No Man's Sky

No Man's Sky

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Mugzz 31 AGO 2019 a las 3:13 p. m.
Indium drive
If i have the Indium Drive i can scrap the Cadmium and Emeril drives i dont need them anymore?
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Mostrando 46-51 de 51 comentarios
Uroboros 2 MAY 2021 a las 7:14 p. m. 
Publicado originalmente por Bored Peon:
Well I was able to do it with a simple Hyperdrive, S Class, and Cadium Drive. Placed in that order the S is boosted by the other two, which was about 30 more light years on a fighter. Which sounds like nothing but it can be the difference between 1 jump or two going to some nearby systems.
On its own, 30 isn't much at all, but if you used all the drives along with 3 modules, it would definitely accumulate into something, given the drives themselves don't count against the module cap. I mean, I have a spaceship I use as a 'warp taxi' for getting from system to system, so that my other ships don't need anything hyperdrive related, freeing up a bunch of slots that I would otherwise use for conflict/trade scanners, indium drive and so forth. Definitely good to know.
Bored Peon 2 MAY 2021 a las 7:32 p. m. 
Publicado originalmente por Uroboros:
On its own, 30 isn't much at all....
You would think that at first. Then wait until you doing a bunch of jumps that come up just short, lol.
remid0d0s0 5 MAY 2021 a las 6:07 a. m. 
I've been fiddling around with drive module configs and for sure if you're looking for jump distance (and probably drive efficiency) you are going to want to keep all of them AND fiddle with their positioning.

I don't currently understand how positioning works. :) it's quite fiddly.

In my normal game I jumped w/o black holes to the center and if that's your speed you are also going to want your exotic somewhat optimized for ~2k jumps. Sooooo it does matter a little.
Ǥɾᴧᴤʆᴧᵯᴧ 5 MAY 2021 a las 8:52 a. m. 
not so good:
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maybe better:
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perfect:
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unbeatable:
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;)

because there is a cap of 3 it doesn't really matter how you arrange all that. but if the tech gets connected to the upgrades you can make it 2x2 instead of 1x3 + 1x1
Última edición por Ǥɾᴧᴤʆᴧᵯᴧ; 5 MAY 2021 a las 8:55 a. m.
remid0d0s0 6 MAY 2021 a las 9:45 p. m. 
Publicado originalmente por Ǥɾᴧᴤʆᴧᵯᴧ:
not so good:
■■■
maybe better:
■■

perfect:
■■
■■
unbeatable:
■■■■
■■■■
■■■■
;)

because there is a cap of 3 it doesn't really matter how you arrange all that. but if the tech gets connected to the upgrades you can make it 2x2 instead of 1x3 + 1x1
Soooooooo it matters what order the things in your block are in.

Try it.
Bored Peon 6 MAY 2021 a las 11:34 p. m. 
Publicado originalmente por remid0d0s0:
Publicado originalmente por Ǥɾᴧᴤʆᴧᵯᴧ:
not so good:
■■■
maybe better:
■■

perfect:
■■
■■
unbeatable:
■■■■
■■■■
■■■■
;)

because there is a cap of 3 it doesn't really matter how you arrange all that. but if the tech gets connected to the upgrades you can make it 2x2 instead of 1x3 + 1x1
Soooooooo it matters what order the things in your block are in.

Try it.
Placing them in a formation is not the most optimized. Where they are placed within the block makes a difference.

You want your 3 Class S modules (the one you can not craft/buy) to touch as many others as possible.

So the first two examples are the same. Especially if you are placing an extra set of Ss in tech or general tab.
Última edición por Bored Peon; 6 MAY 2021 a las 11:35 p. m.
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Publicado el: 31 AGO 2019 a las 3:13 p. m.
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