COMPLETED CG Support the Alliance's Expansion into the Coalsack Nebula (Trade)

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50M reward claimed at NYSA Bulletin Board? How long will it be there as I'm guessing we have to go back to NYSA to the the FSD as well. Some things are only learned by trial and error, or is there a CG guide for idiots somewhere?
It's pinned at the top of this Community Goals sub-forum. Idiots might have difficulty locating it. ;)
 
Yeah. The most important thing is having a shipyard. Its the next service I'm renting.
The FC I visited having an outfitting was very useful for me it let me store my Guardian FSD booster and fuel scoop and transfer in a couple of cargo racks to replace them. If the CG had gone on for another Tier I might have needed a shipyard to swap to an AX combat build.
 
I had a few suicidal NPCs do that to me but fortunately managed to avoid hitting them all, very annoying though, how they're able to drop out almost on top of you/the station.



I'm running "D" rated on mine, albeit with Dirty Drive 3, to save weight - needed the maximum jump range for this CG but might have to look into fitting "A" rated, if they help out that much. To be honest, even if they don't, getting more than 150m/s out of the truck would be nice :)

Edit: Then again, the T-9 is a huge barge, its not meant to feel like a sports car, so I might just leave it as is, since it feels right, even if its a pain in the backside :)
With 7A G5 Dirty Drag drives you will lose about 0.3 light years fully laden jump range compare to unengineered 7D drives and have speeds of 212/327 and speed up your turn rates by 50% seems a worthwhile trade off to me.
 
is 1000 pieces of Painite... 2 Cutter loads cover all that.... 2 days at mining :p
2 days? That's very slow days.
3 hours or 2 movies should cover it in a mining cutter a double overlap.

I was amazed how quick this CG was completed.

What bugged me the most was FCs clogging up all the systems and not unloading, really just space hogging.
 
Now this CG is effectively over, I’ve taken time to think about it a little.

...

With that in mind, a big thank you to @ALEX CAOS, captain of the carrier [AXI] Hyperion and all the other FC captains that opened up their carriers to the masses and posted on here with their flight plans, for working with the community, against their own best interests (from a purely tons/hour point of view). Some kept their prices low, others looked to be taking a bigger cut of the profits but I think we’d all agree that this particular CG is not about the profits and those carriers do have costs involved in maintenance and fuel burned up ferrying us smaller ships back and forth.

I second that emotion, collaboration can be rewarding.
But can also be frustrating because not all people are easy to work with. FC captains misspelling their destination systems, not once but several times. Not jumping when they promised they would: late, very late or jumping early, leaving their loading crew behind. It's not rocket science guys. You are in charge of million credits equipment but really you couldn't hold a job driving a bus. 🧐
The most efficient way to run your FC in this CG would be to take your own team of loaders back and forth.
Alex understood that and he was a pleasure to work with.
The few others I tried to work with, not so much. 👨‍🚀
 
It's pinned at the top of this Community Goals sub-forum. Idiots might have difficulty locating it. ;)
Idiot was a little harsh, but I understood the emoji; it's like Beethoven said about playing the piano "It's easy once you know how" - Now I'll read the beginners guide to CGs - will most likely make more sense now as well. Thanks for the response, it did help. :giggle:
 
I got emptied far faster than I imagined, in only 10 minutes 11 k of generators vanished, lol, at 10k / unit.... still getting a decent profit to the guys, tough...
I saw your location from Inara, and jumped there but for some reason I actually thought that your FC had just arrived there and as you were writing about connection problems at the same time, I thought that there was some kind of problem with your Carrier not showing its cargo correctly. But when I showed up, your FC had probably been there for some time and was just empty of Power Generators.
 
I saw your location from Inara, and jumped there but for some reason I actually thought that your FC had just arrived there and as you were writing about connection problems at the same time, I thought that there was some kind of problem with your Carrier not showing its cargo correctly. But when I showed up, your FC had probably been there for some time and was just empty of Power Generators.

