Newcomer / Intro I just want to explore!!!!

I don't want to fight! I don't want to trade!
I just want to explore, on my own, in SP!
Is this possible without going through all the mostly useless tuts and videos?
Thank you.

Thanks for all the responses and advice, however I see nothing to encourage me to proceed as it all seems hard work and full of disappointments. Fuel scooping for instance. Likewise launching and returning to a station through that ridiculous rectangular slot. And there's no traffic control which means you are likely to meet another ship coming the other way! You'd think they'd at least have two slots: one for entry; one for exit. And as for combat with K'board and Mouse, forget it. Those drones can turn around on a dyne! I use to fly a simulated F-16 and an F-22 on a PC and had a HOTAS just to land and take-off, let alone when going into combat.
I've just also bought SpaceEngine. A non-combat space exploring "simulator". I think its more to my liking. Anyway, thanks again, and enjoy your ED.


Again, thanks for all the responses. I've decided I need to learn to walk before I run. I'm going to take my time, maybe struggle through the tutorials without my HOTAS, which is back in Oz, and generally not be so focused on a single aspect of the Sim. There appears to be an excellent guide here, and I will follow that step by step. If it means I have to learn combat skills, elementary mining and trading, then so be it. There's too much to be missed here by trying to avoid learning the overall basics. I can focus on individual aspects later. (y)
 
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The mail slot system does work when you understand it. There are lights around the mail slot (three red and one green. The red lights are above and below the slot, and at one end. The single green light is at the other end). When you approach the mail slot all you need to do (after getting landing clearance) is to stay on the green end of the slot (which, on the other side, is red) to have a high probability of getting into the 'landing hall' safely (OK, you could meet a reckless pilot coming the same way, but that is not likely).

Some Stations also have a way to help you line up more accurately on the slot. At the far end of the 'landing hall' there may be three pillars pointing towards the mail slot. The one in the middle is taller that the other two. There are powerful red lights on the top of each pillar. Because of this arrangement, once you can see the lights through the mail slot, the lights will help you to line up more accurately on the slot. If you see the central light is (assuming the slot is horizontal) higher than the outer two you need to climb until the lights line up horizontally (if the central light is lower you need to descend slightly). If, however, the central light is closer to one of the others you need to move slightly in that direction to approach the mail slot more centrally (but make sure to pass through the green side of the mail slot).

I really enjoy playing the Game (and have been playing since before the official launch), although there are bits that are hard work. However, it was always likely I WOULD enjoy the Game, as I played the original Elite (and the sequels) when it game out in 1984. Yes, there are bits that are hard work, but when you succeed the feeling can be great (when I got my first Anaconda I was really chuffed!). Selling exploration data and being told you are the first person to explore a system is nice (and then looking at that system and seeing that this system was "First discovered by Hell Razor5543" really helps, especially if there is an Earthlike World (I have found a couple of systems where there are two or more ELWs!)).

I use a HOTAS (and VR) to get the most out of the game. A decent HOTAS (Hands On Throttle And Stick) and rudder pedals setup can help any flight simulator to be much easier to play. The HOTAS I use is Logitech X52 Pro, with what appears to be a bewildering number of buttons, thumb sticks and so on. However, once you get a good setup running and you are used to it handling your craft becomes a LOT more intuitive. Although the X52 has a twist function (for rudder control) the pedals I use are the Thrustmaster T-Flight rudder pedals.



I am NOT saying you NEED these to play the game well (no, for that you first need enjoyment), but they certainly can make it a lot easier to play any flight simulator (and I include space flight games) with a greater degree of control.

If you know anybody who has Elite: Dangerous it could be worth asking to have a go first. Yes, this Game is not for everybody, and if you are the sort of Player who wants to just jump into a ship and fly amongst the Stars it probably is not the right game for you. However, if you don't mind putting in the effort to reap greater rewards you may well find that Elite: Dangerous can be a lot more rewarding than you expect.

