Newcomer / Intro Sidewinder in Combat: Training Mission

Yes ......... SOLO does seem to have a very narrow focus. OPEN might be a place of more interest ..... but a bigger challenge. However, my understanding is the playing in one mode doesn't stop you from jumping to the other. Or even jumping between one and the other ..... Is this correct ?
Yes, swap between modes at will.
 
You can switch between modes (although, if you are in danger, you have to wait 15 seconds to log out (regardless of WHAT the danger is!)). There are three modes; Solo (where you will be the only Player in 'your' Galaxy, Private Group (invitation only, although you can have your own group and invite friends to join), and Open (where you could meet any Player who is currently playing the Game in 'Open' and is in 'your' area of the Galaxy.

Anyway, here is something that may be useful to know how to do; Fuel Scooping (for beginners). I am NOT going to explain FSD Boosts (because I haven't done it myself!).

First, of all the Star Types out there you can only scoop fuel from seven, and one of the mnemonics to remember these is KGB FOAM (so Star Types that are any of those letters can provide you with fuel, any other star will just provide you with hassle!). Second, you will need a fuel scoop! (there are few things more embarrassing than heading off on a long voyage only to find that, when you try to scoop fuel, nothing happens, looking in the 'modules' list shows you HAVEN'T fitted one, and now you have to call for help from "The Fuel Rats" (look 'em up!)). Now the complicated bit.

Once you arrive at a suitable scooping star aim outside the edge of the star and accelerate slowly forwards (no point in saying how far out to aim, as I don't know what size monitor you have). After a few seconds a gold ring will appear around the star) this is the 'Impact' ring and flying inside this ring will cause you to crash out of Super Cruise, taking damage, and making it difficult to head away from the star). Aim the same distance from the outside of the ring as the edge of the star is from the inside of the ring, and continue slowly accelerating. After a few more seconds the fuel scoop will automatically kick in. A display will appear in front of you, showing fuel flow, quantity (in the main tank), and temperature. Now stop and wait, but monitor the temperature of your ship; if it goes over 70% pull away, let her cool down, and try again (in my experience, when a ship goes over 70% while scooping the temperature can then climb rapidly).

Once your tank is full pull away from the Star and wait until the temperature drops below 50% before jumping to the next star system. This will allow your ship to warm up safely as the FSD spools up without the ambient temperature near the star causing your ship to exceed 100% and take damage.

As you gain experience in fuel scooping you can cut things finer, but these instructions should allow you to learn how to scoop safely.
 
My interest in any form of combat is zero. I only thought I better learn something just in case I need to defend myself. However, maybe I can avoid any form of combat. I won't be playing multi-play, and more than happy to play in the SOLO Mode if that assists in avoiding combat. I wish to explore, map and record. Avoiding any combat, unless forced to defend myself. If this is possible, I don't need to learn how to shoot at anything. Is that possible?
I avoided any and all combat for the first year and a half of my playing ED by learning how to low and or high wake and doing either without any hesitation. The moment I get interdicted, I throttle down to zero which make the cool down time only ten seconds, while the interdictor has to wait. Once the interdiction has completed, in addition to going to full throttle, I boost as often as I can which will very on how the grade and engineering of ones thruster's, as fast as I can until such time as the timer that indicates one progress into super or hyper aka low or high wake takes place. A process that I still utilize today unless I deliberately want to get involved in a combat situation.
Thus choosing or picking which battles you get involved in will cause considerably less trips to the rebuy screen. That and avoiding known areas that ganker's dwell in.
 
Nemo said: I avoided any and all combat for the first year and a half of my playing ED by learning how to low and or high wake and doing either without any hesitation. The moment I get interdicted, I throttle down to zero which make the cool down time only ten seconds, while the interdictor has to wait.
Me: Wait for what ? Why wait ..... ?

Nemo said: Once the interdiction has completed,
Me: Maybe I need to know what is meant by "interdiction" ? Engagement ?
 