Same happened to me yesterday, a commander here was posting he has 15 000 units to unload, I got there in some 5 minutes, he was down to 4500 already ! I did a trip, and at the second one he was at 800 ! That was 5 minutes later... I was, for sure, the last one to load, I left him with only 24 units :p !

So, he must have unloaded 13.500 in less than 15 minutes... amazing fast.... but that explain, sure, how the CG was finished so fast.
 
It's a nice build. Idles at about 25% heat and doesn't even exceed 60% when the FSD is spooled up ready to jump. Only ever have heat issues if I get a bit close to a star, really. I used to fit heat sinks for that but now I'm rarely doing more than a single jump in it so I pulled those off to save some juice for the A rated thrusters.

Kolobok , a true survivor. The key is its speed and the 0:03 boost rate (+resistances). 704 tons with ADC+SCA.
 
What's the jump range?

My main problem with T9 is it's dog jump range. I think for this CG, w/o fuel scoop you'd need to do something like 40-50 jumps (optimising for fuel). Which is about an hour each way.

With a conda (fully engineered FSD, Guardian jump extension, fuel scoop, small shields) , I was able to do a run in 20 minutes each way (7 jumps to MDR, 5 back, little fuel scooping on the way there), with close to 300 cargo . So on the per/hour cargo I'd have done about twice as much in my conda.
My T-9 was stripped to quite bare bones, no shields, no weapons and mostly filled with cargo racks, but I had a 5H FSD Booster and a 4A Scoop, I also had the FSD engineered and I could jump 33LY with no cargo. I could haul 742 tons and when I did my pick ups from the bubble, I did 11 jumps to bubble and 15 jumps back to CG and I had to do a couple slowdowns to scoop fuel on both legs. I was thinking of taking a smaller cargo rack off and putting a small extra Fuel Tank in, but the stations at the bubble where I picked my goods had no stock on Fuel tanks, so I forgot to try that.
 
...
But can also be frustrating because not all people are easy to work with. FC captains misspelling their destination systems, not once but several times. Not jumping when they promised they would: late, very late or jumping early, leaving their loading crew behind. It's not rocket science guys. You are in charge of million credits equipment but really you couldn't hold a job driving a bus. 🧐
The most efficient way to run your FC in this CG would be to take your own team of loaders back and forth.
Alex understood that and he was a pleasure to work with.
The few others I tried to work with, not so much. 👨‍🚀
OK, but the point is: this is not a job, but a passtime. Sometimes, RL happens. You say you'll jump at a particular time but your PC crashes, the wife needs a hand doing something... etc

Basically, there's two methods of co-op here:
1. Mega co-ordination between carrier owner and (un)loaders.
2. Ad-hoc arrangements between FCs and (un)loaders.

If 1 then you'll be organised in realtime via discord or other comms tool and have a dedicated crew who have time put aside to dedicate to the task.
If 2 then you just have a bunch of randos on a forum.
You can try to do a 1.5 - as happened with you and Alex - but won't always work - as apparently happened with the others.

That's why I try to have profits (and/or benefits) to loaders and unloaders at each point. I try to announce the jumps as best I can and rename the carrier to reflect jump timers. I try not to jump early, but will sometimes jump late - hopefully not too late though. Occasionally, though, people will be disappointed - which is a shame - but will happen given the loose arrangement.
 
With 7A G5 Dirty Drag drives you will lose about 0.3 light years fully laden jump range compare to unengineered 7D drives and have speeds of 212/327 and speed up your turn rates by 50% seems a worthwhile trade off to me.
Yeah, my Type-9 is still a Buckyball racer, so 7A G5 Dirty Drag drives are compulsory.

Same happened to me yesterday, a commander here was posting he has 15 000 units to unload, I got there in some 5 minutes, he was down to 4500 already ! I did a trip, and at the second one he was at 800 ! That was 5 minutes later... I was, for sure, the last one to load, I left him with only 24 units :p !

