Guide / Tutorial Nutter’s explorers guide to the Galaxy

Well if you stop to shoot anything your going to go pop, so get rid of the temptation... Shields to protect you from what? Run Forrest... Run!!




Ok Nutter i've mulled it over, I'm gonna ditch the laser, but I'm keeping the shield, it's lower class anyway, so it's ok, I'm willing to take the trade off for keeping it, it's not much to me. So a neat compromise.
 
[ANNOUNCEMENT] Server Progress Update - 07/01/2015

Hello Commanders,

I’m back again, but with a smaller update tonight – let’s get straight to it!

Bug Status

The usual assortment of server side fixes have been deployed today – nothing too specific to call out here. We’re still making progress with 1.04 for this week which does also include further server side updates –
including some fixes for exploration! We’ll let you know when this rolls out. Otherwise, things seem stable and happy in “server land”.




Is it good news for explorers or what? ;)
 
Perhaps I'm thinking exploration is more robust then I think it is, I keep thinking I would use the laser to blast open some rocks to get at the alien artifacts inside.

In regards to shields, I was thinking impacts and other things like that, since you can't just repair your ship mid flight without extra gear.

Currently there is nothing in the game of that nature, just scan, scoop and fly.... watch this space though!
:)
I have an addition:

You missed that it matters where you sell your data. Reputation wise, selling to federation will increase rep to them etc. :)

Thought I had it in, will add, many thanks for pointing it out! :)






Is it good news for explorers or what? ;)

Any work done on exploring is great for us :)
Also Well done for completing the first training mission! +1 Rep given!

Mission 2 is currently on hold as due to the search bug in the galaxy map, the system for mission 2 is currently lost lol! :(

Right On Commander!
 
Post-patch, I shall take my first trip out in to the deep and see what they broke changed :)

After doing some basic exploring in my initial ships, I've got my eye set on picking up a 2.65M Adder fit (subject to potential changes in the next patch).

I've about 600M saved so far from ratting in my Viper. Having started on the Python kill missions, it shouldn't take too long.

[Adder, Explorer]
Utility: Point Defense
Utility: Point Defense
S hardpoint: empty
S hardpoint: empty
M hardpoint: empty

Lightweight Alloys
2C Power Plant
2D Thrusters
3A Frameshift Drive
1D Life Support
2D Power Distributor
3D Sensors
3C Fuel Tank

C3 Internal: 3C Fuel Scoop
C3 Internal: 2D Shield Generator
C2 Internal: 2C Auto Field-Maintenance Unit
C2 Internal: 1C Detailed Surface Scanner
C1 Internal: 1C Advanced Discovery Scanner

26.6 LY full mass range
28.5 LY 50% mass range
29.7 LY max range on paper

50.1-58.1 T mass
54 T optimal thruster mass
55 T optimal shield mass

+8.00 GW generated
-7.99 GW full deployment (2D Power Plant may work with prioritisation)

2.65M Credits

http://eliteshipyard.nfshost.com/#/L=10f,0mI0mI,2-3c3m4s2C3m5K5A,4zg7OW0AO2jw2UI
 
I'm having an issue plotting a long range route, I have it set on fastest routes but even then the route lines don't draw that far, how are you guys able to??
 
I'm having an issue plotting a long range route, I have it set on fastest routes but even then the route lines don't draw that far, how are you guys able to??

Maximum distance for the route planner is currently 100ly, combine that with this video.

[video=youtube_share;znnWS3o_5l4]http://youtu.be/znnWS3o_5l4?list=PLjuIkJ3u6up0vhe2qNQUYtPYKIu3r3aa X[/video]
 
Post-patch, I shall take my first trip out in to the deep and see what they broke changed :)

After doing some basic exploring in my initial ships, I've got my eye set on picking up a 2.65M Adder fit (subject to potential changes in the next patch).

I've about 600M saved so far from ratting in my Viper. Having started on the Python kill missions, it shouldn't take too long.



26.6 LY full mass range
28.5 LY 50% mass range
29.7 LY max range on paper

50.1-58.1 T mass
54 T optimal thruster mass
55 T optimal shield mass

+8.00 GW generated
-7.99 GW full deployment (2D Power Plant may work with prioritisation)

2.65M Credits

http://eliteshipyard.nfshost.com/#/L=10f,0mI0mI,2-3c3m4s2C3m5K5A,4zg7OW0AO2jw2UI

You could consider this Sparkie - http://eliteshipyard.nfshost.com/#/L=10V,0mI,2-3m3m3I2C2C2C3c,03e4zM2jw2UI

That's was my first explorer! :)
 
I'm exploring around and I found a system that has a dancing dot..., it keeps tweaking around the cockpit view when I try to steer towards it. any one know what this is??
 
Maximum distance for the route planner is currently 100ly, combine that with this video

My Asp with a ~30ly range will plot out to 130ish if i leave the map open long enough. Might be dependant on the local stellar density though.
 
What is the limiting factor on how far you can go (assuming there is one) I'm thinking hull degradation would be the thing that finally killed you.
 
What is the limiting factor on how far you can go (assuming there is one) I'm thinking hull degradation would be the thing that finally killed you.

Yeah, not sure what effect the wear and tear has, I've never been brave enough to let it get too low :)

One thing I have noticed about wear and tear is that supercruise seems to have a much bigger effect on it than jumps or fuel scooping.
 
