CMDR Commander Tredwell profile > Logbook

Profile
Commander name:
Current ship:
Manderlay [TR-04C]
(Imperial Cutter)
 
Member since:
Nov 30, 2017
 
Distances submitted:
35
 
Systems visited:
18,494
Systems discovered first:
3,073
 
Balance:
24,652,155,382 Cr
Distant Worlds Journey to Waypoint 10

The journey to Waypoint 10, The Morphenniel Nebula and Mors Pit (an impact crater) has seen some difficulties. The path crossed through Permit Restricted Areas, and my galaxy map would not plot the journey, leaving me stranded in the void until I could solve the problem. I listened out for other CMDRs radio messages and researched historical records and began to plot a route to one star at a time. each time trying to search for a direct route. After about five FSD jumps I was able to plot a direct route to the waypoint to my relief. I have waisted quite a time in trying to solve the problem. I landed and took time out to relax, heading out in the SRV to do some surface mining - there was little material out there, or perhaps it was further out than I was in the mood for travelling. Beagle Point still seems far off.

Distant Worlds Journey to Waypoint 9

The expected distance to arrive at Waypoint 9 is some 8,241 lys, which is a long journey. I have decided that I will only stop at the designated points rather than visit POIs. Waypoint 9 is a neutron star, it's one of a number I will be visiting, but none of them are the same, the wave pattern of the fumes is different and just as dangerous and I am happy to do the regular jumps. On arrival at the base camp "Tranquillity Valley", I am unable to deploy the SRV - a similar situation to Waypoint 8. It's only after leaving and a discussion from the Squadron back home that I have understood the reason why. In an attempt to reduce power I have shut down items that I do not need, so the SRV was powered down and inactive, all I had to do was turn on the power. I will remember next time.

Distant Worlds Journey to Waypoint 8

I was hoping to meet up with friends at Explorer's Anchorage, but they are thinking of heading back to the bubble, and we have just missed each other. I have spent a while looking at the map and sizing up the distances to base camps and stopovers, they are getting longer - this stage to waypoint 8 may well be 162 jumps. Just grateful that I have Astra to talk to, and of course, Tabatha, my ship's cat.

Distant Worlds Journey to Waypoint 7

As I get closer to the Centre of the Universe I' getting a little nervous, so far out. I have yet to see any others CMDRs out this far, but the news is that although I'm catching everyone up, they are still some way ahead and making good progress. Once again the stages consist of visits to Neutron Stars and Black holes. I have made the decision not to visit the possible optional viewpoints and continue on the main route as per the map. However, I am carrying a fine from Eagle Landing so my priority is to clear that. I have been provided with coordinates for Grim Pioneer, a Mega ship which acts as a prison barge. They have an Interstellar Faction facility, which will accept payment of fines and bounties. Then it's a3ly hop to Sagittarius A*. There seem to be two photographs you can take to prove you have arrived at the Centre of the Universe: One with the Black Hole in your front windscreen, and one with the map location on the screen, depicting the Centre of the Universe.

Delighted to arrive at Explorer's Anchorage, Stuemeae FG-Y d7561, one of the most distant space stations from the bubble. I'm going to take some R&R before heading out.

Distant Worlds Journey to Waypoint 6

The journey to Waypoint is via a number of Neutron Stars. They are amazing to arrive at, but it's caution all the way. I've may the decision not to try a neutron jump, so I'm taking the longer route to the base camps. Time is important by with a possible 200lys jump using the energy from the neutron start my ship is maxing out at about 45.9lys. Although we are heading for Sagittarius and the Black Hole at the centre of the universe, the journey to waypoint 6 passes four Black Holes. They are strange dark areas within the night sky and once again caution is needed. I'm guessing, but my total number of jumps to complete this step on the way will be 145 jumps. The arrive base camp is New Aloros Ravine; a cavern that will only allow two CMDRs in any time, so I'm not sure if I will be staying long.

Distant Worlds Journey to Waypoint 5

With the thought of the problems that Eagle's Landing fine ion my mind, I'm looking for an Interstellar Factor to settle the problem. It's been a trip of many star system jumps and I once again ready to take a break and review the ship's condition. I arrive at Gru Hypue KS-T d3-31 and identify Gararin Gate as the planetary station to land. It's currently on the dark side so I switch on the Night Vision and watch the lights of the base twinkle in the night sky. Requesting docking is no problem but the Pirates are. I turnaround and head out of there. Then I get a call from the base commander, he advises me that any attempt to land and I will be fired upon. Thanks, guys.

Distant Worlds Journey to Waypoint 4

The Conflux Delta Site was the intended destination, but I was unable to locate it - let's blame it on the computer. So I head out to the Skaude Star system. The map suggests that I should be able to see the Rusty Net Nebula, The Collection of Wonders, the Guardian Ruins, and eventually arriving at Sacaqwea Space Port. I was able to locate the planet although it was showing as Undiscovered. Only nearing the star the scanner did its job and identified it as the planet with the landing base on its surface. Successful landing but I was blocked from using starport facilities due to the little fine I picked up at Eagle's Landing. However, a little R&R time gave me time to study the map. It looks like quite a few jumps to Clooku EW-Y c3-197 and Sheppard Shallows. Flying down to Planet 5GA, I scan and review any possible site for landing - nothing. I decide to head out to the next WayPoint.

