Newcomer / Intro I'm back!

Thanks. I had four pips to WEP.

So I got bored with mining and now I'm off hunting a deserter! I arrived in Herthe, the target system for the mission. No messages, which I have had on previous assassinations, so I went and scanned the beacon. Into supercruise, and no signals that indicated the target, which I have seen before. Do I just cruise around the various bodies (some of which are 250k Ls away) until something shows up?
This is my target:
View attachment 336869
...but I can't find him!

I've been all over the system, to degraded emissions, weapons fire, conflict zones, convoy dispersals, no sign of him apart from the constant bleating.
I gave up on this, tried again this evening with half an hour left to run on the mission, no luck. Next mission was easy, got the data as soon as I warped into the target system and flew right to the blue marker.
 
I gave up on this, tried again this evening with half an hour left to run on the mission, no luck. Next mission was easy, got the data as soon as I warped into the target system and flew right to the blue marker.

I don't know if it still works the same (I have not done one of those missions in a VERY long time) but - 1) if the mission description says you need a FSD Interdictor - then that is what you have to do, scan the ships in SC and interdict the target - or 2) if it doesn't say that then find your target by scanning ships in SC then follow the target until it drops out of SC, target the low-wake and drop-in there. There was another type where you had to scan the nav beacon to get the (rough) location of your target - maybe that is still a thing too.
 
I don't know if it still works the same (I have not done one of those missions in a VERY long time) but - 1) if the mission description says you need a FSD Interdictor - then that is what you have to do, scan the ships in SC and interdict the target - or 2) if it doesn't say that then find your target by scanning ships in SC then follow the target until it drops out of SC, target the low-wake and drop-in there. There was another type where you had to scan the nav beacon to get the (rough) location of your target - maybe that is still a thing too.
Probably I had to find it in SC but I don't have interdictor. Thanks I'll try that next time I have this problem.
 
What can I do with a Small Survey Data Cache? Also a Black Box that I can't turn in at search and rescue. The arrow to increase the number won't click. Ah, the Black Box problem is solved by activating my QTD.
 
There is a whole section of the Commodities Market for salvaged items. SSDC is one of those. They are not worth much, the large ones are.
 
I've worked my way up to an Anaconda (link generated by EDDiscovery). I kitted it with one set of gimballed weapons and one fixed, so that I could still fire on a different group if there was a ton of chaff around, but in practice I haven't used the fixed guns at all. I'm still very new to this so any tips on combat would be appreciated.

It has a 5D fighter hangar which the outfit screen said could hold one fighter, but it seems to have six in it. When one was destroyed, I thought I'd have to buy a replacement but when I got back to the station it was 6/6 again. There was some message about reassembly or something like that I forget. What's going on there?

Also, when I recruited a crew member, the screen seemed to imply that I could have three crew hired but only one on the ship, it said "take 1 crew member with you on board". But when I come to launch a fighter, I get a choice of me, the crew member, and two empty slots. So can I recruit two more and take them all, and launch three fighters at a time? Is the bigger fighter bay with two slots just so I can pick between two different types for each launch?
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The fighter bay can hold one fighter at a time, but has the technology and resources to rebuild the fighter up to five times (think 3D printing), which gives you six fighters in total, but only one after the other. If your fighter is destroyed, it takes a certain amount of time to rebuild the fighter (90 seconds? Two minutes? Something like that), when it is done you can relaunch it.
 
The fighter bay can hold one fighter at a time, but has the technology and resources to rebuild the fighter up to five times (think 3D printing), which gives you six fighters in total, but only one after the other. If your fighter is destroyed, it takes a certain amount of time to rebuild the fighter (90 seconds? Two minutes? Something like that), when it is done you can relaunch it.
So I can only have one out at a time, that makes sense. What about the three crew slots when I launch? How does that line up with the "take 1 crew" in the hiring screen?
If I had the Size 7 fighter bay, could I have two out at a time?
 
