FSD Supercharging: Difference between revisions
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'''FSD supercharging''' is the process of flying into a high-energy relativistic jet of a neutron star or a white dwarf in [[supercruise]] with a [[Fuel Scoop]] equipped, which increases the FSD range for the next jump at the cost of slight damage to the [[Frame Shift Drive]] itself. FSD supercharging from a white dwarf gives a 50% (1.5x multiplier) range bonus, while doing the same with a neutron star provides a 300% (4x multiplier) bonus, effectively quadrupling a ship's range for a single jump. Note that supercharging is not an instant process, and the pilots may have to spend several seconds inside the jet for the effect to apply. | '''FSD supercharging''' is the process of flying into a high-energy relativistic jet of a neutron star or a white dwarf in [[supercruise]] with a [[Fuel Scoop]] equipped, which increases the FSD range for the next jump at the cost of slight damage to the [[Frame Shift Drive]] itself. FSD supercharging from a white dwarf gives a 50% (1.5x multiplier) range bonus, while doing the same with a neutron star provides a 300% (4x multiplier) bonus, effectively quadrupling a ship's range for a single jump. Note that supercharging is not an instant process, and the pilots may have to spend several seconds inside the jet for the effect to apply. | ||
This is a risky process, as the high-energy jet of the star can fling the ship around and make it difficult to control | This is a risky process, as the high-energy jet of the star can fling the ship around and make it difficult to control. Entering the jet will make the ship somewhat difficult to control: the magnetic forces of the jet will tug on the ship gently, not unlike the way an FSD interdictor would affect your ship. Larger ships with greater mass are somewhat resistant to the jet's magnetic forces and can be easier to control during the process than smaller ships. | ||
Disengaging supercruise while inside the jet is almost always lethal: the relativistic jet's sheer energy output will inflict damage to a ship's modules and hull, rendering almost all of them inoperable within a couple of minutes of initial exposure. Neutron star exclusion zones are relatively small, so running into it isn't much of a concern; however, white dwarfs have a much larger EZ and will catch the unwary commander of guard quite easily. Thus, it is not recommended to use white dwarfs for jet cone boosts, as the risk is simply not worth the 50% FSD range boost (in most cases.) With a little bit of practice, this "risky" process can be easily mastered and can be done quickly, allowing for rapid transport via "neutron star highways." | |||
Independently-charted [[Neutron Highway]]s can be used to traverse vast differences with far fewer jumps than the conventional method of travel. These routes usually involve using the supercharge acquired at one neutron star to jump directly to another system with a neutron star or close to it, and thereby chain supercharged jumps almost indefinitely until the destination is reached, provided the pilot can keep their FSD repaired and refuel with standard fuel scooping when necessary. | Independently-charted [[Neutron Highway]]s can be used to traverse vast differences with far fewer jumps than the conventional method of travel. These routes usually involve using the supercharge acquired at one neutron star to jump directly to another system with a neutron star or close to it, and thereby chain supercharged jumps almost indefinitely until the destination is reached, provided the pilot can keep their FSD repaired and refuel with standard fuel scooping when necessary. | ||