Fighter hangar - really stupid question, I know

OK, I just bought and fitted Krait Mk. II and this the first time I am using fighter hangar. I rented a pilot, so far so good.
But, how can I order the fighter to launch ? I already found approx. 8 mappings in Control options for various orders to fighter, including the command "Return to hangar". But how I can launch the fighter when necessary ?
 
And the hired NPC crew member will pilot the Taipan fighter automatically ? I am asking, because there is "EMPTY" in Taipan.
 
The SLF uses a telepresent crew member sat beside you. You can't see the crew member because <insert reasons>. You must ensure the crew member is set to Active before you depart, a common mistake is to forget this (been there done that a few times !).

The SLF is launched when you are out in space. It won't launch from a docked ship, and it won't launch from a ship landed on the surface, which is a shame. (Something to do with landing gear getting in the way !) You use the middle panel (default is key press 3) to decide who flies the SLF, you or the crew member, and then to launch.

Personally, I have a key bind for "attack target" and "recall ship" but other players use other binds also. Remember when you instruct the SLF to attack a target that, in most circumstances to stay legal, your ship has first to scan the target to ensure it's wanted. Otherwise ..... crime !

The crew member takes a cut of your profits, regardless of whether they are active or not. They also eat into your upward elevation towards Elite, making it slower progress. Just a couple of contra-balances to a great asset :)
 
OK, it seems that I got it. Almost. I can launch the fighter, he can fight, I can order him to return and dock.

One last question. Will he eat a part of my profit if I will be in another ship (mining in my Python comes to mind) ?
 
Yes he will unfortunately.

Regarding that: make sure you hire them at the lowest possible level. When they eventually reach Elite, they will take 10% of your earnings.
But if you initially hire them at a higher level, that number rises quite a bit.

(Just half an hour ago I lost my Elite NPC that has been with me for about two years. She made about half a billion over that time.
When they get to dangerous / deadly / elite they can really pack a punch and help you in a fight. Just remember: when you're shot down with your npc-pilot out of the bay, they will be killed and you lose them permanently. This last situation cost me a 25 million rebuy, but that didn't matter to me at all. The loss of an Elite pilot did matter though.)
 
SLFs are a lotta fun if ya ask me! I'll just add as general tips that while you can hire an Expert NPC and then fire them before turning in anything that makes ya money (missions, bounties) so you then avoid giving them a percentage, in the long run if ya wanna use SLFs a lot then ranking up a Harmless crew member up to a high rank is best (both in performance and in what percentage ya pay them, since they'll get less of a cut if ya hire them as Harmless and rank them up to Elite versus ranking up an Expert up to Elite).

And once they get Dangerous ranked and up, they get pretty dang good and are very nice with fixed weapons. I liked to use the size 6 hangar so I could have 2 SLFs onboard, and one would be gimbled to make sure the low ranked NPC could hit, and then a fixed one for me. If ya don't intend on flying either of them, then 2 gimbled works well also of course. And it'd often make good sense for the SLF's weapon to complement what ya got going on, like if you're mostly kinetic damage you use a thermal SLF and so on (that aspect is prolly obvious and you're already planning on doing it).

CZ's and Compromised Nav Beacons worked well as I ranked my main crew member up to Elite, but fighting Thargoid Scouts (the smaller ones, not the huge Thargoids) would likely be the best way now since they give the best rank. They weren't a thing when I was working on my crew, but it's what I'd use if I had to build another one up.

I've never had an issue when the NPC flew the mothership, but I had also made sure the ship was well protected and hard to mess up in. It can be pretty awesome watching them wail on other ships from the view of the SLF (obligatory "especially in VR").

While they can do some FA off moves and hit with fixed weapons and cheat with rails like other NPCs, they don't do things like manage heat appropriately or use the shield cells wisely (at least last I messed with them consistently; I've not been able to play the last few weeks regularly but I assume this hasn't changed). It never caused me a problem, but it's just something to keep in mind if your loadout could be mismanaged to a degree that it'd hurt your ship. They'll pop off shield cells without needing to, one after another, and ya come back to find your modules a bit cooked. Not the end of the world, but yeah, just keep an eye on it.
 
One last question. Will he eat a part of my profit if I will be in another ship (mining in my Python comes to mind) ?

It will take a percentage of your profit no matter if the crew it's active or not.
However, more annoying is the fact that it will take half of your combat experience if the crew is active. So if you try to get combat ranks fast, make sure you dont have the crew active.
 
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