Newcomer / Intro The 1001newbie tips thread

upgrade your power plant ASAP. having the ability to jump farther and reach other systems beyond 7 ly is a boon when starting out.

You surely mean: upgrade your frame shift drive.

The powerplant has nothing to do with the jumprange. It will only affect the jumprange positvely if the new powerplant is lighter than the old one.
 
If there are 6 pirates in an USS, doesn't that mean they all attack you?
only if they're all members of the same faction. Sometimes two or more factions show up in a USS, like a wanted hauler being attached by wanted cobras for his booty. Shooting cobras won't anger the hauler, and the other way around.
 
Upgrade your FSD first
If in a large ship come out of supercruise between planet and station, you will (usually but not always) be aligned with the letterbox
Learn to use the galaxy map, its is full of useful info, as is the system map (tells you what station/outpost does, such as refule etc)
 
Communicate with other cmdrs if you are bounty hunting at anarchy nav beacons, it'll "break the ice" and they are less likely to attack you by random.
 
Communicate with other cmdrs if you are bounty hunting at anarchy nav beacons, it'll "break the ice" and they are less likely to attack you by random.

Good advice, and also by communicating you will know the commanders name, so if he accidentally hits you, you know its an accident.
 
If you run out of fuel and cannot make it to a station, self destruction is not your only option. You can send out a distress beacon and you will be given the option to refuel immediately. It may be expensive but it may be cheaper than insurance and possible loss of exploration data.

The distress beacon is on the right side panel along with self destruct.
 
Gonna bump this thread and ask if the OP is still intending to update the google doc? It's a great resource for newcomers.
 
Before accepting a mission that requires you to buy something, check the commodities market to get a general idea of how much it will cost. It can be a big surprise when you find the items you need to buy are a couple thousand each, you need 8 of them and you only have 900 cr. (time to take on extra missions/trade to raise the money)
 
- If you are a new pilot, just entering the game, practice in the combat trainers is time relatively well spent in basic flight and tactics.

- The landing /docking tutorial really needs to be practiced about a dozen times before you start the game. It's not complicated, but it's not easy...until you learn it, then it's fun.

- if you keep your manual from your flight stick or Hotas Setup, you can xerox it to a larger size, print it out and label it, so that you have a labeled diagram of what you mapped to what, instead of having to remember it all the time.

- Voice attack, plus the expansion pack. 16 bucks very well spent, if you have a good headset / microphone.

- Remember to stay hydrated while you play. the game can be intense. you look up and more than a few hours have passed.

- To take a bathroom break go out of supercruise and dead stop in deep space if you can't make it to a dock.

- remember to get clearance, and keep it, until you are safely down and locked.

- When you are docking inside a station fly along the center, do not skim near the ground or you'll get a blocking the pad warning. if you do, ndo not panic. it's easy to overcontrol. Raise up confidently and surely until the warning ceases.

- When setting up your landing controls, minimal speed is best. At first i used full reverse + full forward mapped to one slider tab, and it tended to overontrol and oscilate, causing crashes. Later I mapped it to a slider with a 0 stop to full, and just use a light touch, with a reverse thrust trigger mapped separately.

- consider when you are picking up floating abandoned cargo, if you get scanned with it, is the fine worth it? Sometimes it is.

- There are a lot of good tricks to being a smuggler, but a lot of them are dangerous. know your role and your techniques.

- You can have multiple sticks and mice mapped out for different in game tasks. Don't be afraid to experiment.
 
It's a shame people have stop numbering their tips, makes it more work for the OP to add it to the Google doc... :( Come on you lot it's a collective effort :)
 
Before accepting a mission that requires you to buy something, check the commodities market to get a general idea of how much it will cost.

And to second this, if you accept such a mission, there will be the rare occasion that the station that issued the task has the item on the stations commodities market, giving you a nice chunk of profit, with no work!
 
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Slave Trading for the beginner

If you want to trade in slaves (not imperial slaves, there is a difference), your best bet is to set your galaxy map to show systems that are in anarchy, from experience i have found that these stations often have slaves for sale! (But make sure to check before you set off in the local systems view first).

As for imperial slaves, i would check out stations in the empire systems, they more often than not have some for sale.

AND REMEMBER, many systems, such as federation space systems, do not tolerate slave trading, and you can easily end up with a massive fine if you get scanned!
 

Yaffle

Volunteer Moderator
Point Defence

This is a little module that tries to shoot down missiles. It does it all on its own, you need do nothing to it. Pretty cool, huh? Just be careful. A missile near you in a no fire zone means you may, without any action on your part, shoot the station and meet a swift and grizzly demise.

Just turn it off in the right hand panel (under modules) as part of your docking request checklist. Now you can't shoot the station, unless you want to.
 
Point Defence

This is a little module that tries to shoot down missiles. It does it all on its own, you need do nothing to it. Pretty cool, huh? Just be careful. A missile near you in a no fire zone means you may, without any action on your part, shoot the station and meet a swift and grizzly demise.

Just turn it off in the right hand panel (under modules) as part of your docking request checklist. Now you can't shoot the station, unless you want to.

They turn themselves off in no fire zones. Even better
 
Sorry if it has been mentioned, didnt see it in a quick scan of the document.
- Use reverse thrust in sc to not overshoot
 
If you run out of fuel and cannot make it to a station, self destruction is not your only option. You can send out a distress beacon and you will be given the option to refuel immediately. It may be expensive but it may be cheaper than insurance and possible loss of exploration data.

The distress beacon is on the right side panel along with self destruct.

Is this really true? I thought this was an idea that was dropped way back in the beta? (sorry, can't check for myself right now)
 
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