Best practical use would probably be to toggle it shortly to get out of gravity wells. Will be interesting to see if this is more like a first prototype and we'll get other versions later on.
i am loving the new FSD. fitted it to my mining rig, to get out of the gas giant quicker, and into my carrier, or maybe even trading, or local planetary missions even. its really nice once you get the hang of it
After thousands of hours and quitting my precious Elite because of the lack of any real development. Watching uploads like this has brought me back to the game, i love your on the fly testing mate. Subbed and Thank you.
I'm so glad to have found this... I hit the boost button without knowing and never thought to press it again so my ship overheated till it blew.. lol, I wish it had the information easily accessible for idiots like me
I’ve replaced all 22 of my pre engineered drives except 1 with sco. And so should you! Jumping a long distance - regardless of distance takes the same amount of time. 2 min to go around the sub and align. 10 sec or so to speed up, 15 second jump and landing by a sun. Rinse repeat. 1/2 the range on drive means 2x more jumps (of 2-3 minutes each. But where you spend way more time is in getting to places in solar systems. Align and slowly accelerate for 2-3 minutes. Cruise for about 2-10 min. Decelerate for another 2-5 minutes. That is what sco fixes. It accelerates crazy fast cutting way more time off trip than the few more minutes it took to add more jumps to trip. After that you’re going faster in drift to destination cutting another 2-10 minutes by 90% and the only part that isn’t affected is the slowing down. On a DVX I have over 30 light year range with SCO. And my travel time in the bubble has been greatly decreased even though I added more sun to sun jumps. Try it out! Only go turbo while temp is under 110% go out of it soon as temp hits that. Your inertia at the high speed will still be way faster than you would fly without SCO. If needed rinse and repeat when temp is back under 50%. I love this drive and only my long distance DBX with 77ly range kept the engineered drive for the long haul runs.
Tested it out with my Passenger Engineered Orca. Cuts down the FSD jump range from ~46-49ly to ~23-24ly. If I get a Ammo Capped Heat Sink Launcher or two at the cost of my Shield Boosters, that gives me some leeway. I can jump about 55,000-60,000ls without any damage. Tested it going max to about 64,000ls and had a sliver of fuel left and 11% FSD and no AMFU's. Took about 4 tries, but got the FSD working to jump into Supercruise and was able on that tiny sliver of fuel, get back to the station 64,000ls very quickly. So I think if you want to sacrifice jump range you can get to those further out 100,000ls + stations to get higher passenger payouts, even without even using the engine boost if you don't want. If you do, you can knock off about 55,000ls right away without damage (just about 2-3 less heatsinks). You could also use it for those USS that are 30,000+ ls away as well. Either way, the Supercruise is really fast even without using the engine boost. Great video and glad you helped me understand how to use it and demostrates what it actually does...
Used the new FSD found its best use is to get up to speed quicky to get to far away planets. So I engage it for a few seconds and then disengage it and now travelling quickly without going through the sliw acceleration of the otiginal FSD
I think it's a fair trade. For those of us with carriers, jump range is irrelevant... It's pretty good at reducing interdictions in bug space, so we can get back to spires quicker lol
If we're going to use it to get to a titan like Oya 6kLs away from the main star, with the intention not to get Thargoid interdictions, we're going to get damage from boosting this FSD anyway. Since it cannot be engineered, we need to waste an optional module space to add a Guardian FSD Booster, so we have to give up a Hull or Module reinforcement. I'm parked just 16Ly away from Oya's Titan, and replaced the 5A engineered FSD (20.25Ly) on my Krait Mk II with this new 5C FSD (SCO) and got 8 jumps to reach the Titan.
This looks like a great FSD for simple A>B>A trading routes. With the enourmous fuel consumption of this FSD adding Fuel Tanks to your Ship makes finally sense. One less useless item in the game. One question left, Can it be engineered? And if yes, have the blueprints that do less heat generation to your FSD and Effect to the heatgeneration of the Overcharge?
I cant see a single scenario that i would personally use it.. BUT, im sure some will and good for them! BUT at least i can now add mass manager to my pre-engineered FSD's :)
Could you protect your ship by boosting your supercruise to say 1000c and then press tab to switch off the boost and cruise at the 1000c mark? Might mitigate some damage.