Anyway, whatever you decide to do, have fun and enjoy yourself.

Oh, and here is my usual Welcome spiel for new Players;

First, let me welcome you to the Elite: Dangerous Galaxy. My rule 2 is; Have Fun (it is just a game, but WHAT a GAME!). Rule 2a is; In VR have LOTS more fun!!!

The learning curve is so steep (it has an overhang!) that the mountain goats go around in teams, roped together (and even then they may fall off, but that means the Vultures get to eat!). However, when you master something, and do it well, the buzz is worth the effort. To my mind the most important skill to master is landing your ship. Until you can do this nothing else matters (how can you complete a mission, for example, if you killed yourself on landing?). It would be a good idea to go through some of the Training missions to start learning the necessary skills to survive.

Now, Golden Rule 1, which is; Never Fly if you cannot cover the REBUY. REBUY is the insurance excess on your ship, and is 5% of the value of your ship (including all upgrades, but not the cargo). Any changes you make to a ship will affect the REBUY. You can see what your REBUY is on the Status screen (normally accessed by pressing key 4 when in cockpit view, although I do not know how to access the Status screen on a console), bottom left, below Balance. If you get killed, and you can cover the REBUY, you will get a replacement ship identical to the one you lost (although the cargo bay will be empty). However, if you cannot cover the REBUY you may well end up back in a basic Sidewinder. Please do not let this happen to you, as the forum is littered with tales of woe when other Players have ignored Rule 1, and then got killed. This links to a classic one I have seen;


You will, at various stages, upgrade your ship (buying is covered in the next paragraph). Be aware that all internal equipment has numbers and letters associated with them. The number is the Class, while the letter is the Rating. Until you have a good understanding of the Class make sure (when upgrading) to fit the same Class as the unit coming out. There are stories of Players who fitted a 1A FSD to their Sidewinder, thinking it would help increase the jump range, only to find that (as the FSD that came out was a Class 2) they had REDUCED the jump range. The letter is for Rating, with E being the weakest and A being the strongest. However, there are two that confuse this somewhat. All D Rated equipment are very light (and are preferred by Explorers for this reason), while B Rated has heavy armour (which is great for combat specialists). I do not (at this time) intend to explain weaponry, as this is definitely a matter of personal preference.

When you decide to buy a new ship, try to have 200% of the purchase price first. That way you have enough for the ship, some basic outfitting, a couple of loads of cargo, and a couple of REBUYs (just in case). If you are trading in a ship, take it back to factory spec first. When you sell any ship you will always take a 10% hit on the value of the ship at the time of selling. However, if you take it back to factory spec first you get back the full amount that you paid for the upgrades (at this time, at least). Then, when you sell the ship, your losses will be reduced. For example, I have an A Rated Cobra MkIII worth 10Mcr. If I were to sell her now I would take a loss of 1Mcr. However, if I take her back to factory spec and then sell her my loss will be about 35Kcr.

One final piece of advise I have is that, when something within the Game gets boring, switch to something else for a while. There are so many different things you can do it should not be difficult to stay interested. I, for example, will alternate between Trading, RES Combat, Exploring and helping new Players in Starter Space (and there are a whole lot MORE in the way of things to do!).

Have fun, fly safely, and see you out amongst the stars. Feel free to ask any questions, we all had to learn somewhere, and those that care will answer all they can.
 
