Newcomer / Intro What are you up to?

Sorry, you misunderstand, I put up a BUY order so a friend can sell Tritium to me at inflated prices.

Locking down access to Friends (or Friends & Squadron) keeps everyone else away...so they are unable to even dock and therefore can't take part in the generosity that I extend to friends.


As @Zieman said above: FCs have a cargo hold which is separate from the gas tank. Took me some time to understand that...

Any time i'm short on fuel (short being i have less than 1k in cargo), i'm setting a buy order for everyone, at like 77k per ton. It works (well if you're in inhabited space that is). Might be slow sometimes, but 30k profit feels ok for ppl i guess, and someone brings fuel in a while. Expensive, but saves from hauling too. Expensive also only if you order an amount, if you only need 1-2k, that fits into a modest 50m extra.

Congrats!

The more exo I do, the more I think the ship recall routines need looking at :(

I found myself often checking the distance to my ship (i like searching for plants in a turret, so often have the ship targeted too). On top of whatever can be done while howering in your ship is done while howering in your ship (e. g. bacteria - long distance, good visibility). And then you land for Tussocks (preferably at a place where at least two, and better if three plants are present, so that your landing spot is becoming a start for all the scans) and such things, go South for example, then at 1+ km turn to the West, making kind of a triangle around your landing spot, if plants are common, they'll likely be there. If not, like Osseus, again, hower and look for the hills where they grow. It helps a bit. But if you're too far and ship is gone, then yeah, takes time.
 
Any time i'm short on fuel (short being i have less than 1k in cargo), i'm setting a buy order for everyone, at like 77k per ton. It works (well if you're in inhabited space that is). Might be slow sometimes, but 30k profit feels ok for ppl i guess, and someone brings fuel in a while. Expensive, but saves from hauling too. Expensive also only if you order an amount, if you only need 1-2k, that fits into a modest 50m extra.
Haha, last time I needed tritium, I just put a buy order at 300k per ton, got my almost 10000 ton demand fulfilled in less than 20 hours - at Colonia at that! :D

Now that put a dent of almost 3 billion on my carrier's cash reserves, but as they ask in another thread - what to do with the billions? ;)
 
The more exo I do, the more I think the ship recall routines need looking at
I am somewhat obsessive - compulsive. I can't STAND my ship leaving without me telling it to leave.

What I do is: the moment I leave, I get out from the ship, turn and target it. Then I plan my route so that I never go more than 2 KM away from it. It also helps me mark exactly how much distance I've traveled between samples.

So I just make a big, sweeping, back and fourth route, round 'em all up and I usually end up getting the last sample right where I started.
 
Here's the kind of thing my ships like to do:

WZc8YgH.jpg


While I was out playing in the galaxy, I found my own little system I shall now call home. It has an ELW with a WW next door and another planet ripe for terraforming. It was virgin. Now it's the complete opposite. Mwahaha/

t71uDLF.jpg
 
I found myself often checking the distance to my ship (i like searching for plants in a turret, so often have the ship targeted too). On top of whatever can be done while howering in your ship is done while howering in your ship (e. g. bacteria - long distance, good visibility). And then you land for Tussocks (preferably at a place where at least two, and better if three plants are present, so that your landing spot is becoming a start for all the scans) and such things, go South for example, then at 1+ km turn to the West, making kind of a triangle around your landing spot, if plants are common, they'll likely be there. If not, like Osseus, again, hower and look for the hills where they grow. It helps a bit. But if you're too far and ship is gone, then yeah, takes time.
Bacterium I've found are often easier to find whilst skimming in the ship. I guess Turret view can be just as good but so far I haven't got on too well with that. In the SRV you can be only a few feet away from one sometimes and still not notice it until you use the external camera. Depends on the terrain and texture colour though - on some surfaces the Bacterium stands out much better than on others and helps if it's very flat and not one of those "roller coaster" (as I call them) sandy ones that keep causing the SRV to become airborne and change direction when it lands and hide it easily even when you're close. :sneaky:

When Tussocks are around there can be vast fields of them and sometimes you can get one sample on one side of the group and another sample on the far side of the same group, 200 meters or more away.

Osseus, Tubus and those Electrical thingies I usually do in the ship because of the big distance requirements ie 800 and 1,000 meters. Especially if it saves having to drive the SRV over lots of awkward bumpy and rocky areas.

Also it would be handy imo if FDev could make it optional for the commander to decide if the ship should depart into orbit or not when 2,500 meters away (I think that's the distance when it happens anyway,) because it can be useful sometimes to leave the ship where it is until you're ready to depart/recall it as a reference point. Somebody suggested that in a thread elsewhere here somewhere and quite a few people agreed.
 
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I already have a Type 6 in my fleet, as I used that back in 2015 for trading. As it's only small though I guess I'll just hang onto it as a collector's item. :p

Maybe a Cutter then, but there was a post here a few weeks back about a problem with the ADC in that ship, with it crashing into walls and whatnot when docking with and leaving mailbox stations, meaning you have to do that manually (maybe just leaving one of those stations and entering works ok, not sure.)