Isn't a missing hull repair module a real problem for long range exploration? Seems like a weird oversight to not release one?
 
What is the limiting factor on how far you can go (assuming there is one) I'm thinking hull degradation would be the thing that finally killed you.

Wear and tear effects your hull, weakening it by a maximum of 30%. You don't visually see it though, so even though it may say you have 100% integrity, in reality it will be 30% weaker than normal (once you reach that threshold).

What I have noticed is that once you have reached that 30% weakening, every time you take heat damage or exit supercruise too fast, your subsystems seem to take more damage.. instead of the normal 1-2% damage they take, a ship fatigued by wear and tear will suffer 3-5% damage on each subsystem when suffering a fast supercruise exit or heat damage. I'm not 100% sure if that's related to the weaker hull though, not seen it mentioned by a dev, I'm just going off what I experienced on a couple of long range trips I took, a 29,000LY trip in gamma before wear and tear was implemented and a 31,000 LY trip after release when wear and tear was active.

All it really boils down to is how competent you are at fuel scooping, avoiding heat damage, and not exiting supercruise at too fast a speed. All are easy to do on short or medium trips. But if you're making journeys that take 1,000+ jumps then its more likely that a handful will catch you unawares - especially when jumping into white dwarf systems as they can quickly cook you if you're not paying attention.


Wear and tear makes the journey home much more difficult now, as you will be at your most vulnerable with your ship fatigued and weakened. So the most dangerous part of any journey is the last few hundred light years when your're heading back toward the frontier. If your thrusters are degraded and drop below 80% integrity, its much harder to win interdiction attempts or boost away from a hostile player/npc. Field maintenance units are useful if you plan on being away from repair facilities for some considerable time. But even they won't repair hull or thrusters.
 
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My Asp with a ~30ly range will plot out to 130ish if i leave the map open long enough. Might be dependant on the local stellar density though.
If you've noticed, the first few ly go quite fast but reaching 100ly takes a bit more time so my guess is that it's quite possibly related to amount of calculations required rather than distance considering the amount of diverging ramifications each new star system adds. I just never had the patience to leave it alone long enough to check.
 
All it really boils down to is how competent you are at fuel scooping, avoiding heat damage, and not exiting supercruise at too fast a speed. All are easy to do on short or medium trips. But if you're making journeys that take 1,000+ jumps then its more likely that a handful will catch you unawares - especially when jumping into white dwarf systems as they can quickly cook you if you're not paying attention.

I took most damage from impatience, I'd fuel scoop, scan the system, see theres nothing interesting and try to jump to the next system before I was far enough from the star I'd been scooping. Only did it a few times in hundreds of jumps, but it cost me ~15% hull on my last trip
 
I'm exploring around and I found a system that has a dancing dot..., it keeps tweaking around the cockpit view when I try to steer towards it. any one know what this is??

I've only experienced this in systems with Black Holes in them. Other people have reported the same. Whether it is a feature aimed at helping you locate the black hole, a glitch or some unintended result of having a black hole in near proximity I don't know. I've asked, and seen others ask, but so far I've not heard anything one way or the other.

Is there a black hole - possibly even a neutron star? - in the system you saw it in?
 
I've only experienced this in systems with Black Holes in them. Other people have reported the same. Whether it is a feature aimed at helping you locate the black hole, a glitch or some unintended result of having a black hole in near proximity I don't know. I've asked, and seen others ask, but so far I've not heard anything one way or the other.

Is there a black hole - possibly even a neutron star? - in the system you saw it in?

yes there was.
 
Wear and tear effects your hull, weakening it by a maximum of 30%. You don't visually see it though, so even though it may say you have 100% integrity, in reality it will be 30% weaker than normal (once you reach that threshold).

What I have noticed is that once you have reached that 30% weakening, every time you take heat damage or exit supercruise too fast, your subsystems seem to take more damage.. instead of the normal 1-2% damage they take, a ship fatigued by wear and tear will suffer 3-5% damage on each subsystem when suffering a fast supercruise exit or heat damage. I'm not 100% sure if that's related to the weaker hull though, not seen it mentioned by a dev, I'm just going off what I experienced on a couple of long range trips I took, a 29,000LY trip in gamma before wear and tear was implemented and a 31,000 LY trip after release when wear and tear was active.

All it really boils down to is how competent you are at fuel scooping, avoiding heat damage, and not exiting supercruise at too fast a speed. All are easy to do on short or medium trips. But if you're making journeys that take 1,000+ jumps then its more likely that a handful will catch you unawares - especially when jumping into white dwarf systems as they can quickly cook you if you're not paying attention.


Wear and tear makes the journey home much more difficult now, as you will be at your most vulnerable with your ship fatigued and weakened. So the most dangerous part of any journey is the last few hundred light years when your're heading back toward the frontier. If your thrusters are degraded and drop below 80% integrity, its much harder to win interdiction attempts or boost away from a hostile player/npc. Field maintenance units are useful if you plan on being away from repair facilities for some considerable time. But even they won't repair hull or thrusters.

Will hull quality have an effect on wear and tear then? I've noticed the the cockpit integrity can go at random percentages of hull damage during combat. Its not like at a certain level of hull, damage your cockpit blows. I've seen it blow at 35% and then at 3% So would a better grade hull hold the cockpit together longer?
 
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