Newcomer / Intro Landing a Krait Phantom at HD 63154 Guardian FSD Booster and other modules site

Let's say this has been a source of frustration the last few days, and I've made it work with a point defence module to take care of almost all the missiles the sentinels launch.
Here is how to do it, and some of this info is not in all those youtube videos you find on the subject:

Step 1: Buy a Diamondback Explorer with a point defence module on top...

Just kidding, but seriously, it would be easier. (Going to Synuefe JB-G b58-6 instead would probably be easier, but I've not been there yet)
But this isn't playing the game, is it?
You've lovingly crafted your Krait Phantom over many weeks to be light, you've got the class 5 Engineered FSD V1 (better than increase range 5 + mass manager) on board and you want to play with the ship you've build on what is in essence an exploration and archaeology mission. And you're ignoring the fact that the class 5 Engineered FSD V1 will also fit in a Diamondback Explorer and probably have more jump range than the Phantom, without further engineering effort...

Anyway, before you depart with your glorious-but-a-*****-to-land-on-some-planets Phantom, make sure you have some materials collected to refuel, rearm and repair an SRV at least once per Guardian blueprint module you want to collect out of the possible 6. Bringing 2 SRVs would be good extra insurance. That point defence module - fit it on the Phantom's port side utility mount (the left side as you sit in the ship) otherwise it will be facing the hills away from the Guardian site and be useless. Worse, your defenceless ship will probably automatically dismiss itself when it starts to get shot at. When you recall it, you have to be 1km+ away from the Guardian site and you'll get to see your ship magically land itself in an impossible and precarious location making you wonder why it's so hard to land when you have to do it yourself... and why can't you use that auto landing system in the first place?
I digress...
If you manage to fit point defence on the wrong side (which I did to start with), you will most likely find a fleet carrier close buy where you can go for outfitting to move it.
Land your Krait Phantom at these coordinates (note I am playing Horizons and not Odyssey in case it makes a difference):
40.7941 to 40.7942 degrees
-186.4886 to -186.4887 degrees
Heading 357
You may need to pitch and roll the ship a little once in place to get this to show up as a landing site at all, never mind "alignment OK".
Now you have this position which is perfect for that point defence to take care of missiles:

Tricky landing.jpg


Now follow those youtube videos.
If you choose to exit the game in this location, it will warn you that you will be moved to a safe location away from the site. I found when I returned I had not moved, the ship was still right here.
Hope this helps fellow Phantom owners.
 
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I mean, that is the correct answer - and you get to fly the coolest ship in the game. It's a win-win ;)
DBX is by far the optimal choice for short to medium range exploration and in/around the bubble exploration and materials gathering. And you can put multi-cannons on it without messing up the jump range or power distro too much. I just can't fit the things in it I want to have for 10K ly+ round trips.
 
Isn't is amazing just how complete jobbie some planets now are in Oddity? What a lot of fuss for something so underwhelming, they really should scrap doctor kay's changes.
I have a feeling it wasn't (isn't) Dr. Kay that's the problem.

To me it looks more like the rendering engine isn't following the correct procedures. Textures that should be there, aren't. Textures are weirdly and obviously tiled. I would find it nigh unbelievable if the planets looked like that during internal testing, and someone thought it was OK.

Something's gone haywire. This can't be the system "working as intended."

I sure hope not.
 
If you choose to exit the game in this location, it will warn you that you will be moved to a safe location away from the site. I found when I returned I had not moved, the ship was still right here.

Yea, all the Guardian sites, even if you clean them up, will warn you that you are in danger and will give you the 15s timer to quit 😒

Another vote for the DBX
And i used this guide for guardian module stuff (it has links for the weapons and slf guides ) - although i did not visited the planets in EDO yet so no guarantees..

