Day 1.
Picked up the knackered box that's laughingly called a Sidewinder. I've been leant a couple of pea shooters to hang on the front, but I reckon harsh words will be more useful should I run into trouble.
First couple of hours was spent drifting in open space trying to figure out why my request to Dock didn't seem translate. Eventually worked it out (need to use the Contacts list, not the Sector List) and ran through a couple of practice docks. I say practice, but in open space there really isn't such a thing. Almost got flattened by a launching Transport ship, then watched someone get their new Cobra MkIII blown to pieces by the station sentry system. I guess that's what happens if you don't request docking!
By hour three I was trying intergalactic flight and trade. Nothing big though, given my "ship" holds a massive 4 units of cargo, and the hyperdrive isn't the best thing Fer De Lance have produced. Either way, I turned over a tidy profit shifting 4 tonnes of fish. It'll probably cost twice as much to get rid of the smell.
Had one minor skirmish, some Viper threatened me on entry to Opala. On weighing up my options it seemed wise to route as much power to Engines and Life Support and head to the nearest station at flank speed. That worked, so no loss of paint or hull there.
Tip from day one: don't leave the controls when in hyperspace. You always exit nearest the main gravitational point of the system, and so far that always seems to be a star. If you don't change course fairly sharpish the first thing you'll note is that the large body and equally huge gravity causes you to drop from slipstream. The next thing you'll notice is that stars are really, really hot, and ships hulls are not very good at coping with that. Thankfully the cost of repairing minor hull and systems damage isn't too high.
Picked up the knackered box that's laughingly called a Sidewinder. I've been leant a couple of pea shooters to hang on the front, but I reckon harsh words will be more useful should I run into trouble.
First couple of hours was spent drifting in open space trying to figure out why my request to Dock didn't seem translate. Eventually worked it out (need to use the Contacts list, not the Sector List) and ran through a couple of practice docks. I say practice, but in open space there really isn't such a thing. Almost got flattened by a launching Transport ship, then watched someone get their new Cobra MkIII blown to pieces by the station sentry system. I guess that's what happens if you don't request docking!
By hour three I was trying intergalactic flight and trade. Nothing big though, given my "ship" holds a massive 4 units of cargo, and the hyperdrive isn't the best thing Fer De Lance have produced. Either way, I turned over a tidy profit shifting 4 tonnes of fish. It'll probably cost twice as much to get rid of the smell.
Had one minor skirmish, some Viper threatened me on entry to Opala. On weighing up my options it seemed wise to route as much power to Engines and Life Support and head to the nearest station at flank speed. That worked, so no loss of paint or hull there.
Tip from day one: don't leave the controls when in hyperspace. You always exit nearest the main gravitational point of the system, and so far that always seems to be a star. If you don't change course fairly sharpish the first thing you'll note is that the large body and equally huge gravity causes you to drop from slipstream. The next thing you'll notice is that stars are really, really hot, and ships hulls are not very good at coping with that. Thankfully the cost of repairing minor hull and systems damage isn't too high.