Anyway, is that Cutter bug still there does anyone know, or has FDev fixed it now?

EDIT: Looks like I need an Imperial Navy rank of Duke to buy a Cutter so looks like I'll need a Type 9 for now...
Cutter ADC sometimes fails to get you out the mailslot and you have to take over. Docking computers often cannot cope with the amount of drift and inertia the Cutter has. You have to take it slow and be patient to get the Cutter onto a landing pad. I usually fly manual until just over a pad and then let the docking computer do the last few meters.
 
Also it would be handy imo if FDev could make it optional for the commander to decide if the ship should depart into orbit or not when 2,500 meters away (I think that's the distance when it happens anyway,) because it can be useful sometimes to leave the ship where it is until you're ready to depart/recall it as a reference point. Somebody suggested that in a thread elsewhere here somewhere and quite a few people agreed.
I think it's actually because beyond that distance your personal "instance bubble" is gone.

We don't realize it, but only stuff that's fairly close to us is actually rendered and loaded into memory. We fly (and walk) around in a little bubble of stuff we can see and interact with, for performance reasons. The game does a lot to make it appear as though we're in a continuous space, but we're not. It's all smoke and mirrors (and pretty good smoke and mirrors, too).

I used to do a lot of planetary stuff using the SRV, and would often go long distances looking for mats or skimmers or whatever. I always dismissed my ship as soon as I was in the SRV, because it could get attacked by NPCs while I was off doing other stuff.

I haven't had to worry about that much lately, since most of my exobiology stuff isn't done in the bubble, so no NPCs will bother me.

I usually stay within the 2km limit, though, just because having my landed ship there gives me a landmark around which I can search. It seems better than just driving randomly off, anyway.
 
Pretty close planets:

two-very-close-planets.jpg


So @Tyres O'Flaherty - I am FINALLY trying to get serious about the on foot stuff.

I've done two "raids" where I have to go in and kill 16 people and they've come off well. I kill the guys outside with the SRV and then use my G3 Dominator suit to go in and kill the people in the buildings.

A few questions:
  • Every material is marked "illegal". Should I take it anyway?
  • Using the Dominator Suit doesn't give me the arc cutter, so there's no way to cut in to the extra lockers for the extra materials. Am I better off sticking with the Dominator or going back to the Maverick and using the cutter?
I'll stick with the Dominator suit for now just to be safe, as it seems it's a pretty tough suit and it lets me use two rifles and not just one until I hear from you.

Thanks in advance.
 
Sorry guys, but I have yet anudder question about fleet carriers. :sneaky:

There's another thread here somewhere in which somebody said that the size of your fleet - ie number of ships on the carrier does not affect tritium consumption when jumping. If that's true, then great.

What about my stored modules though - are they part of cargo space, in which case the more modules I have stored there, the greater the fuel consumption? Or are my stored modules not part of cargo? In the same thread somebody mentioned cargo and modules that DO affect it...

I'm finding this confusing because I looked at Carrier Management just now and clicked on "Summary," where it says "Capacity 25,000 units" and "000% modules/ships - 0 units." Is this because you can also have modules for sale in Outfitting when enabled, which ARE part of cargo? (That's my guess anyway.)

Cheers! :geek:
 
Sorry guys, but I have yet anudder question about fleet carriers. :sneaky:

There's another thread here somewhere in which somebody said that the size of your fleet - ie number of ships on the carrier does not affect tritium consumption when jumping. If that's true, then great.

What about my stored modules though - are they part of cargo space, in which case the more modules I have stored there, the greater the fuel consumption? Or are my stored modules not part of cargo? In the same thread somebody mentioned cargo and modules that DO affect it...

I'm finding this confusing because I looked at Carrier Management just now and clicked on "Summary," where it says "Capacity 25,000 units" and "000% modules/ships - 0 units." Is this because you can also have modules for sale in Outfitting when enabled, which ARE part of cargo? (That's my guess anyway.)

Cheers! :geek:

Your own stored ships and stored modules do not count as part of the capacity. Shipyards and Outfitting packages do.
 
Bacterium I've found are often easier to find whilst skimming in the ship. I guess Turret view can be just as good but so far I haven't got on too well with that. In the SRV you can be only a few feet away from one sometimes and still not notice it until you use the external camera. Depends on the terrain and texture colour though - on some surfaces the Bacterium stands out much better than on others and helps if it's very flat and not one of those "roller coaster" (as I call them) sandy ones that keep causing the SRV to become airborne and change direction when it lands and hide it easily even when you're close. :sneaky:

When Tussocks are around there can be vast fields of them and sometimes you can get one sample on one side of the group and another sample on the far side of the same group, 200 meters or more away.

Osseus, Tubus and those Electrical thingies I usually do in the ship because of the big distance requirements ie 800 and 1,000 meters. Especially if it saves having to drive the SRV over lots of awkward bumpy and rocky areas.