This might help me Traverse Trinary Systems but might risk blowing up my Beluga Liner, so this Supercruse Overdrive needs to work like a gelluar field only instead of Traverseing the Warp, your going ridiculously fast
Just wow… I experimented with my phantom and it didn’t cook like this at all. A heat sink timed right and I had no heat damage. What I faced was running out of gas.
I've been trying to use it for my gold and silver winged mission runs where my supply base is 150k light seconds away. The fuel consumption is just too much to make it worth it in exchange for the greatly diminished jump range.
I mostly wonder what it does when you get interdicted. That seems to be the most sensible use for this thing. A "get out" button of sorts. It's clearly not for prolonged usage or useful navigation
Idk about if you have it active beforehand, but you cannot trigger it if you're actively being interdicted. I think it's best for when you have an NPC that sends a message, because then you know ahead of time and can fire the boost for a short time to get away. Even if you overshoot your target, it'll mean you're heading right at the NPC now, and they cannot interdict you.
Wish I knew about this as I’m currently in a passenger mission to Hutton I’m a noob to the game and if I had of known it was so far I’d of never took the mission
I am glad you are doing these experiments so that we do not have to! 😁 Anyway, there may be people who find this module of use, but for me this is a completely useless. The amount of damage you sustain just for going that little bit faster is so not worth it. I do not do Xeno combat, but I will expect that the object is to reach the combat zone with as little damage as possible; this thing will kill you before you even get there! I am an explorer so I figured that this may help me explore a system faster, but taking damage like that in the ass end of space is grounds for having your brain rebooted! Personally, I have no idea what the devs thought they were doing introducing this module. It will probably be the least purchased module of all time. Just my opinion so flame suit on! 😅
I am curious to know if Ms. Felicity will know how to engineer it and/or add an experimental effect to increase the base jjump range. Also seems like it will be time for someone to develop neew sco heat sinks as well.
@@ysfsim That too, I guess meant as a quick use, escape drive... not meant for long term engagement. Not what I was hoping for with this new drive, I was hoping for something I could use to reduce supercruise time for distant planets, high grade emissions, or whatever. I just don't see this as being useful for me though.
@@MAXERNEST I just checked the discord and apparently it's on hiatus as of 2 weeks ago. Reasons given are traffic at the peak and increased fleet carrier jump times. Normally it's every ~28 days
After seeing this in action i am less excited. I mean, you are haulling ass for sure though, but i dont feel like the heat, jitter, and self damage is worth it. Edit: I wrote that before your Hutton Orbital run. That was... something. I am thinking maybe a use case for this would be using it just for a moment to rocket up to max normal super cruise speed then disengage. Getting out of a planets gravity well. Nothing proponged.
Jeez. Of course it's this useless. Massive heat generation and damage, Insane fuel usage, and to top it all off, you can't even f**king steer. Yeah, pass.
It is not thaat bad. Biggest down side is the massive jumprange lose. you can clear 30-100 kls in a few seconds without any damage if you use heat sink. Some fuel tank is recommended.
If you’re not seeing the practical applications for this drive, you lack imagination or you do nothing but explore in solo. When they open this thing up to engineering, it’s going to be game on.
So basically this is FDev acknowledging that supercruise is too slow and most of the game is spent staring at a mostly black screen. Only took 'em 10 years. Why not just, y'know, make it faster across the board instead of needing a specific, worse module to do it?
looking at it, its unstable, maybe this isnt easy mode after all :-), its not a long trip fsd, its an afterburner to get out of trouble, now im wondering why do we need this, what is coming
@RicardosGaming not really, the issue seems to be damage from overheating, in which case a Sirius Heat Sink works just fine, and most people have at least 1 equipped anyways. If you turn it on and zoom its pretty bad, but you dont kick on an Afterburner and leave it on, then wonder why you are out of fuel 30 seconds later.... So far, it's really handy on Trade Ships, and im loving it on my Pirate Hunter as i dont have the issue of chasing a Pirate Lord across a star system now when i can just punch the Overcharge and catch them instantly!
