yesterday, 5:14pm
ok, a weird one for people to work out!!!

i was in colonia base and went on a mission to scan a capital ship!! nothing wrong there, until the ships turn all red and i Died, it ok i was in a sidewinder
then after i repeated the mission!. the sidewinder and died again ( really it not a problem : sidewinder 2) was whisked back to Lft1448 system for no apparent reason or capabilities of manging a 61h journey (22,000 lys away) back to main bubble in 5 secs

CMDR BANGER705

EVENT LOCATION DISTANCE SHIP DATE
Docked LFT 1448 - Dirac Enterprise 0 Ly Shuttle 18 May 2024, 8:14pm
Jump LFT 1448 12.34 Ly Shuttle 18 May 2024, 8:11pm
Jump Diggidiggi 25.72 Ly Dolphin 18 May 2024, 7:07pm
Docked Colonia - Colonia Orbital 0 Ly Dolphin 18 May 2024, 7:01pm
Jump Colonia 10.24 Ly Dolphin 18 May 2024, 6:58pm
Docked Deriso - Giles Station 0 Ly Dolphin 18 May 2024, 6:54pm
Jump Deriso

or have i evented the new FSD Drive: (TSFSD i've patented it ) (c) 3304
yesterday, 4:47pm
Gonna have to engineer and test this 7A SCO FSD on my Krait Phantom, but perhaps also I will have to explore to collect the necessary Raw Materials first.
#
15mn from Colonia, it took me (with a break) <> 23h to come here.

NO SLOT. I park in EOL PROU LW-L C8-127.

>>>

I managed to honk more than a few systems, lost my passenger (didn't tell me he was out) and even if it takes longer than with a 70 LY jump range ship (if you don't stop jumping that is), I prefer to travel that far in my Carrier.

All my ships are onboard, I have the choice between multi-mission, combat, hauling, passenger transport and exploration...

Gonna try to unlock new engineers, test this 5A SCO FSD on my Phantom, do some passenger mission, but first of all... Coffee!
yesterday, 4:16pm
Don't have any of the CG-exclusive FSDs anyway so there isn't much of a choice which poses itself in that regard.

My Conda has also been gathering dust for probably like a year now, so anything else that uses a 6A in my fleet doesn't really need those kinds of jump distance considerations. (Or will do with an SCO just fine anyway.)
yesterday, 4:13pm
No, not really.

The only case I am aware of where a non-SCO FSD outperforms an SCO FSD is the pre-engineered 6A FSD from the Colonia Bridge CGs (which is unobtainium now). It gives a marginally better range than a 6A SCO FSD with the Increased Range blueprint & the Mass Manager effect. Whether it is worth the lack of SCO and a higher thermal load is a matter of personal choice, of course.


Strange, I cannot reproduce it, either. Could you post a link to the pre-engineered build on EDSY?


The hidden fuel usage multiplier is larger, though (0.013 for A-rated SCO FSD, versus 0.012 for non-SCO A-rated FSD), which is why the range increase is not as big as one might expect (and also why, as I said above, you get a better range with the pre-eng 6A even though both its optimised mass and max fuel per jump are lower).
The combat log is limited to the last month or so.
yesterday, 2:12pm
Yes, I have added it, also with some other radiant quests/missions. Claire Mensah is technically just a generic NPC in New Atlantis which is temporarily renamed during the mission and that's why she is not referenced, but I will probably add her there manually later on.
yesterday, 1:16pm
I have found it here : https://inara.cz/starfield/mission/225/
I was searching for npc name "claire" or "mensah" which is not referenced.
yesterday, 1:13pm
Interesting, I have a spare 5A...
yesterday, 1:07pm
I don't really need the SCO feature but thermal load is another selling point for me. I once had a double-engineered 6A drive from a CG and tried it in a T-9. It was impossible to jump without frying the ship.
yesterday, 1:07pm
I think it depends on the ship although I'm not certain but results are not consistent...
yesterday, 12:38pm
The SCO drives do have slightly more range than even the pre-engineered versions. Their ‘optimised mass’ stat goes to something like 1,894 as opposed to the V1’s 1,856(both with mass manager).

The increase in the range is negligible for the 5As though, my explorer Phantom gained something like .19 ly. The addition of the supercruise overcharge, on the other hand…

For other builds, there may be subtleties which make the V1 look favorable due to background stats or just having range and fast boot, but I don’t think any of mine have or require such considerations.

(I did keep the 5C on my Bubble runner Phantom instead of a 5A SCO because of the lower thermal load of the C rated version… unless by now Frontier swapped its stats with the 5B which you literally have no reason to use when it’s the same as a C rated but with much worse thermal load during overcharge.)
yesterday, 12:31pm
Quite good. The sweet Spot is large, you don't need to turn your head to read which is an advantage if you play DCS.

I use a wire with a small box plugged to the main, unlimited use, no battery life issue.

Lenses are pancake type, no circles, resolution is good, the G2 is just a tiny fraction sharper but the sweet spot is very small in comparison, mine packed up and I don't regret swapping.

Pico 4 Specs.
yesterday, 12:26pm
Interesting. I can't reproduce these results on EDSY at all. Even the double-engineered "V1" FSD's jump range is slightly surpassed by the 5A SCO FSD. In fact it's like the A-class SCO drives are meant to supplant the double-engineered FSDs that were available only once or twice as CG rewards. Good news for explorers if true.
Noticed something odd today, my combat log in Inara only lists 3 deaths and nothing else for the last 4 years. When checking other player's combat log's I see interdictions, deaths and player kills. I know for certain I've died to other players and been interdicted by thargoids, or killed by npcs. Is my log broken or is there something I'm missing?
yesterday, 11:29am
[Thinder Wrote / I also play exclusively in VR, I use a Pico 4.]