And not at last, my Phantom in the weapons site (PDT on both sides, but well... the sentry missiles are not what they used to be)
5-19-2019_11-48-51_PM-pxi4fw3p.jpg
 
AspX was great for me at the Guardian sites. PD on top? Yep. Easy to land? Yes, once you know where.
I ran an Asp X for quite a while. It did seem easier to planet land than the Phantom. I don't go back to it because I can't fit Supercruise Assist in at the same time as the other gear I want on a long trek, and it's essential for me to have that "autopilot" for those 100K ls + supercruise trips. Also don't like the Asp X engine sound much, but its not a deal breaker. And then I can always squeeze another 1 to 1.5 ly jump range out of the Phantom.
Asp X is still one of my favourite ships in the game, though.
 
I ran an Asp X for quite a while. It did seem easier to planet land than the Phantom. I don't go back to it because I can't fit Supercruise Assist in at the same time as the other gear I want on a long trek, and it's essential for me to have that "autopilot" for those 100K ls + supercruise trips. Also don't like the Asp X engine sound much, but its not a deal breaker. And then I can always squeeze another 1 to 1.5 ly jump range out of the Phantom.
Asp X is still one of my favourite ships in the game, though.
Here's my AspX build - there is room for the SCA although I'm not sure what your other requirements are. May help :)

 
Step 1: Buy a Diamondback Explorer with a point defence module on top...
So much easier than taking a multipurpose cobra Mk3 and finding a place where it stays with its butt placed 32~45° towards the horizon, with its back turned to the site, in order to have the point defense covering part of the site. The alternative methods work though
 
I have a feeling it wasn't (isn't) Dr. Kay that's the problem.

To me it looks more like the rendering engine isn't following the correct procedures. Textures that should be there, aren't. Textures are weirdly and obviously tiled. I would find it nigh unbelievable if the planets looked like that during internal testing, and someone thought it was OK.

Something's gone haywire. This can't be the system "working as intended."

I sure hope not.

Since they are head of rendering and led the whole planetary "upgrade" process then the buck stops there in my opinion. Not saying their head should roll but to actually allow release with such poor results is rather sad, it isn't enough that there are some good planetary examples there are far too many others.
 
It has been a long time since I visited a Guardian site, but if I visit one again with intentions of doing more than taking pictures I will use my Diamondback Explorer.

My favourite exploration type ship is the Krait Phantom which I use for all sorts of other things as well, the DBX is among my least favourite ships that I am prepared to fly that said it is superb for visiting Guardian sites with its jump range, utility slot placement and its ability to land inside the site itself.
 
AspX was great for me at the Guardian sites. PD on top? Yep. Easy to land? Yes, once you know where.

AspX is my faved exploration ship. So much better view and so much better supercruise maneuverability
But at that time i took that picture, i needed the cargo space a Phantom can give but an AspX cannot match.
 
Did anybody visit a guardian site in MKII with SLF NPC pilot?
I heard that you can deploy SLF, then land and SLF will protect you from guardians.
 
Here's my AspX build - there is room for the SCA although I'm not sure what your other requirements are. May help :)

For trips I'm planning that will be 10K to 20K+ light years away from any space station, I want AFMU (any size will do as I can synthesis ammo for it) and 1D repair limpet control optional internals added. Any size cargo rack will do. I would really want a 2 SRV vehicle bay, because I've got them irretrievably stuck under things and even put one on its roof too close to the ship to use boosters. Now I think about it, dismissing the ship would fix the too close to the ship problem.
Now I'm more practiced with the SRV, it has been quite a while since I got one completely stuck, but when you are too far from anywhere to get a replacement, a bit of redundancy is welcome.
This all just about fits in a Krait Phantom - my target build https://s.orbis.zone/fhf9

When I build an Anaconda explorer (in coriolis), I get 2 AFMUs in, which is not essential, and then I start putting things in it to compensate for its lack of manoeuvrability and speed. SLF launch bay to fly around planet surfaces, big thrusters on the main ship to get its speed and manoeuvrability up, and hopefully deal better with higher G planets. By the time I've done all that the jump range is a few ly short of what I get out of the Phantom.
 
That sounds like an experiment that would be fun to do :)
Last time I checked (although it will be some time since I last used an SLF), you can't deploy a landing gear with SLF out, therefore you can't land, let alone deploy an SRV.

You can ask a friend to cover you, of course, but they have to do it themselves as an NPC-flown SLF won't auto-target skimmers or any other "ground units"
 
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