Not sure what I was expecting. I was thinking that the major downside would be a lack of jump-range and an increased SuperCruise-Speed (No sh!t, Sherlock!). Not certain what the top speed would have been, but certainly not the same speed as the Stargoides. ;) I think the excessive fuel consumption is just fair, the erratic movement also, but the heat buildup is just a bit to much for my taste (the amount, not that there is heat buildup). Not sure if I will use it much; I tend to hang around where I am getting to for quite some time, and while getting back to a station I trust SC-assist while doing something else, like the dishes. ;) I think it depends on what exactly I will do, but this will not be my default-option for most of my ships. Are the SCO-FSD's engineerable, btw? And as a tl;dr, I'd like to quote Captain Sulu: Fly her apart then! ua-cam.com/video/c7xvi6GL9Fk/v-deo.html ;)
Great time for me to find myself on the other side of the Galaxy... I'm more bothered about the fact that I've only got 2 heat sinks left, with no reloads and I'm like.. 50,000 LY away from any dock >.< Better get out the emergency underpants. Also- Isn't this going to make PVPers explode into rage-quits?
So it cooks your ship alive, guzzles fuel like an afterburner, damages your ship, make you almost lose control, cannot be improved by engineering and comes with a range penalty over a normal class A drive to begin with. All these downsides just so we can potentially waste less time in SC.. if you already have a carrier to shuttle your system-bound warships in then ig it's ok? Other than that, what advantage is there for any normal ship - you lose range, gain heat, lose fuel, need a fuel scoop not to extend range but just to survive plus extra fuel tanks, need an afmu, need heatsinks and need a guardian booster to get range back to where it shold have been to start with. You could be sacrificing 4+ optional internals to really optimise for this drive to still be more of an inconvenience. Any advantage in time spent travelling in supercruise will be offset by having to do more jumps to get to the system in the first place. I think it's a huge miss from fdev - should have been an optional internal like docking or cruise assist or fsd booster are, or even an experimental effect to apply through engineering. Needs rebalancing for sure.
Tried this on an aspx to hutton, 45 minutes and 68% ship integrity gone an used 64 tons of fuel and jump range down go 20 ly i. An explorer ship ,said aspx .
@@RicardosGaming Smaller New-FSD is more (fuel)-efficient and faster than big thing. And Hauler and Type-6 Transporter have (relatively) big cargo space.
@@RicardosGaming It has, with a class 5 FSB, a 30.2 ly range and the temp was much more manageable with a single heatsink launcher but Hutton Orbital is a no go, cant pack enough fuel tanks to make it. I can see a knitch use for this drive but the downsides are huge.
The AspX is a flying pressure-cooker, confirmed. I used mine for core-mining and ferrying newbie friends around, eventually sold it. The engine sounds are also extremely annoying after a while.
lol :)) so this drive is a big red blow myself up slowly thing, the use for it would be evading inderdictions, but i hope for manual jump beetwen stars..
Every time this has been proposed in the forums there has been a very vocal opposition to making intra-system jumps so don't hold your breath. I'm actually surprised that at the mere mention of inra system jumps the forums didn't blow up, but then, the forums ain't what they used to be...
I see very limited use cases for this piece of equipment: - escaping gravity wells - escaping pirate CMDRs - escaping your responsibilities VROOOOM VROOOOOOOOM
The worst part is all that shaking. Will the Python mk2 have some bonuses that will make it better? 🤷♂ (more stability, more heat /fuel management..? 🤷♂🤷♂🤷♂)
I like this. It's like the Defiant from deep space nine. This particular frame shift drive will now rip the ship apart. I think I will put this on a ship and call it the Defiant.
It needs to be A rated and able to be engineered. Hopefully, we will see an upgraded version soon. Otherwise, I’ll pass. Hadad will be brutal, but at least my ship won’t be extremely damaged.
Pirates: How are all these freighters getting away?! I'm gonna go broke at this rate! Minor factions: How are all these ships delivering data and cargo so fast?! Our bureaucrats can't keep up! Rudolph Hucker: How are all these ships getting to Hutton so fast?! We don't have enough mugs! Gankers: How am I supposed to feed my ego if my targets can outrun me?!
Really don’t see the point in this. It’s quicker just to hit the self destruct button. Needs to be engineerable to be useful. If it’s purpose is to get to titans that are very far away from the star, then by the time you reach the titan your ship will be a wreck! Not convinced.
it seems to have more negatives than positives. why did they have to go so crazy with the heat damage? did they reduce the rebuy cost off all ships, considering you can self destrucct.....by boosting? i think its bad and its not helping frontier with this game.
