Frontier: "We can't allow you to jump to another star in a "binary" system over 6 million LS away because it's too close to be counted as its own system, so go fly there in Supercruise instead" Also Frontier:
Maybe for the drive to lock onto a body it requires a specific gravitational pattern? If these two stars are just passing by then it wouldn't be the same as a binary or single-star system. It would also explain why every jump, no matter what distance or drive, always takes the same amount of time (unless you manage to find a braben tunnel). The game not showing both stars and bodies is just how it's limited. Maybe if they ever update it so two suns can cast a cockpit shadow at once they'll also make it so other star systems can load up in sc?
@@gavinmitchell4632 These two pulsars are taken from real life and are the first recorded example of a double pulsar, that is, they orbit each other (rather than a more binary orbit where one is orbiting the other at a large distance), and they are not merely passing by. Orbital distance IRL is about twice the separation between the Earth and the Moon, except that they generally occupy the same orbital path.
@@gavinmitchell4632 The one flaw of the FSD. It requires your ship to be wrenched out of Witchspace from the object with highest mass (a star). Older hyperdrives could pick and choose where they jumped out to.
@@moontrooper2587 Is it too soon to make a back in my day reference? Because back in the originals, we didn't have this fancy dancy "witchspace." If I wanted a capital ship, I had to fly 2500 Ly's, uphill, in a solar storm, with people shooting at me as we went. Sort of like an interstellar driveby. And it could all go horribly wrong if you didn't slow down in time.
@@DavidUtau but that's exactly how it works. Star Systems in Elite Dangerous work like instances, meaning that one singular system is it's own lobby. "Loading Screens" in Elite are the hyperspace jump animations, and they're needed in order to queue up the next star system, or "lobby." This is why you can't supercruise to another system, it has to be a jump. SpannerWZ is right in the sense that if we didn't have loading screens, then you'd be able to visit both stars in the same instance and find them orbiting each other (like they do in real life). FDev could just fix this and make both stars in the same instance, but something tells me this was left intentionally, as astronomers in real life initially thought the two pulsars were separate systems until they double checked again.
This is weird, too, because these are real pulsars so you'd think FDev, having used the real data, would have recognized that these two pulsars are famous for being the first double pulsar system, in close orbit. A shame we can't see them interact in game.
Most of the galaxy in ED was created via procedural generation, meaning these two probably are probably just a generation error. On a side note, there are many places that were indeed based on real data, such as Sirius, Betelgeuse, etc, most of them have more of a name, less of a designation, which leads to the fact that these two have the name of PSR, followed by a bunch of numbers & letters, therefore being a general pointer to procedural generation. TLDR; most likely not created intentionally, just an error with the software used to generate uncharted parts of the galaxy.
@@cottonball605 tons of stars, galaxies, supernovas and so on are just given numbers like this in real life as well. Also these are real life pulsars. don't be so smug when you are wrong about something en.wikipedia.org/wiki/PSR_J0737−3039
@@cottonball605 I mean really you play a game that requires multiple internet sites to do anything and you couldn't have looked up if these where real life stars, just delete the game and go play COD.
@@cottonball605 That is a really bad metric to use for the game's procedural generation. A lot of times stats might be made up, but oodles of stars are long strings of seemingly random numbers and letters which is due to the fact that there are billions of stars that we can resolve in telescopes and most of them have no significance outside of science. Marta's Pulsars isn't an Elite:Dangerous nickname, it happens to be the real-world term for this binary pulsar system. Obviously it's an error in the generation of the system but it's an exceptionally strange one because of how it chose the system anchors, and also because of the entire survey of Pulsars, these two had notable significance over the others.
@@randyreynolds4252 Hey man, don't shoot the messenger, I was just tryna give the information I thought was correct ;-; Also, thanks for the correction, I definitely should've looked more into it, and take full responsibility
I love the way you did the subtitles! Matches the game perfectly. Also really liked the New Video notification at the beginning. Your editing style is cool!
In the bubble there are two systems like this. They overlap, the odd part is they’re both inhabited and have completely different maps… just the same star. If I find it’s names I’ll update it here. HIP 24019 and HIP 24020 HIP 24019 Has a Blue-White class A star 7 Planets/ stars orbiting it and a small starport "Von Bellingshausen Mines" - Population 5,749 HIP 24020 has a Blue-White Class A star with 98 planet/ stars orbiting it There are two small starports "Evan's Relay" and "Ito Base". -Population 160,898
@@JukoYT HIP 24019 and HIP 24020 HIP 24019 Has a Blue-White class A star 7 Planets/ stars orbiting it and a small starport "Von Bellingshausen Mines" - Population 5,749 HIP 24020 has a Blue-White Class A star with 98 planet/ stars orbiting it There are two small starports "Evan's Relay" and "Ito Base". Population 160,898
The shortest hyperspace jump is 0km. If you supercruise to another system, the system wont load, but the distance decreases, so you can go to the exact location and jump. Plus addition due to variable precision limitation, if you get too close, the distance counter just sets to zero. There are some systems (in bubble too) which are less then a ly away, so the SC is "only" a few hours.
