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Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
I’ll :effort:-post an OP tonight but how is the patch launch on the live servers?
:f5:

Helianthus Annuus posted:

can this be in the op



https://www.youtube.com/watch?v=_OVPOV-aSsg


Verviticus posted:

i think ive clicked on and read the elite dangerous OP every iteration ive seen plus the same one multiple times and i still dont really know what differentiates it from, say, eve online


Yagrum's Yacht Club


















DIAMOND FROGS
https://forums.somethingawful.com/showthread.php?threadid=3773251
tldr-

quote:

I'm In, Sign Me Up
First, proceed to Discord: https://discord.gg/0jUaPgJySwzQTCbf
You must make an account.
Second, follow the instructions here: http://www.diamondfrogs.co.uk/paramypad/
Password: [REDACTED - See PGS Thread]






El-P was a real dude and re-made his ship-post for everyone:

quote:

El Perkele wrote on Dec 11, 2018 18:28:
Yo I remade my posts for Ship poo poo etc. from 3.1 thread

Elite: Dangerous ships
The builds in here are by no means perfect. They are fully intended to show you what you can do with various ships, as well as to give you some starting point. Do not think these are all there is. When it comes to weapons, try to find your favourite. I gave builds for early ships because, well, at the point where you're flying an Anaconda you probably start to have an idea what you want to use it for.

Small ships - cheap tier
Eagle
Eagle is a cheap, manouverable and fun little ship. Since it carries mostly same internals as Sidewinder, you'll do well to simply swap your better modules from Siddey. Generally, the ship is an upgrade of Siddey in almost every aspect. With a bit of tinkering, it can carry more cargo. Even more, it packs more of a punch due to one additional (small) hardpoint. Depending on your choice, pick either class 3 shields for more combat-oriented build, or class 2 shields (you can then carry 8 tons of cargo in class 3 cargo slot). Unmodified, Eagle is a bit strapped for power, and requires power priority management.
Cost to buy: 44k.
Cost to A-grade: about 2M.
Budget generalist: https://s.orbis.zone/15_w
Dumb A-rated combat build - this build is dumb because a Viper III costs about the same: https://s.orbis.zone/15_x

Hauler
Hauler is not for combat. As a matter of fact, you should completely forget about doing any combat in this ship. When outfitted for hauling, Hauler can carry a max of 22 tons of cargo for a meager 68k credits. If you want a bit more stuff out of it, a basic cargo Hauler that can do stuff might look like this: https://s.orbis.zone/160n

Now, this looks completely abysmal until you realize that this particular Hauler actually has a laden jump range of 16 light years. That's... not bad, actually, for a 243k credit 22 ton cargo ship. As a matter of fact, Haulers are often employed as cheap explorer ships: https://s.orbis.zone/160p which also double as taxi ships. With Farseer's engineering, Haulers can reach over 40 light years in jump range. This means they are viable exploration vessels for just 1.1M credits.

Viper Mk. III
Viper Mk. III is one of the speediest ships in the entire game. It's also nimble. It's a very good beginner-grade combat ship that, when correctly outfitted, punches well above its weight. If you choose to pick Viper as one of your very first ships, know that it can also perform the same small-time data deliveries as your earlier ships. Viper goes heavy on class 3 internals, which is also good news for your future updates. Weapons-wise, it has two small and two medium hardpoints. With medium hardpoints, you can start to do stuff with plasmas etc. It's a good ship. Get one and love one.
Budget multicannon combat build: https://s.orbis.zone/15_y
Typical combat build: https://s.orbis.zone/15_-

Adder
One of the first multiroles, Adder is well-liked by many pilots. It's a very light multirole - not as versatile as a Cobra - that offers great capability at a low cost. A standard multirole mission runner could look something like this: https://s.orbis.zone/160j

Cobra Mk. III
After Adder, Cobra III is a respected and widely loved multipurpose ship, and often stars high in the "most liked"-lists of CMDRs. It can do pretty much everything in at least some respects and is very fast - unengineered, the boost speed can exceed 440m/s. OK, it costs four times as much as an Adder and combat-wise is perhaps not as strong as the cheaper Viper III, but it can easily carry 36 tons of cargo and outrun/outfight the less scary pirates. You can participate in community goals (CG), you can do rare commodity trading, you can do tourist missions, you can do smuggling and pretty much everything else too, at least to some extent. Get it. For pure combat, you probably still want the Vipers or a Vulture, and for pure cargo you'll probably want something like a Type-6, but you can do these all in Cobra III as well. It can really make everything.

Viper IV
A heavier, more combat focused Viper, that approaches Cobra. It's a solid multipurpose combat ship that gets a bad reputation because people do not realize what sort of hull it has (good). This is for those people who like Cobras but want a bit more murder and death in the side.

Vulture
Vulture is a pure combat ship. It has powerplant issues, jump range is super mehh and it loses in top speed to some lighter and cheaper ships. However, it has strong shields, great hull, two large hardpoints, is very nimble and handles superbly, and can remain more than competitive for very, very long time. The fire arcs of the two large hardpoints are great. This is definitely a ship you should get if you like killing other ships. As a combat ship this ship absolutely sucks donkey balls in any other role, but in combat? Not bad. Not bad at all.
The powerplant issues of this ship are serious. There are many builds that require engineering (generally Overcharger Power Plant and Dirty Drive Thrusters). This means that something like double plasma accelerator requires quite significant sacrifices and time spent, and is not beginner friendly - however, if you have a Vulture and like it, take it out every now and then, and make it your little lovely killer bee.

Standard beam+MC build: https://s.orbis.zone/1602 this is a starting point. From there, you can go basically wherever, because Vulture is really strong and can keep up with larger ships easily. But remember power management!

As one of the first combat ships armed with great hull, Vulture offers you a possibility to tinker with different builds. Here are two basic models:
Hybrid tank, which uses hull+bi-weaves. Takes hull damage, shrugs it off, recharges shields fast: https://s.orbis.zone/1609
Shield tank, which uses a standard shield and emphasizes shield recharge rate at the cost of lower hull integrity: https://s.orbis.zone/160a . Note how thirsty this build is for energy!

