ive seen some of their pilots skills and i dont know if i would trust them with such technologyWell, someone forgot to implement SCO for NPC taxis.
And by the way, who moves by cab ? Do they have engineering FSDs or not ?ive seen some of their pilots skills and i dont know if i would trust them with such technology
You must first have passed the drop point. Only then can you overload.By the way, I have some strange error, always manifests itself, on different ships with different FSD SCO.
I take off from the planet, gravity capture is removed, I turn on the SC and then the boost and I write that the boost is canceled because of the capture, but on the indicator on the right - the capture has long been turned off.
Yes I understand, nevertheless the FSD itself turns on the SC after the indicator is turned off. At least the inscription - what is interfering - should be different.You must first have passed the drop point. Only then can you overload.
I travel a lot via Apex when doing settlement missions, or scouting stations for pre-engineered suits/weapons.And by the way, who moves by cab ? Do they have engineering FSDs or not ?
Compared against which ships and how does it fail to match them.WHAT a a waste of MONEY I WANT MY 12.99 Back It is crap compared to my other fleet ships.
Bloody furious. One person mentions swearing I will really kick off.
Compared against which ships and how does it fail to match them.
If it comes down to just subjective stuff then…
Well I run FDL, vette, cutter, python, krait mkii, both passenger ships and my DB exployer. All fully engineered G5. They do all that i like. I do not do PVP or Mining. So mostly in solo other than when i am with 1 or 2 people. I also have my carrier. Which I am just leaving Colonia.Seems to be a skill issue.
It's not better than the FDL but I would not call it bad.
I'm sorry, that's not what I was asking. Apex cabs with the existing FSD in them are modified by the engineers ?I travel a lot via Apex when doing settlement missions, or scouting stations for pre-engineered suits/weapons.
In my opinion, it was a great addition!
Sure... but that's a drop in the bucket compared to 8-30 minutes for an average-to-long supercruise journey, and you only need be aligned at the end of those 8 seconds, so you can save time there. It doesn't really compare.The planning of a route can potentially take some time, but the actual process of jumping is about eight seconds of aligning the ship during cooldown and then at a minimum a ~30 second loading screen.
That about sums it up for me. Although I may put one on my Phantom along the way.We're all going to be using them, when we get around to upgrading new sets of FSD modules.
I cussed you for this, as I was going to say the very same.... GRRR!NPCs don't buy ARX, they'll have to wait!
You may be surprised!who moves by cab
How we see things differently - I spent a few hours with one of the squadron trying various combat missions, we had a great time and both thought it was a fun ship to fly.It is crap compared to my other fleet ships.
Mine got a bottle of single Malt Welsh... I had Arx to get the pre-buildI spent my birthday money on it. Three Score years and Ten.
Sure... but that's a drop in the bucket compared to 8-30 minutes for an average-to-long supercruise journey, and you only need be aligned at the end of those 8 seconds, so you can save time there. It doesn't really compare.
The 'witch space' loading screen time is highly variable depending on your system & your connection as well; I don't believe mine are as long as 30 seconds most of the time, and I have a pretty budget PC especially by today's standards.
What got my back really up was I thought it would be engineered somewhat. Not the case. I should have just got the standard MK2.
I spent my birthday money on it. Three Score years and Ten.
At 70, even 16 point is small print... Ask me how I know!Well, someone didnt read the fine print
Fair enough about the time per jump, but it is loading time, which is an understandable timesink (though one does wonder how much shorter it could be with modern tech engine-side).I'm not sure if it's changed recently, but for a very long time the absolute floor (empty system to empty system with very conservative galaxy map/background settings for the client system) used to be ~35 second from jump to jump, including cooldown and charge time. Admittedly, there is the potential for other things to be going on during charge and cool down that can constitute gameplay, but there is a nearly 20 second interval where one doesn't have the ability to abort, where the ship doesn't even respond to control inputs, each and every jump.
The only place in a supercruise trip you cannot save time is when there is no more manuvering that can be done to escape gravity wells, nor utilize them to slow down faster, and there is at least the potential for an encounter of some kind at almost any time in SC. Sure, longer SC runs typically don't involve much, but I don't think the portion of SC time where one can easily, an without sacrifice, do something other than fly the ship is that dramatically different from the time spent in hyperspace, though this will vary from player to player.
Even if use the twenty second figure for average time spent in the final hyperspace countdown and loading the next system, I've still spent hundreds of hours in that situation (~48k hyperspace jumps on my CMDR). I've certainly done long SC runs before, but the overwhelming majority are short jaunts where I am actively piloting the bulk of the trip.
Fair enough about the time per jump, but it is loading time, which is an understandable timesink (though one does wonder how much shorter it could be with modern tech engine-side).
I think your claim about SC timesink being equatable to the hyperspace time only holds true if you are indeed sticking to 'short jaunts', which excludes a great portion of in-system content in the game
I would wager that if hyperspace has taken up hundreds of hours, supercruise would be in the thousands.
A contributing factor might be joystick vs kb/m; I imagnie you might feel more actively in-control of what's going on during supercruise in a full HOTAS setup, whereas KB/M 'dead space' feels much the same in either case.