Thats a solid pass for me, at least until there is some better solution for engineering that heat away... thanks for testing it out, I will stick to my regular FSD for now.
Pirates: “I’ve come a long way for what you got in your hold”
Trader w SCO: “Meep Meep!!”
LOL
Pew !!!
Perfect!
😂🤣😂
That one trader with a combat ship: oh to hell with this!
Best practical use would probably be to toggle it shortly to get out of gravity wells.
Will be interesting to see if this is more like a first prototype and we'll get other versions later on.
I think it is lacking certain things - more testing FOR SCIENCE
really hope so, it's not worth using in most cases right now. but it's more likely this will be mostly locked to the new ships.
I hope that we get a Optional Module version of it like the FSD boosters
@@Spaze2503 i really doubt it will, would make the fsd drive useless. would be cool though.
Hopefully it'll come in a size other than "C" or become engineerable. Preferably both.
i am loving the new FSD. fitted it to my mining rig, to get out of the gas giant quicker, and into my carrier, or maybe even trading, or local planetary missions even. its really nice once you get the hang of it
The new Suicidal, Crazy, Orphan maker drive is not going in any of my ships
I took off from a moon surface and engaged the boost. I nearly colided with the gas giant in a split second. This thing is INSANE!
After thousands of hours and quitting my precious Elite because of the lack of any real development. Watching uploads like this has brought me back to the game, i love your on the fly testing mate. Subbed and Thank you.
@@0Boogiee0 many thanks
its dark, I have full pack of cigerettes and I'm wearing sunglasses - Hit it!
"Full tank of gas, half a pack of cigarettes, it's dark out, and I'm wearing sunglasses....."
@@wstavis3135 yeah yeah - you know what I meant
Blues Brothers classic... love that movie
"Cop tires... cop engine... "
Exactly this!
...So much torque, that the chassis twisted coming off the line😂😂
If I was a serious corporation engineer watching this video I would be laughing hysterically at how badly this fsd was designed.
I laughed
It’s experimental technology, a prototype hastily put together in a few weeks. Not even Elon’s first Starship prototype is this sketchy
I'm so glad to have found this... I hit the boost button without knowing and never thought to press it again so my ship overheated till it blew.. lol, I wish it had the information easily accessible for idiots like me
trying to reach hutton orbital with a overcharged, flaming fsd is at the core of what a pioneering spirit is all about.
19 mins knocked off the record run so far......
I’ve replaced all 22 of my pre engineered drives except 1 with sco. And so should you! Jumping a long distance - regardless of distance takes the same amount of time. 2 min to go around the sub and align. 10 sec or so to speed up, 15 second jump and landing by a sun. Rinse repeat. 1/2 the range on drive means 2x more jumps (of 2-3 minutes each. But where you spend way more time is in getting to places in solar systems. Align and slowly accelerate for 2-3 minutes. Cruise for about 2-10 min. Decelerate for another 2-5 minutes. That is what sco fixes. It accelerates crazy fast cutting way more time off trip than the few more minutes it took to add more jumps to trip. After that you’re going faster in drift to destination cutting another 2-10 minutes by 90% and the only part that isn’t affected is the slowing down. On a DVX I have over 30 light year range with SCO. And my travel time in the bubble has been greatly decreased even though I added more sun to sun jumps. Try it out! Only go turbo while temp is under 110% go out of it soon as temp hits that. Your inertia at the high speed will still be way faster than you would fly without SCO. If needed rinse and repeat when temp is back under 50%. I love this drive and only my long distance DBX with 77ly range kept the engineered drive for the long haul runs.
Tested it out with my Passenger Engineered Orca. Cuts down the FSD jump range from ~46-49ly to ~23-24ly. If I get a Ammo Capped Heat Sink Launcher or two at the cost of my Shield Boosters, that gives me some leeway. I can jump about 55,000-60,000ls without any damage.
Tested it going max to about 64,000ls and had a sliver of fuel left and 11% FSD and no AMFU's. Took about 4 tries, but got the FSD working to jump into Supercruise and was able on that tiny sliver of fuel, get back to the station 64,000ls very quickly.