So, he must have unloaded 13.500 in less than 15 minutes... amazing fast.... but that explain, sure, how the CG was finished so fast.
I didn't do so great at this CG, only joined in for a couple of hours last night, but I had fun trying to find FCs to unload. Only finished in the Top 50%, but it was nice to be back hauling at a CG (this was first of the new ones I've joined).

Was interesting watching the supplies count down in the system chat "3000 left", "2000", "only 1000!"
They emptied very fast once word got out, it reminded me of the sentry gun scene from Aliens.

I managed to grab the final 300-400tons from carriers twice, and smiled as I left the pad with the system chat saying "it's empty!"

So Buckyball G5 Dirty Drag drives do come in handy, even in big fat space cows. Apologies to anyone who was just behind me! :p
 
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OK, but the point is: this is not a job, but a passtime. Sometimes, RL happens. You say you'll jump at a particular time but your PC crashes, the wife needs a hand doing something... etc
Amen... there were a few times when I was left waiting for a while due to the carrier's owner not starting the countdown in a timely manner. What did I do? Went and got a snack, or did something else for ten minutes; hardly torturous.

That's why I try to have profits (and/or benefits) to loaders and unloaders at each point. I try to announce the jumps as best I can and rename the carrier to reflect jump timers. I try not to jump early, but will sometimes jump late - hopefully not too late though. Occasionally, though, people will be disappointed - which is a shame - but will happen given the loose arrangement.
Yeah, this seemed like the fairest way to do it to me - heavy profits on the loading end since that's the "unglamorous" part of the process, a cut in the middle for the FC owner to cover their costs, and mild profits (and the CG contribution obviously) for unloaders.
 
@CMDR Night Tripper

That was my build for several weeks, AND the T9 whale is the ship who brought my FC - so all my love for T9, and respect for T9 skippers !
No ship in-game can load 3000 tons in only 4 trips, so hats down to the whale !
Yeah, T-9 is great ship....but after this weekend, I think I've had my fill of T-9 for a while. Have to be careful of having too much of the good thing and all that. :)
 
Traffic Figures from the CG system - not sure if this is double counting as there were < 8k signed up to both CGs I think:
1605483616999.png
 
Your FSD was stolen by a rigged CG....
Rigged how? Just that it ended too early? That is kind of required Fleet Carriers (which I didn't mind)? ...

To me, if anything the CG was rigged by existing Fleet Carrier bugs which turned me off but, in the end, it was my fault I didn't haul that one more load.

The good thing is that the FSD will probably be crap and I won't miss having it! :eek:
 
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Rigged how? Just that it ended too early? That is kind of required Fleet Carriers (which I didn't mind)? ...

To me, if anything the CG was rigged by existing Fleet Carrier bugs which turned me off but, in the end, it was my fault I didn't haul that one more load.

The good thing is that the FSD will probably be crap and I won't miss having it!
Quantis, your sense of humor isn't working...or you're wisely not watching TV. :)

Yes, there are a few bugs left in the system. And, Frontier grossly underestimated how fast the CG would complete- leaving lots of people out in the cold, who didn't have time to participate.

I won't miss not getting the FSD. The fun was in just playing.
 
It seems like a Jumpconda was the best ship to use for this, not a cutter.

I had my jumpconda with 400t cargo, and a class 4A fuel scoop. The class 4A fuel scoop works just fine, when you only have the stock fuel tank.

This allowed me to get 48ish ly jump range on the way there(9 jumps), and 71+ly on the return trip. That return trip is a big deal, as It's so much faster(reurn trip only takes lve 5m, where the trip there, takes almost 15m). That time saver even allowed me to get top 25%(and probally the upper end of that, at that).

I can't wait until I can try that FSD on my Phantom :) Sigh but I take it we need to wait until maint, to get the module reward(got my 30m credits, but didn't give me the FSD).
 
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