Here's my latest data set.
It has the value for another Ammonia world, more Carbon stars, some data from Carazvan and misc. extra on valuable planets and stellar remnants.
Also over 21.5 million credits, ~3700 systems scanned and still Ranger.That's well over twice the ~9 million credit threshold for the previous rank increase.
If Ranger is equivalent to Dangerous I'm guessing at 27 million threshold for Deadly equivalent and a 100 million threshold for Elite.I hope to be wrong.
the only person I know who's Elite is Zion Ravescene, maybe he can throw some light on the credit thresholds
Here's my latest data set.
It has the value for another Ammonia world, more Carbon stars, some data from Carazvan and misc. extra on valuable planets and stellar remnants.
Also over 21.5 million credits, ~3700 systems scanned and still Ranger.That's well over twice the ~9 million credit threshold for the previous rank increase.
If Ranger is equivalent to Dangerous I'm guessing at 27 million threshold for Deadly equivalent and a 100 million threshold for Elite.I hope to be wrong.
^^ From experience?I reckon 26,400,000 for Starblazer![]()
every explorer should have advanced scanner, not basic one because you will miss so many objects that you can't see with naked eye and that might be worth a lot of cash.A question for you explorers, how do you know if you've found everything in a system? I'm only mapping on an ad-hoc basis with basic scanner, and I've been using the method of looking for things moving against the background stars. So, I'm not sure I've got it all.
if you're going to bernard's loop you won't have any problems with smaller fuel tank. just made that trip with my hauler and i wish i brought 2t fuel tank instead of 4.I completed my practice run today. I went 1000 light years straight up from Sol. Nice view of the galaxy and getting pretty thin up there. I've been orienting myself with Bernard's loop all the way so I think I'll head out to explore that region first. After getting back I finished outfitting my Asp with the best power plant against heat damage and a field repair kit. I only found a 3C repair kit so far. Does it matter what kind of field repair kit you have? What are the benefits of a better one?
Anyone know the risks of running with only 16t fuel in an Asp? The extra 16 ton reduces the jump range. I had no trouble on my practice trip, but are there any long stretches without refuel opportunities out there?
Ah man exactly my thoughts. I was gonna give an exploration report today with links etc., but I just feel like mehhh... and not in a mood at all to post shots. Made 15 mil from the trip - 10 days exploring 1 day to sell data, and then only ranger. Income per hour maybe 150k/hr and average system value 9k. It just feels like a huge waste of time and I'm not feeling right about it.Ranger > Starblazer > Elite
Also Ranger, the only person I know who's Elite is Zion Ravescene, maybe he can throw some light on the credit thresholds. I'm almost burned out exploring....to the point I may leave the game for a while soon![]()
Not sure what you mean, but the space between the arms has a reasonable amount of stars. I haven't had any issues with my Asp setup (see my sig)One of the biggest headaches I'm having right now is plotting a course between spiral arms![]()
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They add no mass so the only considerations are cost-effectiveness, maximum amount they can repair and power use (not sure if that matters as I have never used one - maybe they can be left off till needed?).I only found a 3C repair kit so far. Does it matter what kind of field repair kit you have? What are the benefits of a better one?
They add no mass so the only considerations are cost-effectiveness, maximum amount they can repair and power use (not sure if that matters as I have never used one - maybe they can be left off till needed?).
Between 1E and 2A there is a roughly linear increase in repair amount (12 to 70). After 2A, the E, D and C versions of higher class repair modules have reduced effectiveness than the preceding A or B version from the lower class but they are more cost-effective and use less power (not sure if that matters though).
Since they use no power, if you have a free slot, you'll probably want the highest class the spare slot can hold, and a class that is affordable. If you use the Shipyard site, it is easy to see which will give you the best combinations of cost and stats for free.
http://eliteshipyard.nfshost.com/#/L=301,5QG5QG,2-3w3w3w2M2M2M22,7Og03w2Uc
You're welcomeThanks, that's a great tool. I'm redesigning my ship.
I decided to test the field repair kit on a long journey and made the noob mistake of taking the thrusters offline in super cruise. I immediately had plenty to repair and it doesn't even repair the thrusters. I definitely want to upgrade from a 3C one, that one little mishap already used up 1/3 of the unit's ammo repairing a bunch of units from 92 to 100%. I'll look for a better fuel scoop as well, should save some time in the long run. Couple more rare trades should do it. (Well not the 5A repair kit, 8 million!)
I've been using 5D thrusters so far to save weight, yet since you can't repair them, do 5A thrusters last longer? I'm actually thinking of dropping the thrusters down to 4D to save some more weight.