Newcomer / Intro What are you up to?

You were all getting very excited about the species I'd already bagged.

But here's the last one... do we reckon the AspX is going to fit over there on the left?

(Also, pretty pleased with the speed I found that - I read a couple of old forum threads on it for clues.)

Elite - Dangerous (CLIENT) 09_02_2025 20_24_56 (Small).png
 
You were all getting very excited about the species I'd already bagged.

But here's the last one... do we reckon the AspX is going to fit over there on the left?

(Also, pretty pleased with the speed I found that - I read a couple of old forum threads on it for clues.)

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With a little fine toing and froing, the odd thruster tap and a modicum of luck, you'll be fine! *

* If its hard-to-get-to bios I'm after (which isn't often) I'd jump in my DBX (although that's now repurposed) or Dolphin.
 
Could not quite perch it on there, it was doing the thing where you can get the landing reticle to change over a circle about a foot in diameter, but then when you lower the ship a little, it decides that circle is somewhere else, so you nudge into it, and then it does that again the next time you drop three feet... so I gave up.

I had to fly over the crest in the end and there was a slightly bigger plain the other side. The other two clumps were on extremely similar slopes at similar latitudes so this might also be my first contribution to Canonn content.

But first I need to find a branch of Vista because some tinker paused the nearest one whilst I was off roaming the hills.

And yes I bought a DBX ages ago thinking there would be a time the AspX ran out of talent. I was going to make it really stripped down, dedicated to the mission of an extreme-range jump to an extremely-rocky body.
 
Could not quite perch it on there, it was doing the thing where you can get the landing reticle to change over a circle about a foot in diameter, but then when you lower the ship a little, it decides that circle is somewhere else, so you nudge into it, and then it does that again the next time you drop three feet... so I gave up.

I had to fly over the crest in the end and there was a slightly bigger plain the other side. The other two clumps were on extremely similar slopes at similar latitudes so this might also be my first contribution to Canonn content.

But first I need to find a branch of Vista because some tinker paused the nearest one whilst I was off roaming the hills.

And yes I bought a DBX ages ago thinking there would be a time the AspX ran out of talent. I was going to make it really stripped down, dedicated to the mission of an extreme-range jump to an extremely-rocky body.
I find the best way to avoid the landing reticule moving as I descend is to line up carefully and pause a moment to make sure the ship has stopped moving then instead of thrusting down which will move me along the ships vertical access, not necessarily pointing in the right direction, I hold down the Flight Assist Off key.
The ship then drops, hopefully, gently directly down to the landing point beneath it. If my height or local gravity is enough I will release the FA key once speed gets into double figures.
 
Could not quite perch it on there, it was doing the thing where you can get the landing reticle to change over a circle about a foot in diameter, but then when you lower the ship a little, it decides that circle is somewhere else, so you nudge into it, and then it does that again the next time you drop three feet... so I gave up.
Yes, that can be annoying. Even with the DBX it can happen.

I'm finding that the Cobra MKV is actually better at landing than the DBX.

I use the "thrust down until it hits the ground, and then slide along the ground until it secures itself" method. Usually it just knocks the shields down to 98% or something like that (I do have good shields, though).

I hold down the Flight Assist Off key.
I never thought of trying that. My FAOff key is unassigned, though, because I don't use it. Maybe I'll give that a try though.
 
Yes, that can be annoying. Even with the DBX it can happen.

I'm finding that the Cobra MKV is actually better at landing than the DBX.

I use the "thrust down until it hits the ground, and then slide along the ground until it secures itself" method. Usually it just knocks the shields down to 98% or something like that (I do have good shields, though).


I never thought of trying that. My FAOff key is unassigned, though, because I don't use it. Maybe I'll give that a try though.
It is the only thing I use FA-Off for, I forget where and when I picked up the idea but it is my default way of landing in a gravity field.
 
I have the bind selected to work as Hold not Toggle so if I accidentally catch it, a hat on my throttle, as soon as I stop touching it normality is restored.
I'm using a button on my stick, but also with "hold".
My only issue is that I'm using the other monetary button on the same stick for "silent running". So any time I confuse these two buttons, I end up without shields...
 