Engineered, these builds start to look quite different and are absolutely no joke if you happen to face a player in something along these lines:
Hybrid tank with resistance emphasis, no weapons: https://s.orbis.zone/160d The trick in here is to balance shield and hull resistances to decrease incoming damage, while keeping the shield's recharge rate good.
Shield tank, resistance emphasis again: https://s.orbis.zone/160e note how this build tries to balance both shield and hull resistances and also ramp up shield damage, but requires A LOT of juice to run it, and has to sacrifice some utility slots.
This is common in high-end combat ships, and Vulture will probably be among your first combat ships that can fully utilize these sort of specialized combat builds. This is not something that is purely necessary, but something you can remember when you're thinking further ahead.

Diamondback Scout
This is a combat exploration ship. I have no experience with it; it looks pretty much like a Cobra. 4 utility slots, 2x medium and 2x small hardpoints, and a pretty great jump range.

Type-6
There will always be a point where a good freighter is what you need. You have that on Type-6. It's a very basic, barebone freighter which does one thing and one thing only: hauls stuff. The cockpit is great, it lands on small pads and it's quite cheap too.

Freighters require some thought in outfitting. You want to maximize your jump range, meaning an A-rated frame shift drive (FSD) is almost a must. A fuel scoop is definitely a plus if you take longer routes. You're not going to fight anything, so you don't really need weapons. Your shields - should you choose to need one, and in Open you do need them - need pure strength, not recharge time, so pick the strongest shield you can afford and ditch the bi-weaves if possible. After all, once your shields go down you're in poo poo, the faster recharge won't help. To avoid death, you want to be as hard to hit as possible, so pick A-rated thrusters if you can, chaff and maybe a heat sink launcher. Eventually, you will get intercepted, and you just have to either run and high-wake to another system or surrender.

Though Type-6 may seem like a bad joke at the first glance, 92 tons of cargo for a 3M ship is actually pretty serious. Imperial Slaves or narcotics trading can net you profits in excess of 5k CR per ton, and basic medicine rushes can give you credit of over 10k per ton. This means you'll be netting almost 500k on single run. If you find some really great and fast route, you'll be making millions in an hour.

Basic build (without fuel scoop) is about this: https://s.orbis.zone/160s

Keelback
It's a funny Type-6 with a fighter bay! This is the cheapest SLF bay equipped ship in the game. I haven't flown this.

Dolphin
Small passenger ship. Might get a new life as module slot restrictions are dropped?

Larger, more expensive ships start about here
Asp Explorer
AspX is like the big, weird brother of Cobra Mk. III. Although the ship shines in serious exploration, it can also haul cargo and tourists, perform general mission running and, if your combat is good enough, also do some bounty hunting. The ship does not come cheap, but most likely it will stay an important ship in your fleet for quite some time. There are better ships for combat, and eventually you'll get better mission runners too - but for exploration, this ship remained one of the top choices. After Krait Phantom is introduced, it is possible that AspX will no longer rule the "mid-range medium long-range exploration" niche. If exploration is your thing, you can also decide to go for the cheaper Diamondback Explorer, which has some other leverages over AspX too.

Typical exploration build: https://s.orbis.zone/160t
Typical multirole build: https://s.orbis.zone/160u this is sort of "do everything" build that is not too great in anything.

At this point I think you're starting to get the idea about ship outfitting so I'm not including builds except where I have one. Ask the thread if you want advice. This took way too long anyways.

Asp Scout
A sick joke, that's what this is!

Diamondback Explorer
One of the longest-jumping ships in the game, seconded by only the expensive Anaconda, DBX has a reputation as a very solid explorer. While it is a bit less lax than AspX when it comes to outfitting, it's nonetheless widely liked exploration ship.

Type-7
A great hauler. This transports stuff. That's all it does. It's pretty good at it. If you like transporting stuff you should buy one. Large pads only, so Python is still the king at outpost trading.

High-end medium poo poo
Fer-de-lance
Probably the best, at least one of the best, combat ship in the game, as well as PvP favourite. 4x medium and 1x huge hardpoint, great shields, good powerplant, excellent manouverability - and absolutely sucks at travelling or doing anything else but combat. Looks glorious and kills stuff. Is expensive. Kills.

Mamba
New ship for 3.4. Fast FdL-type combat ship. Huge hardpoint! Fast!

Alliance Chieftain
Alliance Chieftain is pretty much the Federal Assault Ship with a bit weaker hull, no navy rank system, and different hardpoint selection. Instead of 2x large and 2x medium, Chief has 2x large, 1 medium and 3x small. The hardpoint placement is excellent, and Chief is almost comparable to FAS in most ways (it's less of a ramming wrecking ball, though). Module protection is OK. Chief is a great medium combat ship, and I heartily recommend a nice, A-rated one for all combat pilots.

Here's a basic Chief wikth 3x plasma and 3x rail. It can kill stuff pretty well. This is a hybrid tank build. https://s.orbis.zone/1614

Alliance other ships
I have no idea, one of these is a Chieftain with a fighter bay, another is like another Chieftain with something different like these are super :effort: ships someone else can talk stuff about them

Krait Mk. II
Python light. Can have a fighterbay. Is better than Python in combat. Is very good. You will buy this ship if you like medium-large multiroles. I prefer this over the Python due to better hardpoint placement and generally more pleasant sense of flight - as well as speed - but honestly Krait is a bit too close to Python to truly stand out. It's very much a question of preference and what you do.

Krait Phantom
A smaller Krait, new for 3.4. Third best jumper in game. Looks pretty neat!

Python
Say hello to arguably the best, or at least one of the best, ships in the game. Python is a medium multirole ship, which can easily also perform combat and even exploration duties. It can easily haul over 200 tons of cargo while still being well shielded, and it can land on outposts. This is the biggest cargo capacity ship that can do that, and that alone makes Python a great trader and mission runner. On top of that, unmodified Python possesses more shield strength than an Imperial Clipper, has immense firepower with 3x large and 2x medium hardpoints with great convergence, and good power and distributor. This has lead to Python being a stable in mission running for many players. The downsides of Python are the high cost and weird and partially below average manouverability, which can be almost completely circumvented using FA-off tricks. Pythons used to be utilized as combat ships a lot more, but are nowadays a rarer choice after cheaper, more combat-oriented vessels such as Alliance line and Krait have been released.

If you're thinking about getting a Python, do it. Luckily, Python shares many internals with larger ships. This means that money spent on your Python upgrades is money saved on larger ships and other mediums.

Here's an unarmed generalist A-rated build: https://s.orbis.zone/161d Weapons are, at the point you're flying a Python, mostly a personal choice.

