heh - people always demand to be told everything for the upcoming year+, but they won't even tell you what is happening tomorrow 
Probably because the logic of the FSD firmware is "if locked to a target, at X distance max allowed speed is Y and acceleration/deceleration rate is Z" but when no target is locked, it's "speed and acceleration are only limited by spacetime curvature; go wild, flyboy!". The goal was to make overshooting a target in the flat space (where you can go from 0 to 100 C in a very short time) harder by limiting both speed and acceleration when nearing it. But the side effect is that while you can't accidentally overshoot a target with instant 20 C/s² acceleration when you jump into supercruise 1 ls from it, the FSD also can't slow you down at 20 C/s² when you overshoot your 6 second arrival time target. Unlock the target, and now you can use the full acceleration/deceleration capability. That sounds suspiciously like a real world manufacturer would screw up the firmware of a piece of equipment
And here's a pic of a "Gravity well" in completely empty space where I'm going way faster than the FSD speed limit at only about 50% throttle:
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It's an unintended side effect that cannot be done via normal gameplay, provides the user a definitive advantage, and requires actions that are unintuitive. That's pretty much the definition of exploit.
Is that FDevs stance on it? Have they addressed it anywhere?
Asking questions as this is the first I've heard its an exploit.
Given that dropping on a space station at full speed by abusing this quirk of the supercruise assist can make you literally fly through the space station, I would say that yes, it wasn't intended by the developers. (You can find videos of this if you search.) Most probably some kind of programming oversight.
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Titan Combat Rewards & Changes - Elite Dangerous
O7 Commanders, With the recent Aegis production of Guardian nanite torpedoes allowing commanders to successfully damage the Thargoid Titans we have so...www.elitedangerous.com
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Pfft! What's the point of watching the livestream if they're not giving us all the info!![]()
That's a rather narrow definition of "exploit".To me, "exploit" is usually tied to cheating.
Open instances seem bugged. I gave it a go but it's not looking worth it at this point.I'm tempted to say NICE!!!, but i'm not so sure.
How about to make it an Open Only Event so its not limited to, for example, privately organized combat events like the AXI PG for example?
Also require it to have at least 100 participants for it to count?![]()
To me, "exploit" is usually tied to cheating.
Some of the actions done to brake (like the corkscrew maneuver at 5s) is also unintuitive and out of place compared with the regular FSD brake near gravity wells, but i'm not considering it an exploit![]()
Also, i find it absolutely plausible that a nav computer would be able to have faster and more precise reactions than a human in terms of catching the right tiny fraction of a second to disengage the FSD at the very precise required moment
Like other assists - it has a safe mode - the normal 75% throttle operating mode, but also an override - nothing unusual.
Our current day cars have traction control, which works great most of the time, but also a traction control disable switch for the cases the said system will actually prevent your from doing certain maneuvers in certain scenarios.
Not at last, i always wondered how those pesky pirates were able to get out of supercruise at 3km from the station threatening to fry the greenhorn me.
After SCA was introduced, it was quite clear to me they had access to it waaaay before the Pilots Federation allowed it on its ships.
An exploit is merely a “beneficial” flaw in a game’s logic, rules, or a “good” bug. They inevitably make a game easier, but IME also much less fun. If it can be described as a “one weird trick,” it’s probably an exploit. ED is frequently described as a “boring grind” because it is littered with exploits that are easy to do, but take longer to perform, repetitive, and boring as frell.
Once you understand how the proverbial “physics” of how the FSD works, it makes perfect sense. Maneuvers in Supercruise always bleed off speed vs straight line flight. A well done corkscrew maneuver keeps you in the at the edge of a small nearby body’s tiny gravity well, while still moving at the higher speeds permitted by a more distant, but much more massive, body whose massive gravity well dominates the rest of the region. In essence, you want to remain on the “peak” of the Hill Sphere until your speed is slow enough for a more traditional gravity braking maneuver.
It also helps if you consider the FSD as “applied Witchspace technology.” There’s “stuff” in Witchspace. Once you start viewing gravity braking as analogous to aero braking, it can much more intuitive.
True. But that’s not what’s happening using “this one weird trick.” You push your ship past the point of overshooting, and when you engage the SCA, you teleport to your destination, skipping over both the braking period and the part if your journey when you’re most vulnerable to interdiction. What should happen is that your ship overshoots, and the SCA then has to recover.
It’s identical to that “one weird trick” from FE2, where slower time acceleration settings can cause you to over or undershoot, but will instantly recover at the max setting.
The SCA exploit is more analogous to engaging traction control, and your car teleports to your destination, skipping over the icy road.
That’s just a bug that happens due to how trailing hostile NPCs spawn into your instance. They were close enough enough in SC that the spawning rules said they should spawn in your instance, but not so close they could initiate an interdiction attempt. The spawning rules say they should spawn right on top of you, but there’s no exception for nearby megastructures.
It’s one of the ways NPCs “cheat” in this game. A human following your low wake would spawn similarly, but your typical human player’s reflexes aren’t fast enough to react in time to take advantage of it. By the time they successfully drop into the low wake, you’ve already docked… or if you’re in deep space, waiting for them to spawn with your FSD spooled up and can instantly jump out, leaving them having to wait for their FSD to cool down then spool up.
