When they want to pull you out of cruise, how do they do it, how do you avoid it?
If they have the correct modules or consumables they can attempt to mass-lock a targeted ship or nearby ships, dragging them all out of super-cruise into normal space relatively near each other
Ships do not automatically mass lock each other out of super-cruise no matter how close they visually get – the process must be commander initiated
Ships that have a slaved FSD will be dragged out of super-cruise when they are in proximity to a slaved FSD ship that is mass locked, even if they were not targeted themselves
When you are out gunned but manage to run away, can they follow you in cruise or even in hyperspace?
Super-Cruise Travel: If fitted with a Frame Shift drive, a ship is able to travel at speeds approaching significant fractions of the speed of light, colloquially known as super-cruise. The Frame Shift Drive is a discrete, powered module. The following activities are possible whilst at super-cruise:
Freeform travel between in-system bodies
Freeform high speed orbit around in-system bodies
Freeform travel to arbitrary in-system locations
High-speed pursuit and artificial mass locking of targeted ships
Some methods of exploration
When someone wants to remain undetected for long periods, silent mode is short term, but if you turn all your systems except life support off can you sit there completely unseen for however long you like?
Cool Running
Heat generation is a significant issue that has to be managed as you pilot your spacecraft. There is no conduction or convection available in a vacuum, so the heat has to be radiated away to prevent overheating and degradation of system performance. This radiant heat provides a tell-tale signature that is used to provide the information on your scanner about the other ships in your local space. Unfortunately, it means you show up on everyone else’s scanners, too..!
The general rule is: the hotter you are running, the easier it is to ‘see’ you. The operation of every module on your ship contributes to the load on your power-plant and hence your heat signature. A representation of your current signature is shown on your ship’s display, along with a percentage measure of your heat relative to the allowable maximum.
Faster-than-light travel in-system using ‘super-cruise’ of course uses prodigious amounts of power, and the heat signature generated lights you up like a beacon on everyone’s scanners. And even that pales in comparison with the amount needed for long-range hyperspace travel between systems.
Normal propulsion using main engines produces significantly less heat than faster than light travel, and is normally not a limiting factor in general manoeuvring and combat.
Other sources of heat are weapons – some more so than others. For example, kinetic weapons are a good choice to keep your heat signature low, as the heat is generally ejected from your ship with the projectiles. Lasers and other energy weapons and shields, however, do contribute to the heat signature of your ship. In general the energy demand of every system you have contributes to the heat generated by your ship.
The heat vents on your ship operate automatically to attempt to regulate your ships temperature and keep all systems operational.
Additionally heat-sink modules are available as part of your loadout configuration which allow you to jettison heat stored by heating physical blocks to white heat, then ejecting them, having the additional benefit of acting as a decoy to other ships’ scanners and any incoming heat-seeking missiles.
In more extreme situations you can choose to ‘button down’ your ship for a short while, which stops the normal operation of the heat vents. Your shields are inoperative whilst you are in ‘silent running’ like this, and the heat that is still being generated by your ship’s systems builds up. Effectively your ship is ‘holding its breath’ and this is only a temporary measure – your ship will become disabled if you carry on too long.
Switching off your ship’s systems (even flight assist!) and using only gentle nudges of your thrusters to manoeuvre can result in a very stealthy profile, and you can combine this with the right weapons and tactics and achieve a whole new dimension to space combat. But beware - the hunter can easily become the hunted..!
And on an unrelated note can I bind flight assistance off to a key?
yes, all keys are bindable to whatever you want
you need to read
DDF archive or
download this PDF 