Distant Worlds Journey to Waypoint 3

Sad to leave the Omega Sector Mining Facility. I have noted the POI's for the route given to WP2 and logged them into the computer.

Arriving at the Arkgamanon, I was expecting to see something of interest but did not identify anything of note. Step 2 was CD-23 14350 was a non-scoopable planet and I noted that it was actually identified as The NCG 6629 sector - a little confusing. Step 3 looked a little more interesting. I arrived in the Eagle Sector IR-W d1-117 but could not locate the planet's landing base. Calling out to local commanders I was directed to the second planet. Showing as an unidentified source it was only when I arrived, 4500yrs that a surface scan shows that the 2A planet was the location of the Eagle's landing Planetary Port. I was soon landed and recorded the cartographics from Way Point 1. A nice some of 3.8Mc and a First Discovered - Pyramoe LD-K C24-15.

Distant World II: Journey to Waypoint 2

I've taken the plunge and after improving the jump range of Rebecca, my Krait Phantom, to a jump range of 46.49ly Unladen, I launch my ship on the journey to Omega Sector VE-Q b5-15, Way Point 2.

I'm a little daunted by the number of jumps declared on EDDiscovery, it's 135.  I jump to the next planet, scoop fuel on arrival, pull away of the Sun and launch to the next star. It was about jump 20 when I found my ship getting a little warm. After fuel scooping, I could not break away from the star. Something was drawing me in and then alarm bells were sounding all over the ship. The radar showed that the star was behind me and no matter which way I turned it was always behind me. I opted to leave and triggered the FSD drive to log on to the next star system, however, I was going to have to complete the trip via an Escape Vector. Still with the ship getting hotter, 212 degrees, the Hyperdrive kicked in and I was out of there. Realising I had damage to the ship I refuelled at the next star and looked at the ships modules; FSD down at 68%. I shut everything down except for the Life Support and set the AFMU in motion, hoping that the Grade 5D would cope. I was left to reflect what had happened, but nothing came to mind.

After 32 jumps I arrive at a non-scoopable star. Having a fuel tank that holds 32Ts of fuel I have no concerns. Five non-scoopable stars later, I'm worried. I pause and take stock of the situation; I'm down to 10Ts of fuel. I look at my emergency handbook to seek out the method of calling the Fuel Rats, which offers little comfort.

I suddenly realise that my Galaxy Map has included non-scoopable stars on the route to Way Point 2. Quickly resetting the route to only allow only scoopable stars, I establish that I have 65 jumps to go to reach Way Point 2, Omega Sector VE-Q b5-15. With a weight taken off my mind, I set out on a journey that will take me to a station and some R&R. To date, my longest jump to another star has been 46.35lys, which I'm quite impressed with. At this point, I'm grateful that I listened to my Squadron colleagues and did a little engineering before setting off on the Distant World II trip. Since leaving Pallaeni I've not seen any stations to dock at, which is a little worrying, and I'm glad I have an AFMU on board. I'm hoping that the Discovery Scan of planets Data will have a value when I finally arrive at a station, and the journey will have some financial reward.

Arriving at Omega Sector VE-Q b5-15 I make for the Mining station. An amazing sight, as it is a station that is carved into an asteroid, and looks very cave 'like' once inside. First things first, I sell the cartographic data I have accumulated from scanning most of the stars on the 126 jumps, in total 3.4Mc. Now time for a little rest and relaxation and time to study the maps and the stopovers to Way Point 3.

Preparation for Distant Worlds II

I've scanned through the DW 2 notes and taken advice from fellow G.O.M. Squadron members and fitted out a Krait Phantom as my exploration ship. Before the major flight, I'm going to do some local missions to see how the ship flies. Looking forward to the journey.

Time to record my experience of flying the Phantom. Like the Krait Mk II, the Phantom is a real dream to fly, but this ship is being Engineered for the flight to Beagle Point. I've delayed the launch from Pallaeni as the initial FSD engineering has only increased the FSD jump range to 38.93. I read somewhere that the difference between a jump capability of 20ly to that of 40ly is almost three times the effective journey time. So I've been out surface mining near Felicity Inc, on Deciat 9B. A couple of hours in I found some rare materials and I decided to swap to the second SRV due to fuel reasons; only on reflection did I discover the synthesis option. I quickly find another location of Rare materials and enjoy the driving of the SRV. So now It's time to head out to find a Material Trader to swap some Manufactured materials and some Encoded data, two trips, and back to Felicity Inc to review the Phantom's jump range.

Well, I've returned to Farseer Inc to discover that the materials I need are the Encoded variety if I really want to increase the jump range of the Krait Phantom. I have travelled to Deciat's Garay Terminal and purchased an FSD Wake Scanner, however, the advice given is that the best opportunity to scan wakes is outside a station that is experiencing a Famine. There are no Famine problems in the local area, so I fly over to Karka and the Chandler Ring station, which is heaving with traffic. Here I'm able to scan a ship's wake every thirty seconds, the station is being visited by Type 7 Haulers and passenger ships travelling on long distances. On review, I have managed to collect all grades of data, so I head back to Farseer Inc.

With the help of Felicity Farseer, I'm quickly able to improve the FSD jump range to 45.93LYs. Considering the fact that I started out with a jump range of only 20LYs, I 'm pretty impressed. So, it's a case of packing the bags fueling up the ship and heading out to Pallaeni and the trip of a lifetime.