So I think if you want to sacrifice jump range you can get to those further out 100,000ls + stations to get higher passenger payouts, even without even using the engine boost if you don't want. If you do, you can knock off about 55,000ls right away without damage (just about 2-3 less heatsinks).
You could also use it for those USS that are 30,000+ ls away as well. Either way, the Supercruise is really fast even without using the engine boost.
Great video and glad you helped me understand how to use it and demostrates what it actually does...
'That's gonna leave a mark!' lmao! Best comment of the day!
Used the new FSD found its best use is to get up to speed quicky to get to far away planets. So I engage it for a few seconds and then disengage it and now travelling quickly without going through the sliw acceleration of the otiginal FSD
Pirates: “let me see what you have in your cargo hol--”
me already at the end of the solar system in a 3rd of a Nanosecond
Honestly, the main utility for this seems to be the ability to ignore the speed limit when closer to the star/planets
our out running pirates - Road Runner Style
How about chasing down long distance/short timer HGE?
I could see it useful for running away from pirates in mostly unarmed mining ships. Aside from that looks like a novelty
I think it's a fair trade. For those of us with carriers, jump range is irrelevant... It's pretty good at reducing interdictions in bug space, so we can get back to spires quicker lol
Thanks for the excellent overview. It sure is an interesting module and definitely does have worthy uses. Subbed.
appears to be an escape tool
Also good for trading lots of stuff back and forth from the carrier so you can shorten the trip between a station/carrier and your own carrier.
@LucasCarter2 also mining. If you parked your carrier in the system it'll make getting to it with all that cargo a lot quicker
That Blues Brothers line ♥ Thanks for showing me I have no use for the SCO lol
The jumping / super cruise mechanics of ED is priceless , sounds, motion, design etc. I think SC does not give any of this deep space feeling.
Good for exobiology: those juicy samples over 10kLs away are now within easy reach and worth the trip.
This thing is awesome for making trade loops even faster!
Ignore Gravity Wells
Just he sure to Tap it to get the speed boost you want!
Python mk2 doesn't overheat. Thanx for the info on how to activate it. 🤘🤘
If we're going to use it to get to a titan like Oya 6kLs away from the main star, with the intention not to get Thargoid interdictions, we're going to get damage from boosting this FSD anyway. Since it cannot be engineered, we need to waste an optional module space to add a Guardian FSD Booster, so we have to give up a Hull or Module reinforcement. I'm parked just 16Ly away from Oya's Titan, and replaced the 5A engineered FSD (20.25Ly) on my Krait Mk II with this new 5C FSD (SCO) and got 8 jumps to reach the Titan.
Wow, that's bad...
Yeah but new commanders can get their free anaconda from hutton orbital 80% faster!
@@Barbequeque 👏👏
@@Barbequeque unless they explode on the way!
the struggle is real
So far, it's super niche, but down the road we need it to be engineered. Super video. o7
Thanks for watching
This looks like a great FSD for simple A>B>A trading routes. With the enourmous fuel consumption of this FSD adding Fuel Tanks to your Ship makes finally sense. One less useless item in the game.
One question left, Can it be engineered? And if yes, have the blueprints that do less heat generation to your FSD and Effect to the heatgeneration of the Overcharge?
From what I could see, it can't be engineered at this time. I have pinned blueprints I couldn't use with it installed.
No on engineering and only available as size C FSD's. Not really useful except for mining and hauling ships.
...you know?
I suspect the fuel rats are gonna be on high alert for "accidentally pressed the wrong button" moments you know?
I cant see a single scenario that i would personally use it.. BUT, im sure some will and good for them! BUT at least i can now add mass manager to my pre-engineered FSD's :)
is it worth putting on my jumpaconda? Hutton orbital mug should be abit easier to get now lol
It will be useful for short burst to evade interdictions and gravity wells. Not practical for daily use
Blue brothers quote got my sub
No penguins
are you running full heat efficient modules?
Hutton Orbital here I finally come!
Could you protect your ship by boosting your supercruise to say 1000c and then press tab to switch off the boost and cruise at the 1000c mark? Might mitigate some damage.
That's why it's intended for ships that run cold or the type 8 transporter
This might help me Traverse Trinary Systems but might risk blowing up my Beluga Liner, so this Supercruse Overdrive needs to work like a gelluar field only instead of Traverseing the Warp, your going ridiculously fast
Just wow… I experimented with my phantom and it didn’t cook like this at all. A heat sink timed right and I had no heat damage. What I faced was running out of gas.
