, upon load it will put the ship back there but in normal space. Dropping out of supercruise saves the new position."

I'm pretty sure this was fixed.

Call me paranoid. Especially when carrying so much exploration data. I'd rather not test it. I guess there is an easy way to test: use a throwaway ship, go supercharge, fly for ten seconds away from the cone, kill the Elite process using the task manager (so it doesn't save using the menu) or kill your network connection, load back the game and see where it puts you. :D

If achieving supercharge also saves your state, then it will save your position. My guess is it will put you back into the cone when reloading and I don't think it's a bug.
 
Rhea I agree, I dont want to test it either. However from the 2.2.03 change log:

- If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn't ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can't be used to escape once you've already made a mistake, it's just covering for failures that aren't the player's fault
 
Rhea I agree, I dont want to test it either. However from the 2.2.03 change log:

- If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn't ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can't be used to escape once you've already made a mistake, it's just covering for failures that aren't the player's fault

Aha, yes they did fix it, thanks Osser! :D
 
But for me it was *much* faster than normal jumping.
I posted some figures a while back... I'll see if I can dig them out.

Taken from a couple of random days' logs from EDD:-

3rd Feb ... 53 boosted jumps over a period of 137 minutes and travelled 5413LY = 39.5LY per minute
15th Feb ... 58 non-boosted jumps over a period of 100 minutes and travelled 1717LY = 17.2LY per minute
 
Taken from a couple of random days' logs from EDD:-

3rd Feb ... 53 boosted jumps over a period of 137 minutes and travelled 5413LY = 39.5LY per minute
15th Feb ... 58 non-boosted jumps over a period of 100 minutes and travelled 1717LY = 17.2LY per minute

Ah yes, sorry, what I meant by slow is the entire process of how I supercharge. I'm super extra careful, especially with huge amounts of exploration data that I'd cry if I lost because I wanted to supercharge faster. Assuming however, that you hit fairly energetic NS (which means supercharging can be relatively fast) then yes your numbers make sense. Plus it's more fun. :D
 
Ah yes, sorry, what I meant by slow is the entire process of how I supercharge. I'm super extra careful, especially with huge amounts of exploration data that I'd cry if I lost because I wanted to supercharge faster. Assuming however, that you hit fairly energetic NS (which means supercharging can be relatively fast) then yes your numbers make sense. Plus it's more fun. :D

True ... I always just skim the outer surface (rather than just diving into the cone), but I really enjoy the 2x speed up it gives me.

I was hitting some fairly dense NS fields just North of Colonia, so that might help.

I'll try to find some on my way back to SagA and see if I can repeat the speed boost.
 
One time while on the outside of the jets, I was pulled out of supercruise and killed. I wasn't in the exclusion zone. Why did this happen?

If you neither hit the exclusion zone nor dropped manually, you may have had an FSD malfunction.

The FSD takes module damage from flying through neutron star jets. At 80% and lower you will start to get malfunctions that can cause you do drop.

Aha, yes they did fix it, thanks Osser! :D

I also tested it. You now only get into normal space of a jet if you drop there. If you keep your FSD intact it's no more dangerous than normal scooping.

edit: also that poster is somewhat uninformative imo

You can totally enter at the "dangerous" angle without issues.

What you gotta know is that you gain more control over your rotation the slower you are, but you also cannot slow down in a jet as quickly as usual (it's a bit like sliding on ice).

Thus you want to enter a jet cone as slowly as possible, which also helps staying in there long enough to super charge (especially on smaller jets), instead of darting through too quickly.

The same applies in normal space of a jet by the way. Because of that it is best to zero throttle while charging to super cruise (a hyper jump causes more heat), so you have an easier time staying aligned with the escape vector (if there is one) - and boosting towards it once the FSD is charged. If you don't do this you risk fighting with an uncontrolled sideway drift, but you always have to align the ship with its trajectory to engage.
 
Last edited:
Back
Top Bottom