Orca
Great tourist ship, handles well, is surprisingly dangerous in combat. Sees quite limited use outside tourist missions.

Federal Rank grind poo poo
These ships require Federal ranks to unlock. Ranks can be unlocked by running reputation missions for factions aligned with the particular superpower. This may take a long time.

Federal Dropship
"Slow" and "ungainly" are words used for this brick. Those are... sort of true and sort of not. FDS has relatively weak shields, but absolutely monstrous hull and module protection. It drifts a lot, but if you master FA-off and have some discipline, you can easily bring the ships terrifying 4x medium and 1x large hardpoints to bear down on a target. The ship is pretty much either a combat vehicle or a combat-heavy multirole. Jump range is bad, and engineering is sort of must to make this shine. Some people - writer included - love the ship, others hate it.

Federal Assault Ship
FAS is considered to be among the best combat ships in the game, along with the likes such as Fer-de-lance, Vulture and Chieftain. It is extremely mobile, handles almost like a Vulture, has 2x large and 2x medium hardpoints, has - again - ridiculous hull and module protection, does not die, rams everything and is viable even in Player vs. player combat. Just fill it with hull and module reinforcements, throw weapons you love into it, and take it out for a spin. For literally every other job there's a better choice, but it's definitely an experience in combat. If there's one ship in Federal line you have to test, it's this one.

Federal Gunship
Real name is Funship. FGS is the third Federation vehicle that looks practically the same as FDS and FAS. However, it has even more hardpoints and sports a fighter bay. It's slow and does not turn. The idea is to launch a fighter, tank damage while cackling maniacally, and unleash a shitload of firepower on anything that looks at you. Most famous build is probably "just overcharged multicannons everywhere". Do not plan to use this for anything else.

Federal Corvette
One of the so-called Big Three (since Types 9 and 10 do not count). Corvette is a specialized, large combat ship, with 2 huge hardpoints. It's expensive as gently caress. Some people use it multiroles, but it really shines with some ridiculous fuckoff beams slapped into the huges. It's surprisingly mobile for it's size.

Imperial Rank grind poo poo
Imperial Eagle
Fastest ship in the game with the correct engineering. This ship is... ehh I dunno, a race ship or something?

Imperial Courier
Truly wonderful little ship. Or poo poo, if you tune this into a speedster demon - with engineering and outfitting, you can get this thing to exceed 800m/s in boost. It carries 3x medium hardpoints - not insignificant - is pretty and has one of the best cockpits in the game. Additionally, it does not require too much rank grind and shields are good also! It is a great light multirole or a light combat vessel, maybe not as versatile as a Cobra but definitely a joy to fly. Get one!

Imperial Clipper
If you get your navy rank grind on, this is a ship you should aim for. Actually, you should probably aim for this ship anyways, because it's just a drat good ship.

Clipper is a medium ship that requires a large landing pad. It's hardpoint placement makes it less than ideal for combat - but it can definitely be a scary thing if outfitted for murder business - and large landing pad requirement means it cannot land on outposts. Outfitting it to higher grade is also expensive, but those level 5 and 6 components can be used widely in other mid- and late-game medium ships, so you're not losing all that much. Besides, at the point you're starting to consider the Clipper, you'll already probably have a few dozen millions under your belt.

Clipper is fast and fabulous. It's pretty, nice to fly, drifts all over the place, can haul an impressive amount of cargo, and offers great flexibility for mission running and general fuckery. It's a popular pirate vessel and sometimes also used for combat. Its perhaps not as versatile as a Python, but it's definitely a more exciting ship.

This here is a pirate ship: https://s.orbis.zone/1615 You can use this to steal Low Temperature Diamonds from fat Type-7s. That is considered fun gameplay.
This is cheaper cargo build: https://s.orbis.zone/1616

Imperial Cutter
Best hauler in the game. Ridiculous shield tank. Large Pretty. Super, super expensive late game ship. Does not turn but goes fast. Fabulous and appreciated.

Large and expensive poo poo
Anaconda
Anaconda. The biggest multirole ship and the one that is not locked behind rank grind. Anaconda is for multipurpose pilots what Cutter is to traders and Corvette to combat pilots - absolutely biggest motherfucker you can get. Anaconda can do it all - it has ample firepower to specialize in combat role, it's a great trader (although you can get a Type-9 with better cargo hold for that), it's probably the best long-range explorer in the entire game, and... well, you get the idea. It cannot land on outposts due to large landing pad requirement, but it's truly wonderful. Anaconda is also expensive and widely considered late-game ship. There's literally no role in the game you cannot perform in some extent in an Anaconda except for serious PvP combat.

Type-9
Huge-rear end slow bulk freighter. Immensely big, horrible to fly, and very very good transport. This is usually utilized in some specific cargo routes. It's BIG. It also prints money if you get some nice short-distance medicine run going.

Type-10
This is some xeno hunting thing I... I dunno. I haven't flown this. People do fly this. It has a fighter bay and shitloads of hardpoints. Someone else can talk about this one.

Beluga Liner
Passenger ship for weirdoes who like passengers. This is bound to change soon with module limitations removed, meaning Belugas can start to do other stuff.

Mining!


AttackBacon posted:

I've done a ton of mining over the last week and here's my thoughts on it:
  • Type of Mining: I found core cracking in Icy Rings was the best. Low Temperature Diamonds, Alexandrite, Grandidierite, and Void Opals all sell for huge amounts and often at the same station, making things very efficient. There's only one undesirable deposit, Bromellite, that I ever saw and lots of that showing up seemed to be an indicator that a particular hotspot was getting depleted. If possible you want to be in a Pristine ring with a big Void Opal hotspot. If you find a good spot you can get 150-200 mil an hour easily. Almost everything good is in core deposits, every now and then there'd be a crackable asteroid with subsurface LTD deposits, which is why I bother bringing a subsurface launcher, but it was pretty rare. I stopped bothering with non-crackables, the returns just pale in comparison. The multiple Abrasion Blaster trick works but it's inconsistent enough that I wouldn't bother trying to get it on every deposit, just bring multiple blasters and consider it a bonus whenever you get an extra fragment. You'll need to do some power management (and bring a better distributor) but that's not a big deal.