BUC: Getting out of a battle quickly or running away after interdiction.
I've been trying to use it for my gold and silver winged mission runs where my supply base is 150k light seconds away. The fuel consumption is just too much to make it worth it in exchange for the greatly diminished jump range.
Tried getting to Hutton in a Conda full of fuel tanks and Heatsinks and it didn't go well...made it 1/5th the distance before exploding at 8700% heat
fantastic heat numbers
Guess i'll be getting that Hutton Orbital mug after all
I wonder if it'll be able to be engineered? Tuning ships for thermals might make it plausible for racers, right?
Can't engineer it.
@@GROOV3ST3R Thanks. My PC's been down for the past week and haven't been able to check myself.
thanks you for the informaitons :)
No problem!
So essentially engaging and quickly disengaging the hyperd…I mean frame shift drive…gives you light speed skipping 😂 Thanks Disney
Maverick : Just a little push
I mostly wonder what it does when you get interdicted. That seems to be the most sensible use for this thing. A "get out" button of sorts. It's clearly not for prolonged usage or useful navigation
Idk about if you have it active beforehand, but you cannot trigger it if you're actively being interdicted. I think it's best for when you have an NPC that sends a message, because then you know ahead of time and can fire the boost for a short time to get away. Even if you overshoot your target, it'll mean you're heading right at the NPC now, and they cannot interdict you.
Wish I knew about this as I’m currently in a passenger mission to Hutton I’m a noob to the game and if I had of known it was so far I’d of never took the mission
I am glad you are doing these experiments so that we do not have to! 😁 Anyway, there may be people who find this module of use, but for me this is a completely useless. The amount of damage you sustain just for going that little bit faster is so not worth it. I do not do Xeno combat, but I will expect that the object is to reach the combat zone with as little damage as possible; this thing will kill you before you even get there! I am an explorer so I figured that this may help me explore a system faster, but taking damage like that in the ass end of space is grounds for having your brain rebooted! Personally, I have no idea what the devs thought they were doing introducing this module. It will probably be the least purchased module of all time. Just my opinion so flame suit on! 😅
I am curious to know if Ms. Felicity will know how to engineer it and/or add an experimental effect to increase the base jjump range. Also seems like it will be time for someone to develop neew sco heat sinks as well.
It is begging for engineering
easily, the FSD core is the same, we only have modified Alcubierre generator.
I was thinking this might be something to consider... but that heat, its a killer for me.
No, the fuel for me
@@ysfsim That too, I guess meant as a quick use, escape drive... not meant for long term engagement. Not what I was hoping for with this new drive, I was hoping for something I could use to reduce supercruise time for distant planets, high grade emissions, or whatever. I just don't see this as being useful for me though.
Can’t wait to try this out on the next Booze Cruise
when is the next booze cruise? i assume you ,mean the trip to Rackham`s Peak?
@@MAXERNEST I just checked the discord and apparently it's on hiatus as of 2 weeks ago. Reasons given are traffic at the peak and increased fleet carrier jump times. Normally it's every ~28 days
Looks good,need some trial and error to find the sweet spot!
I hear a cold Dbx will give you the least heat over 100,000 light seconds. Your Asp had Prismats. Heat piles on heat. Cool.
Yes it does
After seeing this in action i am less excited. I mean, you are haulling ass for sure though, but i dont feel like the heat, jitter, and self damage is worth it.
Edit: I wrote that before your Hutton Orbital run. That was... something.
I am thinking maybe a use case for this would be using it just for a moment to rocket up to max normal super cruise speed then disengage. Getting out of a planets gravity well. Nothing proponged.
Jeez. Of course it's this useless. Massive heat generation and damage, Insane fuel usage, and to top it all off, you can't even f**king steer. Yeah, pass.
It is not thaat bad. Biggest down side is the massive jumprange lose. you can clear 30-100 kls in a few seconds without any damage if you use heat sink. Some fuel tank is recommended.
If you’re not seeing the practical applications for this drive, you lack imagination or you do nothing but explore in solo.
When they open this thing up to engineering, it’s going to be game on.
I had a scary thought- What if this is the new feature?