Also it would be handy imo if FDev could make it optional for the commander to decide if the ship should depart into orbit or not when 2,500 meters away (I think that's the distance when it happens anyway,) because it can be useful sometimes to leave the ship where it is until you're ready to depart/recall it as a reference point. Somebody suggested that in a thread elsewhere here somewhere and quite a few people agreed.

Yep, my point was about skimming in the ship (which i called howering somehow), indeed for bacteria, distance required is too far, also colors - sometimes so different, and another time hardly visible, so completely agree with all points (tubus i think i've still done in SRV, but anyway). So far the thing i got most of the prob with is fungoida. Just in case you're lucky enough to get a variant growing in the mountains, your screwed. Either suffer it in SRV, either climb, and you never know if they grow on the other side... Fly and see from your ship and then land (where you can, far?) and figure where you saw them...

Pretty close planets:

View attachment 342106

So @Tyres O'Flaherty - I am FINALLY trying to get serious about the on foot stuff.

I've done two "raids" where I have to go in and kill 16 people and they've come off well. I kill the guys outside with the SRV and then use my G3 Dominator suit to go in and kill the people in the buildings.

A few questions:
  • Every material is marked "illegal". Should I take it anyway?
  • Using the Dominator Suit doesn't give me the arc cutter, so there's no way to cut in to the extra lockers for the extra materials. Am I better off sticking with the Dominator or going back to the Maverick and using the cutter?
I'll stick with the Dominator suit for now just to be safe, as it seems it's a pretty tough suit and it lets me use two rifles and not just one until I hear from you.

Thanks in advance.

At the very least illegal can be sold at an Anarchy, and you'll have to visit them time to time to get rid of a number of items that are considered illegal in any case, such as drugs, if you gather whatever is around (otherwise they clutter and take your goods storage). I don't have an exact answer if an illegal power regulator is good for an upgrade though. I think so, but i might be wrong.

Generally you go with Mav, especially if that's about scavs and you got your missiles and your SRV to deal with them. I don't think i ever saw a scav throwing rockets at my SRV, which means it should be fine, unless you're assaulting smth millitary related. Mav isn't that bad with shield and armor also, i've shot quite a number of scavs in it, sometimes assaulting things on foot - it's ok... Get a backpack when you can (or be lucky to buy a suit with it) - it saves runs if you gather stuff, if not so - clear the place and move your SRV to the doors of the buillding you're looting right now.

Sorry guys, but I have yet anudder question about fleet carriers. :sneaky:

There's another thread here somewhere in which somebody said that the size of your fleet - ie number of ships on the carrier does not affect tritium consumption when jumping. If that's true, then great.

What about my stored modules though - are they part of cargo space, in which case the more modules I have stored there, the greater the fuel consumption? Or are my stored modules not part of cargo? In the same thread somebody mentioned cargo and modules that DO affect it...

I'm finding this confusing because I looked at Carrier Management just now and clicked on "Summary," where it says "Capacity 25,000 units" and "000% modules/ships - 0 units." Is this because you can also have modules for sale in Outfitting when enabled, which ARE part of cargo? (That's my guess anyway.)

Cheers! :geek:

Nope, Carrier consumption is only about cargo (anything inside your 25k tons: 500 tons of your shiny Refuel Service or 100 tons of Jaques Quinentian Still you stored just in case) + your fuel tank (minor, but take it as your Carrier is in fact 26k tons of which 1k is fuel). No ships or modules are affecting fuel usage, nor yours, nor others. If you round up with a good safety margin, empty Carrier burns 70 tons for 500 lys and full one burns 140 tons. Add a bit less than 3 tons per 1k tons load in between to see how much is required in your case.

Mhm edit and outfitting - yes - but this is when you enable outfitting service and purchase packages with modules (that has nothing to do with your own 3H Guardian FSD Booster you purchased at Shinrarta). Packages will take place - but only if you decide to sell heatsinks or alike on your Carrier.
 
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A few questions:
  • Every material is marked "illegal". Should I take it anyway?
  • Using the Dominator Suit doesn't give me the arc cutter, so there's no way to cut in to the extra lockers for the extra materials. Am I better off sticking with the Dominator or going back to the Maverick and using the cutter?
Yep, take it. It's only a problem if someone sees you take it (and in this case, they are all dead anyway so it's all yours). Once it's in your backpack no one cares outside the settlement. Ship scans will not reveal it, either.

I generally use the Maverick but mine is G5 with extra shield regen. You can always go back and switch to the Mav after everyone is dead, if you find you have to cut into something. Once you get used to how things work, you won't need the comfort of the Dominator, probably.
 
I'll stick with the Dominator suit for now just to be safe, as it seems it's a pretty tough suit and it lets me use two rifles and not just one until I hear from you.
Forgot to mention. I often attempt to clear the base without raising alarms or getting into any firefights. I find this interesting and fun, and I often even succeed. So it definitely doesn't matter what suit I'm in then :p
 
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