  • Ship: I found the Python was the best overall. You can do rock cracking with a variety of ships but the Python gives you by far the most longevity in a field, which translates to more efficient runs and more profits. The Krait MkII is almost identical, sacrificing 64 tons of cargo (or 32 tons and your fuel scoop) for a bit better maneuverability. I found the Python was totally fine with 6A Thrusters which is what you want to be running and 64 tons of cargo is a big loss of longevity in the field. I didn't like the Krait Phantom at all, you're giving up half of your cargo for 30-40% more jump distance and range, it's not a profitable trade-off imo. On top of that you have to sacrifice your fuel scoop which just destroys any advantage in travel time if your point of sale is further than your fuel range. Anything else is either just a stepping stone to the Python or just too unwieldy for cracking (imo, I'm sure you could make a bigger ship work if you really wanted). Priorities for your modules are your thrusters and your pulse wave analyzer, you want those A-rated so that you can find crackable asteroids as quickly as possible. Shields are mandatory for cracking, just too risky otherwise.

    My current Python build is here: https://s.orbis.zone/1dds Substitute the weapons for mining equipment in game: Cannon=1D Abrasion Blaster, Beam Laser=2B Sub-Surface Displacement Missile, and Missile Rack=2B Seismic Charge Launcher. Coriolis doesn't have the Abrasion Blaster or Sub-Surface Missiles in it's builder yet and the stats for the Seismic Charge Launcher are wrong. Those substitutions match the power draw and weight. I found only a single 5D Collector Limpet Controller was necessary for cracking, having more than 3 limpets going doesn't meaningfully speed you up (since you're spending time breaking surface deposits) and is wasteful in the long run. D-rated was fine for both the Collector and Prospector, the Collectors are going to die faster than that anyways from running into asteroids and poo poo and I was never launching a Prospector from more than ~2km anyways.

  • Combat: As long as you aren't logging out while in a field or moving from one field to another, you don't have to worry about NPC pirates. They only spawn when you first enter a field and they'll just ignore you if you're only carrying limpets at that time. If you wanted to be able to fight back, I'd say you'd want an Engineered ship that swaps to a 6A/6C Bi-Weave Shield Generator (for one of the cargo racks) and swaps some mining equipment for your preferred large emplacements (my combat miner had two large plasma accelerators). You lose the subsurface launcher and/or some abrasion blasters plus a fair bit of cargo space, so it's not really a tradeoff I felt was worth it. You can win PvE encounters with that build but you're probably gonna lose to a PvP encounter regardless unless you can just run.


One thing I found with route plotting in the Galaxy Map was that if you *Selected* the end point, it would have that selected in your nav computer, instead of the next point on your plotted route. To check if that's your problem just see if it's trying to jump you directly to your endpoint or if your next jump target is actually the next point on your route. If it's doing that just select and unselect the end point, maybe cancel and redo the route too. It should work then. I think the routing just won't work if you don't have enough range to get to a system by any route, rather than make you an impossible route.

quote:

El Perkele wrote on Dec 14, 2018 02:13:
Elite Dangerous Ships 201 - I have no idea what to do with these ships!

There are currently 36 ships available in Elite: Dangerous, though Cobra Mk. IV is limited to people who hate themselves. These various ugly, beautiful, unique, copypasted, useful and useless ships come in three landing pad sizes: small, medium and large. These landing pad sizes refer to which size landing pads the ships can use. [Since outposts do not have large pads, only small and medium ships can land in there.] It should also be noted that while large ships are often more effective than medium ones in their respective roles, they still perform the same tasks. Large ships can also be so expensive to run, so e.g. combat pilots often stick to more manouverable and cheaper medium ships.

Theoretically, all ships can be outfitted to do anything. You could for example outfit a Type-6 for combat, a Vulture for exploration, or a Fer-de-lance for mining. Practically speaking, this is not the best idea. You will soon notice that some ships shine in particular roles, while sucking at other roles for various reason. For example, a cargo Federal Corvette is possible and good, but still a very peculiar role for that ship, since there are cheaper options with less prohibitive acquirement, repair and rebuy costs. Likewise, Exploration Fer-de-lance is just :psyduck: because you’re paying premium for sub-par performance at that particular area.

Whenever you are outfitting a ship, the first thing you should think about is “what particular role will this ship fill” or “I want to fly ship X, what is it good for?” For example, if you are itching for exploration and have 30 million credits, it might not be smart to blow that all on a Federal Dropship. But if you really want to do some combat and multirole stuff in a heavily armoured pig, Dropship is a better choice than an Asp Explorer. In the end, you should just fly ships you want to fly because this is a computer game, but knowing the ships helps you enjoy the game a bit more.

To help you, a Fresh Pilot Straight Outta Sidewinder Licence Training, out, I created a very, very basic list of different roles and what ships are generally considered to be good at those particular roles. I simply listed the ships in an order a new pilot might consider them. The order is thus roughly ascending, with beginner ships in the beginning and more advanced in the end.

Exploration
Exploration vessels are designed to get out into the black, explore new systems and operate autonomically for prolonged periods of time. The builds generally prioritize jump range at the cost of everything else. Usually the ships are as light as possible, using undersized internals, no weapons, and extremely sparse equipment in general to shave off every unnecessary ton. Typical modules exploration vessels carry are detailed surface scanners, FSD boosters, large fuel scoops, planetary vehicle hangars, heatsinks and auto field maintenance units. Explorers love to travel the Black and post screenshots of their discoveries everywhere. Some explorers participate in co-operative missions, such as unveiling the plot mysteries of the game or group expeditions to the far side of the universe. It is a very popular part of the game, because the barrier of entry is quite low and competitive builds do not really matter.

Hauler
Diamondback Scout
Diamondback Explorer
Asp Explorer
Krait Phantom
Orca
Anaconda

Trading
Trading vessels prioritize cargo space, jump range and defence against pirates. They downgrade everything else, often lacking weapons and relying on evasion. These ships are designed to get to point A, grab as much cargo as possible, move to point B, evade pirates and sell cargo there. These ships are generally filled with cargo holds, with possible shields usually placed in the second largest optional slot, and do not usually sport offensive firepower. Traders are the Euro Truck Simulator II players of Elite, chugging peacefully along some trade routes, enjoying the relative monotony and good income.