No, that's much later in the year. This was already scheduled when Fdev waffled on the this year timeline initially.
@@Hal-Mi_Swjac ok hope so lol
This will probably be the base build
@@NotFound_404 I hope not. That would be a guaranteed catastrophe.
nah
some intersting stats on FSD, engineering of them next, hehe... drop in opt max will bring the range down makes sense....
so far not able to engineer it
So basically this is FDev acknowledging that supercruise is too slow and most of the game is spent staring at a mostly black screen. Only took 'em 10 years. Why not just, y'know, make it faster across the board instead of needing a specific, worse module to do it?
looking at it, its unstable, maybe this isnt easy mode after all :-), its not a long trip fsd, its an afterburner to get out of trouble, now im wondering why do we need this, what is coming
indeed - you need repair and afmu with it and a boat load of fuel
@RicardosGaming not really, the issue seems to be damage from overheating, in which case a Sirius Heat Sink works just fine, and most people have at least 1 equipped anyways. If you turn it on and zoom its pretty bad, but you dont kick on an Afterburner and leave it on, then wonder why you are out of fuel 30 seconds later....
So far, it's really handy on Trade Ships, and im loving it on my Pirate Hunter as i dont have the issue of chasing a Pirate Lord across a star system now when i can just punch the Overcharge and catch them instantly!
Is there still the 2001c limit?
1:05 what is a "Titan" ????
whats a titan ? ua-cam.com/video/ZV2RmhkB2SQ/v-deo.html
Does it work for taking off from the surface of a planet?
No only in super cruise
Not sure what I was expecting.
I was thinking that the major downside would be a lack of jump-range and an increased SuperCruise-Speed (No sh!t, Sherlock!).
Not certain what the top speed would have been, but certainly not the same speed as the Stargoides. ;)
I think the excessive fuel consumption is just fair, the erratic movement also,
but the heat buildup is just a bit to much for my taste (the amount, not that there is heat buildup).
Not sure if I will use it much; I tend to hang around where I am getting to for quite some time,
and while getting back to a station I trust SC-assist while doing something else, like the dishes. ;)
I think it depends on what exactly I will do, but this will not be my default-option for most of my ships.
Are the SCO-FSD's engineerable, btw?
And as a tl;dr, I'd like to quote Captain Sulu:
Fly her apart then!
ua-cam.com/video/c7xvi6GL9Fk/v-deo.html
;)
Great time for me to find myself on the other side of the Galaxy... I'm more bothered about the fact that I've only got 2 heat sinks left, with no reloads and I'm like.. 50,000 LY away from any dock >.< Better get out the emergency underpants. Also- Isn't this going to make PVPers explode into rage-quits?
Lol pvp people will explode
So it cooks your ship alive, guzzles fuel like an afterburner, damages your ship, make you almost lose control, cannot be improved by engineering and comes with a range penalty over a normal class A drive to begin with.
All these downsides just so we can potentially waste less time in SC.. if you already have a carrier to shuttle your system-bound warships in then ig it's ok? Other than that, what advantage is there for any normal ship - you lose range, gain heat, lose fuel, need a fuel scoop not to extend range but just to survive plus extra fuel tanks, need an afmu, need heatsinks and need a guardian booster to get range back to where it shold have been to start with. You could be sacrificing 4+ optional internals to really optimise for this drive to still be more of an inconvenience. Any advantage in time spent travelling in supercruise will be offset by having to do more jumps to get to the system in the first place. I think it's a huge miss from fdev - should have been an optional internal like docking or cruise assist or fsd booster are, or even an experimental effect to apply through engineering. Needs rebalancing for sure.
Tried this on an aspx to hutton, 45 minutes and 68% ship integrity gone an used 64 tons of fuel and jump range down go 20 ly i. An explorer ship ,said aspx .
does the boost make the ship hard to control?
Yep
I think Hauler or Type-6 Transporter is best ship for Hutton Orbital run with new FSD.
we will need lots of fuel - afm and short boosts
@@RicardosGaming Smaller New-FSD is more (fuel)-efficient and faster than big thing. And Hauler and Type-6 Transporter have (relatively) big cargo space.
Vist Voyager perhaps, can't think of anything else!
Faceplant into planets faster and more spectacularly than ever before!
