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T1600 fcs .binds file elite dangerous download
T1600 fcs .binds file elite dangerous download












t1600 fcs .binds file elite dangerous download

If you jump to another system entirely, they will have to have a wake scanner and take (at least) 10 seconds scanning that wake in order to follow you, which is enough time for you to jump to a third system or to drop out of SC. If you do get into supercruise (instead of jumping to another system), it's likely that the ship that interdicted you will be right behind you and will interdict you again. If the other ship is larger than you, and you're not able to get 3km away from them by the time your FSD cooldown is finished, you can overcome the masslock factor entirely by jumping to another system. If you're being interdicted, and can't win the interdiction, it's best to set your throttle to 0 to "submit" to the interdiction, so that your FSD cooldown time is minimized. That is, jumping into supercruise mode will be blocked by a large ship nearby, but jumping to a nearby system will not be blocked by that large ship. The system jump mode of your Frame Shift Drive overcomes that mass lock. I think if there is a large difference the supercruise charge time is slowed down more than if it's a small difference. The mass lock factor is loosely related to the base mass of the ship, but it's really just a fixed property of each type of ship. Submitting to an interdiction results in a substantially shorter cool down period.īeing within 3km of a ship that has a higher mass lock factor than your own will slow down your supercruise charge rate. There is an FSD cooldown timer that appears below your fuel gauge and cargo scoop indicator. High rank (Dangerous/Deadly/Elite) ships drop high grade manufactured materials when you kill them.Īn emergency drop out of supercruise, failing to interdict another ship, or the end of a successful interdiction (for both ships) all cause a long "cool down" period for your FSD. Module reinforcement will generally provide more protection to your modules than hull reinforcement.įor any kind of PvE combat, you might want to consider cargo racks, a small collector limpet controller and a bunch of limpets. I highly recommend a mix of module reinforcement and hull reinforcement, with the focus more on module reinforcement. All of these increase your "tankiness" in different ways. Otherwise, it's really a matter of looking at your power, heat, resistances, shield and hull strength to figure out whether you want shield cell banks, hull reinforcement packages, or module reinforcement packages. If you're trying to do a very specific/unusual high-speed combat build (trying to stay over 600 m/s), then you may want to restrict most of your internal slots to zero mass items (cargo rack, fuel scoop, repair unit). Leaving slots empty in a coriolis build might make sense just because you're trying to show a specific configuration to somebody and letting them pick what goes in the slots. There should never be empty slots (if the very few exceptions apply, you know who you are)














T1600 fcs .binds file elite dangerous download