Elite: Dangerous achievements

Elite: Dangerous

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Centre of the Galaxy in Elite: Dangerous

Centre of the Galaxy172 (35)

Visit Sagittarius A

  • Unlocked by 1,260 tracked gamers (4% - TA Ratio = 4.92) 30,539  

Achievement Guide for Centre of the Galaxy

Lurking Lawyer
352,909 (216,633)
Lurking Lawyer
Achievement won on 21 Oct 15
TA Score for this game: 18,903
Posted on 28 October 15 at 14:01, Edited on 27 April 17 at 12:49
This solution has 46 positive votes and 0 negative votes. Please log in to vote.
EDIT - 27/04/17: The game has changed a lot in the 18 months since I wrote the original solution. Everything below still holds good but it's no longer quite such an ordeal to get to Sag A*. Make no mistake - it's still a slog - but with the advent of Engineers it has become less so.

Before embarking on the trip, it's worth spending the time to visit Felicity Farseer, increase your relationship with her and then collect the necessary commodities to engineer your Frame Shift Drive to increase range. It's possible to see a jump range north of 50Lys on a stripped out Asp Explorer or Anaconda, and the increased jump range obviously reduced the number of jumps it will take you to get to the centre of the galaxy.

Since update 2.1 (I think) the target for your next jump when you jump into a system will always be behind the star. This means that with a high level fuel scoop you can save even more time by skimming close to the star as you head towards the next jump point and top off your tank.

Route planning now also allows you to specifically set a route only using certain star types. If you select only KGBFOAM stars, you are guaranteed never to jump into a system with an unscoopable star and so the prospect of running out of fuel is virtually removed.


I'm afraid there's no quick or easy way to get this - however you cut it, you're in for a 26,000 light year slog to the supermassive black hole at the centre of the galaxy. And then the same again to make the trip back, if you want to cash in your credits and explorer progress!

A few tips to assist in the process:

1. Pick a ship which has a good jump range - ideally 30LY+. The Asp and the Diamondback Explorer seem to be the most common choices, but they're by no means the only ships you can use.

2. The two most important items (at least as far as I'm concerned) are A-class frame shift drive and fuel scoop of the largest class you can afford and fit. I made the trip in an Asp and fitted a 6A FSD and a 5A fuel scoop. You're going to be scooping a LOT of fuel while you're out, so the faster the rate you scoop at, the less time you'll spend waiting to refill your tanks.

3. Once you're out of the bubble of colonised space, you won't need weapons. Save yourself the weight and remove them. Shields are optional. I fitted a D class shield unit to minimise weight but to give me the comfort of having at least something in the way of shields. Similarly, minimise weight by fitting class D units for all other systems, like life support, power distributor and so forth.

4. I also fitted extra fuel tanks, but they're not a necessity. Fuelling gets very repetitive though, so you might save yourself some frustration by fitting extra capacity and so meaning you can jump further between scoopings.

5. Fitting an Advanced Discovery Scanner and a Detailed Surface Scanner is highly advisable. If you're going to spend a month getting there and back, you might as well get the credits (and the progress in Explorer ranking) by scanning as you go.

6. You may also want to fit a couple of automated field maintenance units. Your ship systems will gradually degrade as you travel - the AMFUs will help keep them operable. Note: you can't use them to repair hull damage, your power plant or cracks to your canopy. If you do pick up canopy cracks, don't worry too much - they look like trouble but as long as you avoid further mishaps, you should be fine. I did the last 16,000 LYs of my trip home with a very badly cracked canopy after an unfortunate mishap with a neutron star..... It didn't get any worse after the initial incident.

EDIT: Following the 1.5 update, canopies are now repairable, but AMFUs still won't be of any help if you're unfortunate enough to get a canopy breach before you get a chance to repair it. Thanks to bmlortz for pointing this out.

7. Avoid the aforesaid hull damage and canopy cracks by always ALWAYS zeroing your throttle after the FSD engages. This means you drop out of Witchspace effectively stationery, whereas if you don't you quickly accelerate - and if you're not paying attention, that is likely to be straight into the gravity well of the star you emerge next to. Being forcibly yanked out of SC will damage your ship and its systems.

8. The closer you get to the core, the more difficult it becomes to plot a course of more than a few jumps in the Galactic Map. There seems to be a trick to plotting longer routes using near exact multiples of your current maximum jump range, but it's generally easier to limit yourself to routes of 3-5 jumps once you get to within a few thousand LYs of the core. If it doesn't plot a route within 15 seconds or so, it generally won't do so at all or will take an absolute eternity. While the route plotter is working, the game slows down and becomes very jerky indeed.

9. Route plotting can be made easier by travelling above or beyond the plane of the galaxy. In the Galactic Map, press X to toggle between moving in the X and Y plane (left, right, forwards, backwards) and the Z plane (up and down). Travelling above or below also increases the chances of getting First Discovered status in systems, which increases the payout.

10. There are large fields of above and below the core of neutron stars and black holes. They're very good for generating credits and explorer progress but you do need to be VERY careful when jumping into a system which has one or other of those as the main star because you'll take a lot of damage when arriving in the system if you get too close, and you tend to emerge very close to them - hence the advice above to always zero your throttle.

11. In the Galactic Map, change the default setting which shows all stars so that it only shows you stars from classes K, G, B, F, O, A and M. These are stars that you can scoop for fuel.

12. Also ensure that your map is set to plot Fastest Routes. If you find yourself short of fuel with no stars in range, try swapping to Most Economic Route. The longer the jump, the proportionately more fuel you use i.e. one 30LY jump uses a lot more fuel than 3 10 LY jumps. You may be able to reach a star using more shorter jumps even if you can't do it with one long one.

With an Asp with an average jump range of 32-33 LY (since range varies according to how much fuel you're carrying), it took me around two weeks doing a couple of hours each day. Admittedly, for about 2/3rds of the trip I was doing a reasonable amount of scanning in each system, so it need not take that long.

I averaged about 2,000LY per hour on the way back, when I wasn't really hanging around to scan. If you limited yourself to a system scan as you jump into the system and didn't stop to detail scan anything, you could probably reach the core in maybe 10-12 hours. For me, that rather misses the point of the trip though - it's as much about the journey and what you see along the way as reaching the destination.

Depending on how much you scan, you'll likely net a minimum of 20M credits on your return - more if you're travelling through areas with more First Discovereds. My data sold for around 28M credits. It would have been much higher had I stopped to scan the neutron fields on the way home. As it was, I was bored by then and just wanted to get back to civilisation so didn't bother detailed scanning at all on the way back.

As a minimum, you should always scan on entering a system. It's then worth having a look at the system map to see whether there are things like Earth-like planets, water worlds, neutron stars or black holes that are worth travelling to and doing a detailed scan - they are all relatively high value. Stars, gas giants and high metal content worlds don't generate much so unless you can scan them from the system entry point, I tend not to bother.

Good luck, Commander! It will get very grindy, and you'll probably tire of scanning things once the novelty wears off - it certainly did for me! - but it's worth the trip.

Oh, and don't do what I did - get a bit distracted on arriving at Sagittarius A*, get too close to the black hole and so dragged out of super cruise, and then get so hot on trying to jump out that hull temperature reached 250 and I lost 30% hull integrity in one go. Doh!
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