Getting Past Station Scans : Advice Needed

Doing something safely is rarely an exciting way. Boring maybe but better bored than scanned.
Dance with danger, it's fun and makes you feel alive and gets the juices flowing!
:)

@Johnny:
It's the ships that scan like Wasp0 guy says...and like suggested, it's best to go out behind them once they have past.
If you go out in front of their flight path they will be on to you very fast and their momentum will make it very hard for you to escape.
If they have to turn to follow you then that takes time and makes your life that much easier.
Just put all pips to engines which is very important.
They can be avoided this way even in an Asp Scout which does not have the greatest speeds.
Asp Exp or Cobra MKIII are the best smugglers though.
Both can get you out of trouble unless you fly out very close to an NPC.
Have fun with it because it is fun.
:)

With regards the second scan that starts without warning when you leave a station without it saying the scan has started?

Some of us think it's a scan continued from when you get into the station the first time like the NPC involved remembers who you are and waits until you reappear outside the station.
I've been scanned in stations as well after dodging the law, even in a hanger so I think the NPC's maintain their focus.
Might be something to consider if you're planning to load up with dodgy goods or missions.
 
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Dance with danger, it's fun and makes you feel alive and gets the juices flowing!
:)

@Johnny:
It's the ships that scan like Wasp0 guy says...and like suggested, it's best to go out behind them once they have past.
If you go out in front of their flight path they will be on to you very fast and their momentum will make it very hard for you to escape.
If they have to turn to follow you then that takes time and makes your life that much easier.
Just put all pips to engines which is very important.
They can be avoided this way even in an Asp Scout which does not have the greatest speeds.
Asp Exp or Cobra MKIII are the best smugglers though.
Both can get you out of trouble unless you fly out very close to an NPC.
Have fun with it because it is fun.
:)

With regards the second scan that starts without warning when you leave a station without it saying the scan has started?

Some of us think it's a scan continued from when you get into the station the first time like the NPC involved remembers who you are and waits until you reappear outside the station.
I've been scanned in stations as well after dodging the law, even in a hanger so I think the NPC's maintain their focus.
Might be something to consider if you're planning to load up with dodgy goods or missions.

Banana's

Thank you. I'm learning more and more, despite playing for nearly two years since Premium Beta. I have see cohorts of cops circling stations. I guess I'll have to pay more attention to them using the scanner and targeting to determine the direction they are travelling before I leave the station. I think there's a five mins timer to get out of the station, so there's not a rush.

As for the ship. The Asp Scout is 'just for now'. I'm about 1.5m credits short of a trade-up to a Vulture. My signature block explains my soft restart last August. I've been busy flipping systems recently, so not earning many credits, hence been in the Scout for around two months. I do take the point about there being better ships for smuggling. I love my Cobra MkIII, parked back at my original home station with the rest of the 'fleet'. I hope to get back to it soon, probably once I get to the Vulture, which will be a new ship for me.
 
The Vulture's great, but I never pegged it as a smuggling ship. Whats a smuggling fit look like for it? It could certainly protect itself in a fight.
 
Not sure what all this elaborate exit strategy is for. Just hit Launch, then exit to main menu to reload the instance.

It takes 20 seconds and you spawn ten kilometres out safe and sound, far from the cops, ready to jump.
 
Not sure what all this elaborate exit strategy is for. Just hit Launch, then exit to main menu to reload the instance.

It takes 20 seconds and you spawn ten kilometres out safe and sound, far from the cops, ready to jump.

I think in a lot of peoples eyes, that's classed as cheating!!!
 
Thanks for the tips.

One of the things I love about this game is that you work for ages on some wrong assumption and then find there's a whole THING there and LOTS of people know about it.

I thought it was the station. I've not paid much attention to the traffic except looking for hostiles.

This thread completely made a new light bulb go in for me.
Reppety Rep through the posts.
 