You know it
@@RicardosGaming To be on the ground and witness that happen would be amazing. I'll add it to my E:D dream list.
I think this module usefull for cargo missions and ships fast running to complete missions
I think SOME engineering for swapping trade offs would be nice.
Asp Explorer, one of the hottest running ships guess we could have used a Type 7 Transport for added toast, going to try it with my Dolphin.
that would be a good ship
@@RicardosGaming It has, with a class 5 FSB, a 30.2 ly range and the temp was much more manageable with a single heatsink launcher but Hutton Orbital is a no go, cant pack enough fuel tanks to make it. I can see a knitch use for this drive but the downsides are huge.
Dolphin definetely needs to be tested. its almost impossible to overheat that ship after Fdev broke it
@@cmdr501generalvenator3 building one now - my road runner build
The AspX is a flying pressure-cooker, confirmed. I used mine for core-mining and ferrying newbie friends around, eventually sold it.
The engine sounds are also extremely annoying after a while.
Thanks for tutorial and showcase
lol :)) so this drive is a big red blow myself up slowly thing, the use for it would be evading inderdictions, but i hope for manual jump beetwen stars..
Every time this has been proposed in the forums there has been a very vocal opposition to making intra-system jumps so don't hold your breath. I'm actually surprised that at the mere mention of inra system jumps the forums didn't blow up, but then, the forums ain't what they used to be...
Hey Ricardo, great video. How can I get the new FSD?
Shinrarta or High Tech systems
Had to test it going to Hutton Orbital. HAD TO!!
where else!
@@RicardosGaming 🤣🤣🤣
I see very limited use cases for this piece of equipment:
- escaping gravity wells
- escaping pirate CMDRs
- escaping your responsibilities VROOOOM VROOOOOOOOM
I agree
I suppose it'll be handy for burning off caustics
The ship float like when you jump boost in the cones.
why is the title and description all in german?
Titan Hadad is 38,000 LS from the jump point!
The worst part is all that shaking. Will the Python mk2 have some bonuses that will make it better? 🤷♂ (more stability, more heat /fuel management..? 🤷♂🤷♂🤷♂)
yeah the jitter - I think if you can some how control it the heat is less - I expect a version 2
That's gonna hurt in the morning. Agree with comment below. Not a long SC tool but a quick dart escape device.
exactly and I was just being a n idiot for dramatic effect - best comment was the 'meep meep' one
Maybe there is a right way of use this, like turn on the boost and quickly turn off to avoid heat damage
It sure should get you up to speed on long travels.
I like this. It's like the Defiant from deep space nine. This particular frame shift drive will now rip the ship apart. I think I will put this on a ship and call it the Defiant.
It needs to be A rated and able to be engineered. Hopefully, we will see an upgraded version soon. Otherwise, I’ll pass. Hadad will be brutal, but at least my ship won’t be extremely damaged.
I see a new activity incoming: Drag Racing. The real test will be who has the nerve to keep boosting without exploding
Pirates: How are all these freighters getting away?! I'm gonna go broke at this rate!
Minor factions: How are all these ships delivering data and cargo so fast?! Our bureaucrats can't keep up!
Rudolph Hucker: How are all these ships getting to Hutton so fast?! We don't have enough mugs!
Gankers: How am I supposed to feed my ego if my targets can outrun me?!
4:41 Your Condas FSD has no Mass Manager effect`
13:14 even with overcharge it still takes over 30 Minutes to get to hutton orbital lol
Really don’t see the point in this. It’s quicker just to hit the self destruct button. Needs to be engineerable to be useful. If it’s purpose is to get to titans that are very far away from the star, then by the time you reach the titan your ship will be a wreck!
Not convinced.
It's very interesting I can see pvpers loving this if they get too far ahead they tap tap get you and kill you
Where and how do you get it?
This is gonna make getting the free Anaconda so much easier
if you can get 'there'
it seems to have more negatives than positives. why did they have to go so crazy with the heat damage? did they reduce the rebuy cost off all ships, considering you can self destrucct.....by boosting? i think its bad and its not helping frontier with this game.
That was a great test! Now I won't have to do it.
I do these things so people can be informed ! :)
Thats a solid pass for me, at least until there is some better solution for engineering that heat away... thanks for testing it out, I will stick to my regular FSD for now.