If FDev wasn't ok with it, they would have mentioned something about it, anything.
Wing nav-lock can drop you out into the station instance long before you even hit the gravity well, so would be the superior choice for that anyway for pilots not operating alone.this “one weird trick” is going to be in the crosshairs once enough haulers can effectively skip over the dangerous approach to their destination, and the SCA module becomes the new meta.
Only if it does not happen to bug out, dropping you 30k behind the far side of the planetWing nav-lock can drop you out into the station instance long before you even hit the gravity well, so would be the superior choice for that anyway for pilots not operating alone
To me, "exploit" is usually tied to cheating.
And in this particular case, SCA fast drop off, it doesnt seem like it's cheating nor it seem an unintended effect (in a negative way, like cheating)
Some of the actions done to brake (like the corkscrew maneuver at 5s) is also unintuitive
Wing nav-lock can drop you out into the station instance long before you even hit the gravity well, so would be the superior choice for that anyway for pilots not operating alone.
Fdev seem to have planted a remarkable number of bugs around navlock to balance out most its advantages tbhWing drop's range is, IIRC, ten seconds of travel time (and potentially thousands of LS of distance, if velocities are high enough) and there have been similar complaints in It's a bigger deal than SCA, but it's also a clearly intended function that's required to make wing engagements practical (though the range could probably be reduced).
Fdev seem to have planted a remarkable number of bugs around navlock to balance out most its advantages tbh![]()
Regarding the manoeuvring slows you down an example I use a lot is when landing on planets after mapping.An exploit is merely a “beneficial” flaw in a game’s logic, rules, or a “good” bug. They inevitably make a game easier, but IME also much less fun. If it can be described as a “one weird trick,” it’s probably an exploit. ED is frequently described as a “boring grind” because it is littered with exploits that are easy to do, but take longer to perform, repetitive, and boring as frell.
Once you understand how the proverbial “physics” of how the FSD works, it makes perfect sense. Maneuvers in Supercruise always bleed off speed vs straight line flight. A well done corkscrew maneuver keeps you in the at the edge of a small nearby body’s tiny gravity well, while still moving at the higher speeds permitted by a more distant, but much more massive, body whose massive gravity well dominates the rest of the region. In essence, you want to remain on the “peak” of the Hill Sphere until your speed is slow enough for a more traditional gravity braking maneuver.
It also helps if you consider the FSD as “applied Witchspace technology.” There’s “stuff” in Witchspace. Once you start viewing gravity braking as analogous to aero braking, it can much more intuitive.
…
Is it really a FSD "brake" though? I'd think the gravity well is the brake and the FSD is whining because of increased load. If it was a motor the frequency would decrease but perhaps the output frequency increases in an to attempt to compensate for the increased drag, like how a cruise control would do to engine RPM when a hill is encountered, even if the speed actually drops on that hill, as the cruise control is trying to maintain speed.That's one scenario case where Gravity Well message is silly and where the old message made more sense
To me, "exploit" is usually tied to cheating.
And in this particular case, SCA fast drop off, it doesnt seem like it's cheating nor it seem an unintended effect (in a negative way, like cheating)
Some of the actions done to brake (like the corkscrew maneuver at 5s) is also unintuitive and out of place compared with the regular FSD brake near gravity wells, but i'm not considering it an exploit
Also, i find it absolutely plausible that a nav computer would be able to have faster and more precise reactions than a human in terms of catching the right tiny fraction of a second to disengage the FSD at the very precise required moment
Like other assists - it has a safe mode - the normal 75% throttle operating mode, but also an override - nothing unusual.
Our current day cars have traction control, which works great most of the time, but also a traction control disable switch for the cases the said system will actually prevent your from doing certain maneuvers in certain scenarios.
Not at last, i always wondered how those pesky pirates were able to get out of supercruise at 3km from the station threatening to fry the greenhorn me.
After SCA was introduced, it was quite clear to me they had access to it waaaay before the Pilots Federation allowed it on its ships.
So yea,![]()
But as I said above, if PowerPlay 2.0 becomes successful at encouraging PvP activity, this “one weird trick” is going to be in the crosshairs once enough haulers can effectively skip over the dangerous approach to their destination, and the SCA module becomes the new meta.
Wing nav-lock can drop you out into the station instance long before you even hit the gravity well, so would be the superior choice for that anyway for pilots not operating alone.
Vote here https://issues.frontierstore.net/issue-detail/63464Hi! After update 18 there is another bug. This issue has been raised here before.
But apparently no one paid attention. The problem is that there are no icons for mission items in the "Commodities Market".
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It's very uncomfortable. We need to get a paper and pencil.Are we slowly going to go back to Elite №1?
PS)
I'll take this opportunity to mention another problem. Legacy had a nice "Map Mode: Carriers" option.
This was very useful for lone explorers away from the Bubble. I don't know why, but it didn't go to "Live".
I've brought this up before