I'm using a button on my stick, but also with "hold".
My only issue is that I'm using the other monetary button on the same stick for "silent running". So any time I confuse these two buttons, I end up without shields...
Silent Running is a toggle on my stick not my throttle, that way I just have to remember which direction is Head Look and which is Silent Running and that switch is one I still need to think about to use.
 
Outside of combat, FA-off is the superior flight method, as it gives you significantly more control, especially in low-velocity situations, such as when you're trying to land on that 30m² patch that's the only place your ship can land.

Fight me.

In all seriousness, though, I am serious. It's better for landing and general manoeuvering. The acceleration curves in FA-off make it less desirable for combat, where you will be making a lot of heavy turns and need better acceleration in the low end. To use a bicycle analogy, FA-off is like a racer with high ratio gearing; FA-on is more like a BMX. IN combat, an FA-on/off hybrid approach works best.
 
I realised I can also just add a few lines to the script I use to launch the game. It would have the same result.
On reflection, this will force me to input my password every time I launch the game. Linux already makes you input your password a lot more than Windows (and for good reason), so I'm not sure this approach won't annoy me in the long run. The udev rule seems more appropriate.
 
Outside of combat, FA-off is the superior flight method, as it gives you significantly more control, especially in low-velocity situations, such as when you're trying to land on that 30m² patch that's the only place your ship can land.

Fight me.

In all seriousness, though, I am serious. It's better for landing and general manoeuvering. The acceleration curves in FA-off make it less desirable for combat, where you will be making a lot of heavy turns and need better acceleration in the low end. To use a bicycle analogy, FA-off is like a racer with high ratio gearing; FA-on is more like a BMX. IN combat, an FA-on/off hybrid approach works best.
I always feel like FA-on is the racer with its slow turning rate. Haven't tried FA-off yet, due to the aforementioned key allocation hurdle.
I always use FA on in combat, if in asteroids I can spin my ship in place by pulling back on both sticks (xBox controller) and watch my speed reverse in place, works pretty good for me.
 
I always feel like FA-on is the racer with its slow turning rate. Haven't tried FA-off yet, due to the aforementioned key allocation hurdle.
The thruster performance between FA-on and FA-off is significantly different - acceleration is faster in FA-on. It seems the "flight computer" uses all available thrusters to give you the maximum authority over the vehicle. In FA-off, that's all on you. This means that it's a lot harder to manage your speed without flight assist. I've tried playing with a controller - I definitely wouldn't fly FA-off with one as there just aren't enough axes available. Of course, this comes from me playing exclusively with two 3-axis analogue controls for rotation and translation for almost the entire life of the game. I don't think I can say that one is better; I just know I suck when playing with a controller.
I always use FA on in combat, if in asteroids I can spin my ship in place by pulling back on both sticks (xBox controller) and watch my speed reverse in place, works pretty good for me.
So that's pitch up with reverse thrust? I'm not familiar with the controller input scheme at all.
 
I always use FA on in combat, if in asteroids I can spin my ship in place by pulling back on both sticks (xBox controller) and watch my speed reverse in place, works pretty good for me.
Interesting. For some reason unbeknownst to me this doesn't work for me... I never managed to turn my ship on the spot. All I get are wide arches.
Boosting might tighten the radius, though, as I usually manage to turn my ship around in the confines of a station when I accidently boost instead of extending the landing gear.
So that's pitch up with reverse thrust? I'm not familiar with the controller input scheme at all.
Standard controller settings for the sticks are:

Left stick:
up / down* - pitch down / up;
left / right - roll left / right.

Right stick:
up / down* - thrust up / down;
left / right - yaw left / right.

Lateral movement is on alternate controls for the right stick left/right. (requires some button mashing)

Thrust is controlled with the shoulder buttons:
left - slow down / backward
right - speed up / forward.



*: a.k.a. forward/back
 
as for my xbox controller the sticks are same as above
but i have altered mine somewhat strafing ie lateral thrusters is on the shoulder buttons and and acc and break(forward's backwards for the main thrusters) is on the analogue triggers which works well for FA off ((cold orbiting)and the srv too i find as acts more like a car gas and break pedals when released
primary and secondary fire is on the sticks push down function
and other buttons are targeting and fa on/off which i use like a handbrake on a rally car
pips are on the d pad as per default

i created my own voice controlled retro robot voiced(vocoda) voice control pack for most keyboard functions via voice attack programming creating custom sound effects using audacity sound sampling suite
 
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