Hauler
Adder
Cobra Mk. III
Type-6
Keelback
Asp Explorer
Type-7
Python
Imperial Clipper
Type-9
Anaconda
Imperial Cutter


Combat
Combat ships are specialized in killing other ships. They pull other ships from hyperspace or go to resource extraction sites (RES) or combat zones (CZ) to wreak havoc. They are generally pointedly outfitted for combat, and discard everything not completely necessary, sometimes even downgrading FSDs to get some more speed at the expense of jump range. The scene is dominated by medium pad ships; large combat ships are powerful, but very expensive. Late-game combat builds are often highly engineered and rely on various effects to make them absolutely devastating against other ships. These late-game ships also include various Player vs. Player (PvP) ships you may encounter in open. PvP is a completely different game and completely outside the focus of this short guide.

Combat ships are filled with combat-specific modules, such as ship-launched fighters, shields, shield cell banks, heatsinks, chaff, shield boosters, FSD interdictors, high alpha damage weapons, engineering, and module and hull reinforcements. Combat pilots are aggressive minmaxers who dive into technicalities of damage per second, shield resistances and speed, and wreak havoc and death wherever they go.

Eagle
Imperial Eagle
Adder
Viper III
Viper IV
Keelback
Imperial Courier
Vulture
Alliance Chieftain
Alliance Challenger
Alliance Crusader
Federal Dropship
Federal Assault Ship
Imperial Clipper
Fer-de-lance
Mamba
Krait Mk. II
Python
Anaconda
Federal Gunship
Federal Corvette
Imperial Cutter

Multirole
Multirole ships are the jacks of all trades. They non-specialize to perform wide array of roles adequately well, often with only light retrofitting between missions. Multiroles often balance cargo space with offensive firepower and may also carry utility modules such as planetary vehicle hangars, collection and hatch breaking limpets, FSD interdictors, kill warrant scanners etc. All of this depends on your approach and planned missions. Depending on commander, multirole ships can be pirate vessels, glorified traders, opportunistic combat vehicles, general data couriers, material gatheres, or mission runners. As you can already see, there’s really nothing in common with these ships except the lack of specialization in exploration-combat-trading triangle. Multiroles are generally closest to Han Soloing This Space Game you can get. Multirole commanders are generally experienced in almost every aspect of the game, including various illegal activities.

Sidewinder
Eagle
Imperial Eagle
Adder
Cobra Mk. III
Cobra Mk. IV
Viper IV
Imperial Courier
Imperial Clipper
Federal Dropship
Python
Krait Mk. II
Krait Phantom
Anaconda
Imperial Cutter

Tourism
Tourism is basically a form of either bulk transport or exploration. It comes in two forms: long-distance sightseeing, which is basically long-range exploration, and bulk/criminal transport, which is basically transport with cargo racks replaced with various classes of passenger cabins. Tourist pilots are glorified explorers who like shine, big, expensive ships and money.

Pre-3.4, the tourist ships of choice were:
Dolphin
Orca
Beluga
Anaconda
Freighters in general

Anti-Thargoid
[someone else plz]

Mining
For mining, you generally want medium or large ships with a lot of internals to fit in cargo, refineries and limpets. Ships like Python, Asp Explorer, Lakon freighters, Krait Mk. II, Federal Dropship and Anaconda are generally used for this. A certain degree of manouverability is well-liked due to cramped space at rings. Mining pilots are probably unicorns, since seeing one is so rare.


OUTFITTING YOUR SHIP FOR SOMETHING

1. Decide what role you want or what ship you want to fly
2. Make sure you have enough money for at least one and preferably multiple rebuys after outfitting.
3. Utilizing a website such as Coriolis.io, create a rough draft of the ship. While this is optional, once you are familiar with this you can save time. Since you’ll be seeing all these modules, understand the following:
• E-rated modules are stock and come with the ship. They are cheap.
• D-rated modules are lightweight. These are used to save weight, often in places such as life support and sensors.
• C-rated modules are good value, the “midrange” option
• B-rated modules are reinforced and heavy. These are usually used under specific circumstances, such as powerplants of PvP combat ships
• A-rated modules are the most expensive and best performing*.
4. After deciding on core internals, draft the utilities/optionals for whatever role you want.
5. If possible, move to a system owned by Li Yong-Rui; use EDDB.io website or Coriolis’s info on “Stations that sell this build” [upper right DOLLA sign]. Stations under his control offer a -15 % reduction in both purchase and rebuy price. More money!
6. Buy your ship! Do poo poo!
7. Do not fly without a rebuy
8. Remember that you get 100 % of module price back when you sell it, and you can also store modules. This means you do not lose money when practicing.
9. Do not despair. If in doubt, ask other people for advice.

*When other players speak of A-rating, they mean that they fit as much of the ship with A-rated modules as possible. However, this does not mean that every module in the ship should be A-rate! A-rating a ship can be extremely expensive, and on large ships an A-rated powerplant can cost more than the ship itself. Hence, it’s very much a question of budget. However, you can also plan ahead – a class 5A shield generator, for example, can be fitted to several other ships, so you’ll be saving money in future outfitting since you can just swap modules.
:eyepop:

iospace posted:

Put in op please:


Third-Party Tools

Inara - Engineers, blueprints, mats/components, and other useful information.

EDDB - Systems, stations, major/minor factions, SpaceTrucker GPS Routing, and other cool stuff!

Road to Riches Scan the planets in these systems for to make great profits! :homebrew:

Coriolis - Ship fitting tool. Tells you range, hit points, costs, anything you'd want to know when theory-crafting a new ship!

Neutron Route Plotter - Use the Neutron Highway to speed your way to Colonia and other destinations!

Canonn Guardian Database - Maps for Guardian Ruins and locations for obelisk data points/caches.

Elite Dangerous Star Map - Perhaps the most comprehensive player-run database of what stars are mapped or not. Several third party programs will sync with them. -iospace

ED Market Connector - If you take two minutes to make an Inara account it will grab all your engineering mats and tell you what you have and don't have while looking at recipes. -Fuzzysocksucker

EDRefCard - Allows you to submit your bindings file to generate a quick "what button does what, again?" visual aid. -iospace

Netflix - For when you see the dot...

:frogsiren:The Brown Sea:frogsiren: - A wretched hive of scum and villainy false-nostalgia and grognardary.