So can I recruit two more and take them all, and launch three fighters at a time? Is the bigger fighter bay with two slots just so I can pick between two different types for each launch?
Not NPCs - but you can recruit up to (depending on your ship) human crew members. I don't know how many fighters you can launch simultaneously, though - but yes, the larger fighter bays give you the option of equipping different types (or jsut more of the same type, depending on how good you/your crew are at losing them...).

You can also hand over the helm (of your main ship) to a crew member and fly the fighter yourself. Higher level crew are supposed to be good at that - but keep in mind, they're still NPCs and as such don't really care about what state the ship will be in when you return...
 
I've worked my way up to an Anaconda (link generated by EDDiscovery). I kitted it with one set of gimballed weapons and one fixed, so that I could still fire on a different group if there was a ton of chaff around, but in practice I haven't used the fixed guns at all. I'm still very new to this so any tips on combat would be appreciated.

It has a 5D fighter hangar which the outfit screen said could hold one fighter, but it seems to have six in it. When one was destroyed, I thought I'd have to buy a replacement but when I got back to the station it was 6/6 again. There was some message about reassembly or something like that I forget. What's going on there?

Also, when I recruited a crew member, the screen seemed to imply that I could have three crew hired but only one on the ship, it said "take 1 crew member on board" or something like that. But when I come to launch a fighter, I get a choice of me, the crew member, and two empty slots. So can I recruit two more and take them all, and launch three fighters at a time? Is the bigger fighter bay with two slots just so I can pick between two different types for each launch?
Consider getting something cheaper to learn combat in as rebuy costs on an Anaconda can mount up.

The Ship Launched Fighters are remotely piloted drones, your hanger can depending on size holds up to 2 different types (or 2 of the same if you wish) all but the one(s) ready to launch are stored as a combination of flat pack and 3D printer patterns which are assembled when a fighter is lost. The hangers are replenished when you are docked as part of the reammunitioning process.
Having the dual bay hanger not only allows for having fighters with different capabilities but eliminates the wait while a replacement is assembled.

You can have multiple pilots but remember that they willl all take a percentage of all credits you earn while you employ them regardless of if they are on your ship or in the station bar. The one that is active will also get half your combat XP in order to boost its combat rank.
In order to keep their costs down you should recruit the lowest ranked pilot as they even when ranked to Elite will take a smaller cut but the pilots aren’t a huge help until top ranked.

The only time you can have more than one SLF active is when you have another player aboard in multi crew.

So many replies while I was typing this.
 
Consider getting something cheaper to learn combat in as rebuy costs on an Anaconda can mount up.
I've done a bit in a Fer-de-lance so I know the basics: laser their shields and then multi-cannon their hull.

The furry needed heat sinks but the 'conda doesn't seem to warm up at all. I think I'll replace a heat sink with a shield booster.
 
If I meet up with someone who has the whereabouts of a mission target, and I drop into normal space at their wake, and they say "you should find them nearby", does that mean somewhere in normal space, or do I go into Supercruise and look for nearby signal sources?
Because nothing's showing up here...
 
Oh wow, I didn't even go far off the beaten track, I'm surprised I found unmapped bodies!

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...and yet in the system map, it shows someone else...
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If I meet up with someone who has the whereabouts of a mission target, and I drop into normal space at their wake, and they say "you should find them nearby", does that mean somewhere in normal space, or do I go into Supercruise and look for nearby signal sources?
Because nothing's showing up here...
"Nearby" can mean another star system a few LY away - re-check your mission in your left panel, if the target is in a different star system it will give the new destination in the mission description.
 
I'm trying to respond to a friend's direct message. I get this far...
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...but then I can't do anything. I can't move up or down the menu or select DIRECT MESSAGE. Any ideas?

Sometimes the menu is upside down...
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Why does this happen:
  1. Plot a route on the galactic map
  2. Perform the first jump
  3. Log off
  4. Log back in
  5. Attempt the second jump,
  6. 1673617900258.png
 
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