Interesting, I'd forgotten that the Navigation MFD had that facility!Nite Owl wrote: ↑Fri May 16, 2025 3:57 amWitchpoint Beacon
My personal choice is to travel to the Witchpoint Beacon of the Current System and then initiate a Jump to the Destination System using the method described previously. Initiating a Jump from near a Station Buoy will also put you in close proximity to the Station itself causing Jump failure. The Navigation M.F.D. has an indicating line that tells you if you are too close to something large enough to cause Jump failure.
My understanding is that jumping from near a station buoy is fine - you have to be 10km from a Coriolis/Ico/Dodo - which is where the station buoy is. So just beyond the station buoy is good - and NPCs do it all the time.
Other stations have different masses and the distance changes.
It seems to be 15km from a Rock Hermit (smaller but denser?).
c.18-20km from Tetras & Octahedra (smaller but denser?) - these used to be scanner range, but Phkb tweaked their density
And 25km (scanner range) from the biggies (SLAPUs/CZGFs/Killer Wolf's hulking monsters/Tori/Kiotas).
I also noticed that a couple of times, trying to jump from beside your witchpoint beacon also led to jump failure.
I'm unsure how much of all this is vanilla game code, and how much is OXP'd.
So, Stranger's World, for example, adds/tweaks the inhibitatory effects of the planet (closeness to the planet inhibits the jump) - and this is affected by the planet's radius. I don't know if this is merely due to the effects of Habitable Planets OXP on the radius (and then the vanilla game code takes over), or if there is more to it.