YouTubers

Scott Manley - Astronogamer and fellow Goon, Scott Manley's videos focus on science but he also plays Elite for fun! He follows major developments and will connect/compare game mechanics to their real-world counterparts in science! :science:
https://www.youtube.com/watch?v=iXw4Vs_yn5A

Isinona - Most of his videos are dated now, but the flight mechanics are still the same. His smuggling video is still a fun highlight and his FA-off videos are fun to watch!
https://www.youtube.com/watch?v=KbaLJTGHkj8

Obsidian Ant - Posts a few videos a week on game updates and news, a good source for the latest happenings.
https://www.youtube.com/watch?v=DEFh-twBaEA

CMDR Josh Hawkins - Another general space-game channel that also focuses on Elite. Also does a regular podcast.
https://www.youtube.com/watch?v=8khM8pj5aWQ

Captain Skoomer - Half Let's Play, half Machinama, an in-game, in-character exploration channel.
https://www.youtube.com/watch?v=Ufl9RZfa2Qk

Toxic Fart Syndrome fucked around with this message at 05:57 on Jan 8, 2019

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Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

I said come in! posted:

Is the learning curve for Elite Dangerous still crazy? This is the thing that is holding me back from enjoying this game. :/

It has a pretty high skill ceiling, but you do not need to be aware of the skills or utilize them to enjoy or be decent at the game. It's not like EVE or the X-Series where you have to read a bunch of tutorials/spreadsheets to minmax your playstyle: you can just jump in and start trading/fighting/smuggling/exploring. Elite mostly lets you do what you want to. Especially after you are about 30 hours in and have a few million credits.

If you have any experience with space games (didn't I see you in the X4 thread?), you should pick it all up pretty quickly.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Elderbean posted:

As a newbie how should I make money and what parts/ships should I save for?

Grab missions until you have a few hundred thousand credits (smuggling missions have good payouts), then you can buy a Cobra Mk III and fit it out however you want!

Exploration still seems to be the easiest money right now: get something with a 30ly range and start scanning!

You could also do trade or combat, passenger missions also make easy money (you need a passenger cabin). Data missions are easy and require nothing but flying from point to point!

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Can my favorite thing be in the OP? Yes. Yes it can.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

BattleMaster posted:

Oh I found out what my mistake was; I was honking, noting that it didn't seem to do anything and wondering wtf was the point, and then using FSS mode and because of this I never realized you have to honk before using it since I was doing it anyway.

Since there's a shortcut to honk in FSS mode I guess I don't need to have it assigned to a weapon group.

they’ll take my primary 1 honk from my cold dead hands :derp:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Dick Trauma posted:

Using the new scanner I found a waypoint called "Secret Void Toolbox" and I figured it couldn't be that secret if it shows up so easily, so I flew to it and it looked like a space station, but I couldn't request docking. Then a Fer De Lance appeared with a high level "lawless" pilot so I buggered off before anything dramatic could happen.

10/10 would brave sir robin again

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Edmond Dantes posted:

I was talking to a friend last night about wanting to get the game to do some space truckin' and he mentioned you can just get jumped and robbed of whatever you're carrying at any point? Because ETS2 in space sounds dope, but not so much if that includes getting dark souls invaded.

In 4+ years of exclusively playing in Open, I have had a handful of player encounters. Most of them have been meeting other explorers around POI on planets and then having dune-buggy shenanigans with pubbies!

I have been ganked twice, once during a Sothis gold rush and once when I was just tooling around randomly. It's not a big deal, you'll spend more time ducking NPCs than humans. :shrug:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Dick Trauma posted:

I had to do my first delivery to a surface installation. I aimed at the spot on the planet and was zooming in when I got cold feet and dropped out of super cruise. I was still way too far so I jumped again while pointing directly at the planet, thinking "this is how you kill your pilot" but instead closed the distance, dropped out of supercruise again and entered orbital flight, still pointing straight down at the destination.

I got a nasty message about being unable to glide due to my angle and once again got scared and cut the power, but I sort of floated down and down until it was safe to activate the auto lander.

So... mission accomplished, but I'm glad no one was watching. :ninja:

So, when you are coming in, keep your nose above the planetary horizon, but below the orbital exclusion zone, feather your throttle until you Time to Impact (TTI) is ~10s. Spiral into the planet until your destination is on the horizon. Nose down 10 degrees when you get into Orbital Supercruise until your destination is at 45deg on the instrument horizon, throttle down to the sweet spot if you are over 75%. Nose down, directly into your destination (it should be at 45-50 degrees down), if you have the throttle in the Sweet Spot (highlighted area of the throttle), cruise-control will bring you down to 2500 when you enter the glide. Once in the glide you can firewall the throttle for when you drop out (or zero it on high-G worlds).
:eng101:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Friendly Fire posted:

I was doing this last night and drat they absolutely nailed the sound effects when you explode an asteroid.

This is the only space game where I've actually enjoyed mining.

Reminds me of the cinematic opening to I-War 2. :allears:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

no_recall posted:

I'm on syanfeu, however you spell it. At the guardian ruins. FD gifted me the black mamba skin for being a KS backer. However, I can't be arsed to jump all the way back to Shinrarta.

I don't have any guardian tech researched, but I have been collecting guardian loot from the drones. Anybody got a guide to this?

It's in the OP! :woop:
https://ruins.canonn.tech/

Just type in the system name and it will show you the ruin map and which things to scan. You can also find the other sites/scans you will need for various unlocks!

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
It's funny that this game came out five years ago because it feels like it just left early access and got ~actually~ released this week! :peanut:

PS: you can get the base game + horizons + some skin packs on steam for $14.39 right now: an absolutely insane value for the content when mofos are paying $50 for X4 and $10,000 for Star Citizen!! :monocle:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

chaosapiant posted:

I bought my Krait Phantom last night. I put in my A5 FSD and it has a level 2 mod on it for jump distance, but my jump range is still only around 35-37. I can get higher by dropping my power plant and thrusters, but I want that speed to! Anyone know what else I can drop for jump distance? I've got like 3 empty optional internal slots, and I've got a buggy, an afmu, a 6A fuel scoop and 5A shield and surface scanner. That's it.

Endurance exploration doesn't need anything past 32ly. If you are looking to push into truly uncharted territory, you'll want a max-range DBX or Anaconda that can do >75ly per jump so you can boost to above 150ly and get past Beagle Point.

Blind Rasputin posted:

Is there a website that tells you how to take the neutron highway to colonia and Sag A? I have been out there before but I took the scenic route.