Zieman said: There are also lots of systems which are further than 130 light years away from the nearest neighbour, though you won't encounter those very soon, they can be found at the fringes of the Galaxy and between galactic arms.

Me: The following doesn't make sense:
Asp Explorer.png

Totally Laden has a great Jump Range than just Laden ? :confused:
 
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When an interdiction takes place the 'Interdictor' is trying to 'pull' their victim out of Super Cruise, putting their FSD under strain. Once they are in 'Normal' space their FSD takes 45 seconds to 'recover' and be ready to work again. If the 'Interdictee' submits to the attack their FSD is not under strain, and will recover normally, but if they fight the attack and fail their FSD is strained and will also take 45 seconds to 'recover' from the attack. That is why it is quicker and safer to submit (as you still have a larger selection of options than your attacker).
 
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....... If the 'Interdictee' submits the the attack their FSD is not under strain, and will recover normally, but if they fight the attack and fail their FSD is strained and will also take 45 seconds to 'recover' from the attack. That is why it is uicker to submit.
submits ? How do they do that ?
By submiting ".... their FSD is not under strain ...." No sorry, don't understand, 😕
" ..... if they fight the attack and fail their FSD is strained ..... " ???
 
Submitting is easy; just throttle back to zero. Because your FSD is now not 'fighting' the interdiction it is not under strain, and so will reboot normally. If you fight the interdiction and fail your FSD will have been strained, hence the longer re-boot cycle.
 
In your Asp Explorer example above unladen and laden is the distance you can go on one jump. Total laden and total unladen is the cumulative distance you can travel before you absolutely must refuel. So unladen you could travel a total of 134.53ly at 13.18ly per jump before you would run out of fuel.
 
Here's my advice as an old-timer. Don't upgrade your Sidewinder. Just fly it, as is, until you actually find a reason to upgrade.

The stock Sidey is free. Even dying in it is free, you just get a new one. It stays free until you upgrade it.

It's true the the stock Sidewinder can't go everywhere, because of it's small jump range. But it can still go a lot of places. You could spend hundreds of hours, probably more, just going to those places. The galaxy is huge and you won't be running out of places to go. It just might take you a bit longer to get there :)

So concentrate first on what you can do in the starter ship. Learn the ropes. Try stuff. Get into danger. Get blown up. Get away. Bumble about cluelessly. It's an important part of the experience, and actually a lot of fun, too. And there's no time limit. What you do in this game is entirely up to you.

At some point, you will want to do something or other and realize that your Sidewinder is limiting you. That's when you investigate upgrade options. When you have a reason other than "I read it on the forum." hehe.

I have over 4000 hours in this game. I avoided combat for a very long time. I still don't do much of it, but I do a bit here and there. Do what you like, always.
 
One thing to remember is that the Sidewinder you start out with IS NOT YOURS! It has been lent to you (for however long you want it, free of charge) until you decide you no longer need it. If you then sell it you will get back 90% of the upgrades cost, but nothing for the Sidewinder (as it is now being 'returned' to whoever lent it to you). So keeping it does not cost you anything, and selling it gains you nothing either. However, when you buy another ship (whatever it is) that ship IS YOURS.
 
I forget how long the cool down (wait time) period is when someone get interdicted (pulled from Super Cruise) or in the case of Thargoids, Hyper Space. But it is significant shorter if one throttles down the second they are indicted. I stated the word involved rather than engage in combat, either way it's basically the same.
 
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I believe that the normal cooling down time is 10-15 seconds, while an 'interdiction' cool down is 45 seconds (for standard FSD drives). On my Anaconda I have engineered the FSD for a faster cooling down.
 
Indeed it is. As I use The Helping Hand mainly for trading I want to be able to jump quickly without waiting (she has sufficient Jump range for my needs), so I can hop along quite quickly (and get away from an interdiction far quicker then the other vessel).
 
I've never thought about it but I might put faster boot on my Cutter. I've never lost the interdiction mini-game in it but faster boot could definitely come in handy if I needed it.
 
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