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Thanks Razor. Great post. (y) (.... and for all the other posts here. I "spat the dummy" and got so many objective responses. Just so nice). Well as I've said earlier, I'm back. Wiser, calmer and better informed. At the moment I'm completing the basic training tutorials. I can Launch (manually and auto), likewise return and land, travel in all 3 modes of travel, engage in combat (successfully ;)), travel to other stars and believe it or not ....... it's becoming enjoyable. :D Now that I realize I'm the triangle (arrowhead) on the scanner my targeting skills have improved immensely. And all this with a mouse and keyboard while I'm away from home. "At home" I have a TM HOTAS throttle and joystick, but that's 6 weeks away. Also a head-set camera for looking around (forgotten its name). But that can all wait.
This is fun ....... :p
 
Have you got the hang of the sensor disk yet? When you understand it, you can see it displays a lot of information but in a clear way. The 'V' (open end pointing away from you in the pilot perspective) relates to your actual field of view through the cockpit. A vertical line with a marker at the end is some form of object. If the marker is at the top of the vertical line it is 'above' your ship; at the bottom of the line means it is 'below' your ship. If it is a solid marker it is an NPC (or something else, like a cargo canister), while if the marker is hollow it is a real Player. If the marker is a square (and it is a ship) it means the various hardpoints are retracted, but if it is a triangle it means they are deployed. The various colours are also meaningful; green means friendly, red means hostile, orange usually means neutral, blue is a Wingman, while white has several meanings (square marker could indicate FSD wake, cargo canister/mining fragment/ materials, while triangle is a weapon of some kind; missile/torpedo/mine). The <> around an object means that it is your current target. There may be others, but those are the most useful ones to learn at first.
 
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Have you got the hang of the sensor disk yet? When you understand it, you can see it displays a lot of information but in a clear way. The 'V' (open end pointing away from you in the pilot perspective) relates to your actual field of view through the cockpit. A vertical line with a marker at the end is some form of object. If the marker is at the top of the vertical line it is 'above' your ship; at the bottom of the line means it is 'below' your ship. If it is a solid marker it is an NPC (or something else, like a cargo canister), while if the marker is hollow it is a real Player. If the marker is a square (and it is a ship) it means the various hardpoints are retracted, but if it is a triangle it means they are deployed. The various colours are also meaningful; green means friendly, red means hostile, orange usually means neutral, blue is a Wingman, while white has several meanings (square marker could indicate FSD wake, cargo canister/mining fragment/ materials, while triangle is a weapon of some kind; missile/torpedo/mine). The <> around an object means that it is your current target. There may be others, but those are the most useful ones to learn at first.
If I hadn't before I have now. Thanks. (y)
 
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elementary mining and trading, then so be it.
Keep thinking that way :). As you probably already noticed there is an easy way to get what you need without a sweat. Equip a pair of mining lasers, refinery, prospector drone module and small cargo bay (basic mining build for beginners), fly to HIP 21991 1A and mine painites in small asteroids at the double painite mining spot. In an hour, maybe less, you will get enough money to buy an Asp Explorer, and this is an exploration ship that goes 40LY a single jump if engineered.
Mine more with AspX and you will have the Type-9 and this is a straight line to get an Anaconda. You could even stop and settle in this system, as I did. Good luck and have fun :).
 
Keep thinking that way :). As you probably already noticed there is an easy way to get what you need without a sweat. Equip a pair of mining lasers, refinery, prospector drone module and small cargo bay (basic mining build for beginners), fly to HIP 21991 1A and mine painites in small asteroids at the double painite mining spot. In an hour, maybe less, you will get enough money to buy an Asp Explorer, and this is an exploration ship that goes 40LY a single jump if engineered.
Mine more with AspX and you will have the Type-9 and this is a straight line to get an Anaconda. You could even stop and settle in this system, as I did. Good luck and have fun :).
No ..... I hadn't noticed but I know now. Thanks. (y) (y) (y)
 
If I'm understanding the initial post correctly, you might look at Space Engine for your needs. Exploring space is about the only thing in it. Latest fancy-schmancy version on Steam at $20, Google/gogoduck his own site for an earlier, but servicable version for free.
 
If I'm understanding the initial post correctly, you might look at Space Engine for your needs. Exploring space is about the only thing in it. Latest fancy-schmancy version on Steam at $20, Google/gogoduck his own site for an earlier, but servicable version for free.
Thanks K M. I've actually now bought the Steam version and have absolutely no regrets.
 
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