Sadly, hyperspace jump distances are calculated between systems, not based on your actual location. So even if you flew 0.3Ly to a neighboring system and then did a 0km jump, the game would still consider that a 0.3Ly jump as far as travel distance and fuel consumption are concerned.
I mean, I wouldn't say there's any limit really, the systems are separate instances in which you travel in supercruise, And if there exists another system's marker, even if it was 1km Away from you, you can target it and use your frameshift drive to get there which is basically a loading screen.
@@cmdrHeliaxx I was specifically referring to the fact these kinds of jump markers don't exist in the game. People have requested in system jumps from Frontier before. It would make the trip to Hutton Orbital bearable and perhaps over 300,000 light-second trips more enjoyable.
@@defaultcitizen welp, wouldn't that make supercruise worthless? Plus it would kill PvP piracy. And hutton orbital Is So legendary exactly because of how long už takes to get there 😃
@@cmdrHeliaxx It probably create blockades at either star. A pirate could wait at the star distant from origin point and begin interdiction the same way as they can now, when target drops out of hyperspace. The pirate would also have the same jump ability. This could save a lot of time but if you wanted more consequences for using an in-system jump, add a fuel cost? Make it use the amount of fuel it takes to fly under supercruise speed + some modifier % to account for the fact it took seconds not an hour. Just some thoughts, likely better to discuss this on the forums. My motivation here would be to simply to save people time.
There are locations in systems that are over 2 million light seconds away from the hyperspace entry point. A famous one that became a meme is Hutton Orbital, 6.000.000ls away. They have the rarest cup in the galaxy. Otherwise, these are extremely annoying, I'm so glad they have a system to see how many ls it's away
This just reinforces my long held belief that ED should have in-system jumps & also that travel times should scale with the distance to the targeted system.
Travel time will never scale. The witchspace tunnel is just a loading screen, so it's determined only by your system's speed and your connection. Making it scale would probably just mean artificially increasing loading times for long-distance jumps which would suck for the explorers and space truckers.
I bet the truth is that, they look like binary in the telescope, but there is a great distance between the two systems, which is _almost_ perfectly lined up with the LoS of the scope but with a slight offset.
once I dreamed that I was playing, but I don't remember what I was doing and why I went to another system, but in super cruise, and I arrived in less than 5 minutes (dreams, the only place where you can reach more than 1000c in less than 30 seconds) and when it arrives, I collide and bounce with an invisible wall, but visible if you get very close, and one of the planets was on the wall, I already do the jump and everything is normal and I concluded that we are in a huge box, even if we travel by super cruise, we do not totally reach another system When I woke up, I was curious what would happen if I go to another system by super cruise
THIS! I find myself sitting on the pad because I'm stressed about going out in the black. I also HATE these damn pulsars, white dwarfs !!! HATE HATE HATE. 🤣
@@vikingreflections2824 I avoid non-scoopables. I'll take the long way to Colonia, I don't care. Started for me first day, I jumped into a White Dwarf system and about jumped out of my chair. I actually get mad when my route brings me to one even though I have them marked as no-go's This is what makes Elite, elite.
@@alexsabau5942 iEagle is not, iEagle actually has a very slow speed cap compared to the Courier. A Viper3 can hit 915 KpH, though which is a tad faster than the 885 of the iCourier
@@alexsabau5942 no, I tested it in game with my iEagle. Stripping down all of its parts to the lowest possible tonnage while maintaining enough power for the maxed out Thrusters yielded a speed of 645 m/s. It capped out at 645 pretty early on as well, which indicates that the cap for the iEagle's just very low. The Viper IS the fastest sublight hsip in the game, though at 915 m/s. My iCourier sits comfortably at a racing speed of 880 m/s.
Sadly to actually reach another star system you have to use your FSD to jump, it acts as a loading screen. You can be "1 meter away" from another star system and still have to jump to reach it.
Sadly even if you have the option of HUD customization, it's nearly impossible to find a color scheme that functions as well as the default and doesn't cause eye strain. Color design is hard, and whoever made the default HUD knew what they were doing.
fun fact: PSR J0737−3039 is the i think only recorded instance of a double pulsar! weird shit and cool that they put it in but its lame as fuck to have 2 different systems
@@JustSomeDudee that’s because Proxima Centauri is in the same system as alpha centauri. If they were considered separate systems, you would have to jump
@@alexsabau5942 I'm aware of that but Proxima Centauri (and Hutton Orbital) 275 times further from the jump point and you have to do it in Supercruise. I think that that's really funny.
You: Warps 1000Ls using hyperspace Elite dangerous didn't like that Elite dangerous: The B star does not exist in this instance, go jump there using hyperspace instead
@@Karuiko That depends entirely on your PC. Witch-Space is just used as a loading screen. They don't actually have a "distance" factor. The same goes for orbital cruise, etc. A 66 LY jump could load faster than 6 LY jump...