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Heres a couple of vids i made for a few friends a while ago,

getting in,

[video=youtube_share;l6dpGd3QAGU]https://youtu.be/l6dpGd3QAGU[/video]

getting out,

[video=youtube_share;P1nHT_YlJtw]https://youtu.be/P1nHT_YlJtw[/video]


This is what not to do, lol,

[video=youtube_share;iWDrUU8ABAQ]https://youtu.be/iWDrUU8ABAQ[/video]
 
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I thought outpost scans dont take place as well until a couple of days ago...just as i was close to touching down too.

it seems with ED that if the damn mission isnt bugged to SC and back its so difficult it might as well be or the CR payout is a flipping joke
 
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I use the K.I.S.S. system (Keep It Stupid Simple).

Launch.
Meander towards the slot at just under the speed limit to avoid any fines generated by fussy NPC pilots inside the station.
Once I can see that the slot isn't going to be filled with a T-9 sized ship, 100% throttle and boost.
Straight out the slot, no turns.
Boost.
Boost.
Maybe boost again for fun!
Align with travel vector.
"Frameshift Drive Charging"
Move on with life.
Halt right there the phrase is Keep it Simple Stupid....it is taught by drill instructors..no nicey nicey here 😄
 
I also avoid jobs that take me in stations,Outposts for me why stress the extra scan...outposts I see security ships a mile away...boost boost boost jump
 
I prefer stations to outposts. Security won't follow you into a station and scan you on the pad. They will at outposts. It's very simple to get in and out of a station.
 
Hmm, usually I just boost my way out of the station - I don't care about speeding tickets - flip 90 degrees down from the exit, zip behind the station with constant boosting and line up with target and go. Having really fast enough ship helps tremendously - no need for silent runs or sinks.

To get in - more or less the same, just in reverse order. Watch the back end of the station though... it's pretty solid.
 
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They cannot scan you if you go in hanger. I cannot fly my asp through the mailslot if my real life depended on it,the cobra sure but that asp.....its those fething metal bars that surround the slot
 
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Engines to full (all pips) then boost Boost BOOST, until you aren't mass locked any more.

I have been smuggling in an Anaconda and silent running is not my friend but speed is.
Exiting the dock - line up the slot and then full speed and boost. I aim to be at max velocity as I go through the slot and then full pips to throttle and keep going straight and boosting until you are clear.
Entering the dock - keep about 5 km clear of the dock and precisely line up the slot then full power and boost once. I usually enter at about 220 to 240 and then as you are passing through the slot or just before, drop the undercarriage and throttle to zero and as soon as I am through the slot pull back hard until I am pointing 90 degrees to the station orientation and then full reverse to counteract the tendency for the ship to drift toward the direction the nose is pointing. This is not FA off and you will stop just short of the back of the station. This might not work for other types of ships because of different flight models but for the Anaconda this does work.
 
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I used to do all the lining up with the station stuff. Now I just get anywhere vaguely in front and go all out for the entrance. Dumping engine power to shields and decelerating at the last second gives the control to get into the station.

Leaving I just do what people have said, boost, boost, boost. What you have to look out for is that turning onto your target system heading doesn't take you back into trouble.

With a bit of practice it's all very easy. And I say that as someone near 60. A joystick probably helps though.
 
Entering the dock - keep about 5 km clear of the dock and precisely line up the slot then full power and boost once. I usually enter at about 220 to 240 and then as you are passing through the slot or just before, drop the undercarriage and throttle to zero and as soon as I am through the slot pull back hard until I am pointing 90 degrees to the station orientation and then full reverse to counteract the tendency for the ship to drift toward the direction the nose is pointing. This is not FA off and you will stop just short of the back of the station. This might not work for other types of ships because of different flight models but for the Anaconda this does work.

Works perfectly with a Cutter too, if not better even (no need for aerobatics if you don't exceed 200 by much when in the doorway (the lit up part)).
 
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