It's in the OP! :woop:

Helianthus Annuus posted:

im about to take the neutron highway to colonia and spansh says its gonna be like 120 neutron jumps to get there

are you saying i roll the dice every time, and i have at least a 1/100 chance of getting rocked, even if i fly correctly? not sure i like those odds

If you keep your FSD fully repaired, you would have a 1/100 chance multiplied by 120 chances, which equals a 0.1% chance you will suffer a failure across the entire journey? Think of it like a lottery ticket: if you buy 120 tickets for 120 consecutive drawings, you are no more or less likely to win each individual drawing. The increased chances certainly make it ~more likely~, but the separate data-points do not actually correlate with each other.
:shrug:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
Yeah, I usually repair my FSD around 85% and have never had a failure. :shrug:

If the 1% thing held true, I should have had dozens, maybe hundreds, of failures by now. :monocle:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

clone on the phone posted:

What’s the biggest baddest ship I can cover in turrets while I zip around in a fighter. Type 10? Corvette?

Corvette with all PDCs and efficient beam lasers. Maybe some packhounds?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
Yeah, that makes much more sense and lines up with my anecdotal experience. :thumbsup:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
I'll try ironic mining with my corvette when I get back to the Bubble... :getin:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

a big fat bunny posted:

Good luck finding these because the BGS is still kinda being stupid and, as far as i know and can see, these states just aren't active anywhere right now. EDDB isn't much use here because those states still listed as having this also haven't been updated since the patch dropped.

Pro-est Tip: this is what those GalNet “Top 10 Civil Wars” articles are for... :ssh:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

a big fat bunny posted:

i didn't mention that one because those are showing up. Same with Wars and Elections.

Oh. :rip:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
How do I change cockpit modes without hotkeys?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

iospace posted:

A metallic crystal! I found some in the rings of a planet too:


Synuefe DZ-Q C21-1 A 4

Holy crap I thought it was just an glitch/artifact! :monocle:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Kesper North posted:

Last time I was playing ED actively, planetary landings had just become a thing. If I were to pick it up again, how viable is it to play without the Engineers and later expansions? I'm not going to be able to afford to buy in again any time soon, sadly.

Hey Kesper! It’s totally viable to play without the expansions (there is only one).

Horizons gives you access to planets and engineering, two things that add a lot of depth to the game if you are into it, but the content didn’t exist for the first two years or so, so still plenty to do!

If you have the game on Steam and have never messed with the marketplace, you should have enough ~digitally trading cards~ to scrounge up enough to splurge for the expansion during steam sale!
:homebrew:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Kesper North posted:

Oh but I have Horizons! I just naturally assumed that I would have to pay even more because another year has passed. The fact that I apparently don't has me goggle-eyed with wonder.

Holy cow, that's actually pretty cool and exciting and I'm downloading the client. Time to see if my HOTAS still works!

Sweet, I was just going to gift it to you on Steam for nostalgia’s sake! :glomp:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

nessin posted:

I thought heat was mostly a function of the power plant and scoop? That would make sense for the DBX because it's got a smaller scoop and plant on average. And if true then you'd probably be able to do the same on the Phantom with equivalent sized modules.

It also has to do with how much of the powerplant you are currently using! :eng101:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

oXDemosthenesXo posted:

I'm trying to decide if I should play this game.

- Do I need a joystick to play this properly? I'd like to use a gamepad and minimize keyboard and mouse input. Is that a pain in the rear end or is it something people do?

- I understand the learning curve is significant but how many game hours should I expect before I'm not bumbling around crashing into space stations?

- If I just want to go exploring, how long do I need to grind up cash first before I can buy a decent enough loadout?

- I don't mind some combat action, but I'd rather avoid an endless get sucked out of hyperspace, fight, continue to destination cycle like you see in these games sometimes

No, it has a console release and many use KB+M, or gamepad, in addition to HOTAS setups. Basically: use whatever is most comfortable to you!

You can get through the opening tutorials in <1 hour (the combat one is a Kobayashi Maru, so just do it until you die then go to the main game). You will understand most of the game systems in the first 10 hours or less.

You can start exploring in the starter ship, so 0 time? Exploring is the easiest source of early credits!

As long as you don't have a bounty or something valuable in your hold, you will only see hostile NPCs every hour or so, in my experience.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Jim Silly-Balls posted:

Fired the game up for the first time in like a month, and the first time with my new Oculus Rift (:woop:), and I immediately found some sort of giant tanker ship being attacked by Thargoids. They radioed saying they were being attacked and asked for help, but I couldnt find anything obvious that I could do.

What do I do there?

Kill the Thargoids?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Jim Silly-Balls posted:

I didnt see any, was the weird part, there were a couple other ships around, but nothing Thargoid related as I could see

Good job, Commander?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

iospace posted:

Also, I just realized with bonuses and all, I've made over 725m off of exploration. Holy poo poo.

Honk-and-Go is now significantly more profitable since you get a detail scan of every star for honking! :homebrew:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

nessin posted:

If you explode with engineered modules, does the rebuy give you same engineered modules as replacements or do you have to do it all over again?

Rebuying recreates all of the engineering, so make sure you always have enough credits for a rebuy when you undock!

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

timn posted:

1 pip in ENG, didn't even boost out of the slot, nice flying grandma

:iceburn:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

clone on the phone posted:

If I want to change some engineering I've done, can I simply overwrite it or do I need a fresh module?

You can overwrite it or just buy a new mod.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

chaosapiant posted:

I think the point of the surface probing is to locate hotspots for rock collecting, and doesn't really otherwise contribute to the road to riches work.

You get a first mapped credit if you’re first, not sure if you get a payout...

My other question would be if you do get a payout for mapping, is that only landable worlds or do I get cash for mapping HMCs and Water Worlds and whatnot?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Edmond Dantes posted:

Speaking of HOTAS; I gifted myself an X52 for christmas. Does anybody have a reference card or a good button layout for it?

I know it'll come down to my preference, but it's always nice having a base to go from.

There are sooooo many buttons. HMU on discord and I'll send you my profile, but honestly, just bind each button to whatever you panic-press when you think about doing a thing.

Easy choices for me were primary fire on the trigger, secondary fire on the C-button. Pinky trigger is mode-switch. Lower hat is direction thrust. Boost is the I-button on the throttle.

Don't forget to (carefully) take out the throttle detent!
https://www.youtube.com/watch?v=3TrDCO-FMBI

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
I mean, most of us have played for multiple years and have >2000 hours so even with a HOTAS and a bunch of cosmetics you're still looking at <$0.15/hour of entertainment.






