Hi Thinder , How do you find the Pico 4 ?

I'm currently using HP Reverb G2 and am waiting for my 3rd cable

I was thinking of swapping to the Pico 4 so I could try the wireless option.
yesterday, 10:56am
Es gibt keine Nachteile eher Vorteile bei der Verwendung des neuen FSD-SCO.
Du hast es selber festgestellt. Mehr Reichweite gegenüber den alten FSD.
Ein weiterer Vorteil ist auch der Einbau in ´Rettungsschiffen, um Thargoid Schiffen (Glaves)
nach Herausziehen aus dem Hypersprung zu entkommen.
Allerdings braucht man auch dazu auch ne Menge Kühlkörper und EGM.
Bei einem Thargoid Cyclops kann man mit den neuen FSD-SCO auch ohne Kühlkörpereinsatz mit Boosten
ohne Probleme entkommen.
yesterday, 10:49am
Left the bubble at 7:55PM, 16.6 h later, getting closer to Colonia. I took a nap. (View from Type 7 Map). 15 Jumps to go now...
yesterday, 8:20am
I changed a pre-engineered FSD on my Phantom with a SCO FSD, and lost 1 LY.
Did the same with a Mamba, with no change in jump range.

I put Jump Range and Mass Management on all of them.
yesterday, 8:01am
Is there any downside to replacing an A-rated FSD with an A-rated SCO FSD with the same engineering? I just popped one into my Adder (in EDSY, not in the game yet) and the only stats that I noticed had changed were jump range (+4 Ly) and rebuy. It seems there's no reason to still use pre-SCO drives at all. Am I missing something?
yesterday, 7:03am
Hello I have a problem.
I'm trying to replace the 5A FSD SCO with a 5D FSD SCO but it doesn't allow it, this from the new Python MKII
If I try to replace the module it says that the replaced module will be sold.

https://imgur.com/weRd93d
https://imgur.com/iQJthjl
yesterday, 3:45am
Cyberbullies psychology doesn't need any form of explanation and they are present in this game too.

So I reiterate, I'm proud I'm not one of them.
yesterday, 3:39am
Getting back to this? All they ever did is Smolletting and throwing wild accusations, making deal out of all sort of inconsequential nonsense and we are perfectly aware of this. From my part i know this since around 2006. Than thinking we going to feel ourselves bad and guilty, or after things like this there ewer going to be any sort of communication or anything else.

Simply just deplorable!
yesterday, 1:31am
I have an Imperial Cutter for hauling and it is heavily shielded, defended and armed, it's more a case of role, depending on which role you intend to use your ship for, optimizing is my thing, my Krait Phantom is originally one of the Fuel Rats fit but I adapted it because I also need to land on high gravity planets and if their fit has a slightly longer range, it lacked the Thrust to land safely (at least for the noob I was at the time).

I don't remember how I got the Sol permit...

This is what my Carrier have allowed me to cover in terms of exploration, previous to that, I only visited Colonia with an Anaconda, then again, I crashed it on a high gravity planet...



I totally agree with you, I'm not a typical explorer in the sense the foot soldiers part of the game have introduced, I signed up for the ships with Horizon, then switched to Odyssey after I purchased my Fleet Carrier (or to get it I can't remember), I don't do things on foot, especially since I figured we only have a box-like FoV when playing on foot with a VR headset.

I guess the way players explore depends on a lot of different factors, I use SRVs but that's about all I do on surfaces.

What a 70 + LY (Max) Jump range does for me is to make a trip from A to Z a lot shorter, when I'm visiting a planet for farming materials or carrying a module (mainly weapons) to an engineer because my combat ships are too short-legged.
yesterday, 12:05am
My two cents on jump range, it is good/nice to have if you've got specific points in mind you'd like to reach but still do exploring along the way. Hence, 60+ ly range builds, and really, you lose basically nothing by stripping down an exploration-focused ship some. The only dangers out there are your own inattention, some NSPs(which are only lethal if you don't pay attention to the thing flashing angrily and don't back off), and jet cones. The only one shields might save you from is the first.

Similarly along the waypoint idea, if there is a specific region or general part of the galaxy you prefer to poke your nose around in, the range will equally be practical to that end. Once I am in an area I want to explore more thoroughly , a simple switch to economical routing will do. Or just pick systems around your location at your leisure.

A player's style of exploration also matters significantly. I prefer to just set myself a waypoint at a random spot, whichever distance it ends up away at(or that my brain is happy with), and follow along whichever systems I find throughout the route, even if it is using long-range routing. That's what I find fun, and I fail to see how it is 'wrong'.

The whole "jump range" debate certainly isn't a straightforward black and white... though that isn't to say I cannot live with a really long range per jump. I have a Courier that does around 42 or 45(iirc) and don't mind that at all either... it just happens I often prefer to fly the Phantom over it.
yesterday, 12:04am
Thinder, you saved my career, or rather got it off the ground. Thank you very much for that.




I'm not a dedicated fighter either, I'm more of a trader and explorer, but in order to rise in Federation rank and unlock Sol and other systems, it's necessary to do some fighting, isn't it?