:ohdear:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

oXDemosthenesXo posted:

I just finished the tutorials for the first time. They were good enough to get by but don't teach a whole lot besides how to kinda fly.

Do you folks that use a gamepad use the default controls? I'm finding it to be kinda awkward but it might just be my lack of practice.

And do all the ships turn so slowly...

Yes, for all of us old Tie Fighter/Freespace nerds the yaw is a difficult transition. Roll is your primary means of turning, then pitch up/down to align. Keep your throttle in the middle of the sweet spot (or hit the boost) in newtonian space for best maneuvering. In supercruise, set the throttle to 50% for the tightest turns.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Shine posted:

I bought some clothes for the commander avatar I never see, and paint, name tags, and a body kit for the ship I see 1% of the time. But I also bought Christmas lights I can see any time, so it's Space Christmas forever. :allears:

Tonight's haul was $30 million from icy rings. At one point I went an hour without finding a core, so I asked my wife to sing, "Diamonds Are a Girl's Best Friend," and spotted one a minute later. :love:

Better make some ship pr0n for the OP. :getin:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Edmond Dantes posted:

I may wait a bit before I do this, don't wanna gently caress my throttle up right after getting it :v: (Doesn't look too complicated, may do it over the weekend).

Thanks for these, I'll take a look when I get home. The defaults aren't too bad, so I'll probably tweak those as I go but I wanted to see what people were going with for the other buttons since I haven't played enough to figure out which are the ones I'll be using the most.

How are you guys using the throttle? I'm not sure I like the 'full range' it defaults to (where it goes to 0 around the middle and then it goes backwards), but don't wanna gimp myself.

Yeah, when you disassemble it, be sure to set the tension knob to 0 before starting, make sure to do the screws in the order he lays out, and I found it helpful to make a paper diagram and push the screws through that to keep each one in the same spot before/after.
:shrug:

Also, they are serious about that grease: don't touch it or you'll be scrubbing for days!

I found the whole procedure to be slightly nerve-wracking, but it took about 15 minutes and improved the throttle immeasurably, for me. The smooth action across the whole movement is ~amazing~.

Jim Silly-Balls posted:

The reason I’ve spent my entire career in this game playing space trucker is because gliding through the mail slot in vr and landing as my buttkicker rumbles in my driving/flying rig will never, ever get old.

Now that I have a rift I may toss a docking computer in and walk around my deck as it lands just to try it

Oh man I'm gonna spend another $300 on this game next year and finally purchase a docking computer... :ohdear:

Mr. Crow posted:

How is the mission system still such a buggy good drat mess after 3 years

Kind of, but it works as often as not and when it works it's pretty cool. :thumbsup:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

nessin posted:

I knew unlocking engineers was a grind, but I thought the grind was the collecting of materials. Which is annoying, but at least there is enough info already out there that you always know where you need to go to get materials. What sucks is the drat unlock conditions. I've spent at least 10 hours over the past few days running missions to get reptutation for an invite, then running more missions to earn mission-specific rewards for turn ins, and then running more missions for reputation to unlock the next one. So much jumping from one station to the next trying to find a mission giver I had rep to actually work with or who gave the right reward. The one engineer that requires 50 commodity markets I unlocked twice over just bouncing between so many different stations.

Yeah but once it's done it's done. :shrug:

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Yeah, this is a good post from a new player. At $15, this game is a bananas deal for the content, and you can probably get your first, new ship within an hour or two of play!

chaosapiant posted:

Were any goons on the original Distant Worlds expedition, or going on the new one? I might be interested in joining this one and just wanted to see what the goonmind thinks of the endeavor. If I have to fly with tons of brown-sea-civvies, I'd rather just keep to my own devices.

I’m pretty sure there were a couple of goons on the first one. Exploration pubbies aren’t so bad, just don’t expect them to put up with any ~playful~ weapons fire: they are soooooo sensitive!

I may do this one, depending on when it leaves. I like the idea of having an exploration path and base camps along the way: I’ve always thought of endurance exploration as similar to mountain climbing, so this appeals to me!

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Frog Act posted:

I was also kinda wondering, how do the social features in this game work? I know it isn't an MMO like EVE, and I've read it defaults to 32 player instances, but are there any peripheral structures to facilitate stuff like guilds or pvp factions or anything? When I was a kid I loved just spending time in Escape Velocity running cargo (and recently enjoyed that same stuff in Endless Space) so I think I'll probably get something out of exploring and flying around with stuff in a cargo hold, but I'm curious anyway.

This patch introduced in-game player groups. There should be a DF group on PC, XBOX, and PS4 now.

The galaxy is instanced, but everything feeds the same BG simulation. So what you do (regardless of whether it is in Solo, Private, or Open) will ripple out into everyone else's game. What this means in-practice is a little more nuanced: your individual actions are unlikely to be seen or make any changes, but in aggregate, groups can push the BGS in different ways. Seeing other players is generally a rare sight, even in open, unless you are at one of the big events. Even then, you will likely only see a dozen or so players, at most. This may change with the new player organizations.

~One Day~ there should be carriers, essentially player bases where orgs can dock ships and perhaps even jump around the galaxy. I wouldn't expect that until summer at the earliest, however...possibly not for another year or longer. :shrug:

One of my favorite social aspects of the game is the in-game voice chat. I love how you get distortion effects when going through the slot or charging your FSD drive. Little touches like that add so much to the immersion!

There are NPC PVP factions, the system is called Power Play. It's similar to Faction Warfare in EVE, but on a much smaller scale and with much, much less organization. Most players sign up to one of the various factions (aisling) for a month at some point to get the faction-locked module (prismatic shields).

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Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Dick Trauma posted:

I only play solo and it's a bit funny to run missions for the near-infinite collection of NPC organizations and their goofy names. I had to laugh that Darnielle's Progress is controlled by The Ant Hill Mob, which as far as I know is a callback to the old Wacky Races cartoon I loved when I was a kid. I run missions for mafias, commies, space hippies... you name it. It's too bad they can't flesh out the lore behind them because it would be hilarious.

I also like all of the Life of Brian scenarios that the BGS creates where you got the LHS 4568 Fighters for Freedom against the LHS 4568 Freedom Fighters who are both trying to edge out the Freedom in LHS 4568 Party.

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