Newcomer / Intro old questions from a *new* player ( sorta late to the pilot party here ) ...

And sorry but what do you mean by "noob hammers" exactly?
noobsmasher.jpg
 
Yes black holes, you will see nothing when first jumping in to the system, so unless you already know it's a BH system by looking at the system details before jumping in it will just look like empty space......until that moment you realise you stuffed up because you didn't take immediate avoidance measures.

...

Yeah but black holes are harmless in Elite - you don't get spaghettified or wormholed, they are just a nuisance (or a visual wonder) in this game, probably less so with SCO drives now. I've never had to escape from a BH exclusion zone but I think SCOs would help there.
 
Yeah but black holes are harmless in Elite - you don't get spaghettified or wormholed, they are just a nuisance (or a visual wonder) in this game, probably less so with SCO drives now. I've never had to escape from a BH exclusion zone but I think SCOs would help there.

Yeah that's true, they are just annoying, unless of course you accidentally try to SC through a BH exclusion zone, but really I think it's time they made BH's dangerous, they did it with Neutron Stars and White Dwarfs, adding some environmental danger to BH's is the least they could do.
 
54. About en par. Networking in ED is a nightmare - it sort of mostly works most of the time, so, given the subscription price, there is little to no incentive to touch it.
Seems like a very cool aspect though , the whole 'holoprojection' into another ship & all . But yeah rather finicky. ( we even did a fast relog AND full relog shutting down the Launcher & everything )

* As a side note , i remember my buddy in-game was able to inspect my ship ( by going aboard ) very smoothly the other day as teamed up with me forming our 'squadron' for ground CZ high-intensity missions. But maybe those 2 functions ( Teleoprojecting & Teaming ) work differently code wise or instance wise.
55. Water is usually being sold by Agricultural economies. If you want to use out-of-game resources (which in turn are using in-game resources to get the data), Inara can give you prices and locations of all commodities.
Boy was i wayyyyy off in my search , because i had just been jumping & landing around various nearby Trade Route systems & planets , trying to find medium ( or large ) settlements with the word "Chemical" in their names lol ugh. Now i realize the key was checking their INFO tab to see if they had Agricultural economy ( as you mention ) .

i must admit , i typically try to avoid going out-of-game & off-of-forums ( for intel ) because it tends to ruin both mystery & immersion. HOWEVER , i will say in this particular case i did indeed make an exception to my rule and took your advice and used that 'Inara' commodoties search portal , which basically just saved me tons of wasted TIME flying around blindly as the timer on that Water-delivery mission was slowly ticking away. 💫
And so yeah i really appreciate the dedication to help from whomever runs/contributes the 'Inara' site. /salute-with-extra-pilot-respect!
Mining water is only possible in icy rings,
i am very curious to see if i can find Water to farm during my new SRV runs on 'Ice Body' planet surfaces. One would think such an important resource could/should be extractable from within the SRV. --- But either way, obviously someday soon i really need to figure out what will be my designated Mining vessel !
Noob Hammers, you will know when you see them, I don't know if the devs thought to themselves..."this will be fun, wait until the players find these"......but imagine a giant hammer the size of an asteroid smacking you ship and you will know why you died!
lol yipes --- And i really hope the Frontier DEV team still thinks that way , because honestly i'm finding Exploration in this game soooooooo much FUN ! 🚀
Noob Hammers are sometimes found on Coriolis stations (the cube type), there are 2 or 4 arms protruding from the sides and as the station rotates they are a hazard if you try to pass the sides too close when navigating to the entrance.
ahhhh ok gotcha thanks and i'll be sure to keep a close lookout for them now! ( also that above ^^ screenshot visual aid from @metatheurgist should help as well )
, but really I think it's time they made BH's dangerous, they did it with Neutron Stars and White Dwarfs, adding some environmental danger to BH's is the least they could do.
Agreed ... or... maybe they could be some type of wormhole link into solving that elusive 'Raxxla search mystery' ??? ( so far i've only posted/delved into that massive thread rabbit-hole ONCE , with my very rudimentary guess on page 1705 👾 )
 
Seems like a very cool aspect though , the whole 'holoprojection' into another ship & all . But yeah rather finicky. ( we even did a fast relog AND full relog shutting down the Launcher & everything )

* As a side note , i remember my buddy in-game was able to inspect my ship ( by going aboard ) very smoothly the other day as teamed up with me forming our 'squadron' for ground CZ high-intensity missions. But maybe those 2 functions ( Teleoprojecting & Teaming ) work differently code wise or instance wise.
Quite possible, the telepresence multi crew function was added to the game some years ago the teaming physical multi crew where you actually get to board another ship came with Odyssey so is much more recent, I have attempted neither so am probably wrong.

Boy was i wayyyyy off in my search , because i had just been jumping & landing around various nearby Trade Route systems & planets , trying to find medium ( or large ) settlements with the word "Chemical" in their names lol ugh. Now i realize the key was checking their INFO tab to see if they had Agricultural economy ( as you mention ) .

i must admit , i typically try to avoid going out-of-game & off-of-forums ( for intel ) because it tends to ruin both mystery & immersion. HOWEVER , i will say in this particular case i did indeed make an exception to my rule and took your advice and used that 'Inara' commodoties search portal , which basically just saved me tons of wasted TIME flying around blindly as the timer on that Water-delivery mission was slowly ticking away. 💫
And so yeah i really appreciate the dedication to help from whomever runs/contributes the 'Inara' site. /salute-with-extra-pilot-respect!

The data contributed comes from many of us players running third party apps such as Elite Dangerous Market Connector (EDMC) and Elite Dangerous Discovery (EDDiscovery) which among many other features* pass market data gathered when you dock at a station to where Inara can collect and collate it. See the Player Tools and API discussions forums to find out more.

*Huge understatement in the case of EDDiscovery.
 
Quite possible, the telepresence multi crew function was added to the game some years ago the teaming physical multi crew where you actually get to board another ship came with Odyssey so is much more recent,
ah ok gotcha , no worries because last nite we just teamed up ( 'squadron' ) and he was able to simply come aboard my ship to inspect very easily.

Converselly though, i was able to once again 'Telepresence' just fine into HIS instance. ( to try some super fun Space-flight mission called "pirate massacre" , where i flew this temporary 'jump-ship' )

-------------

By the way, i feel like after a whopping 50+ questions so far , that this thread i've made is probably nearing it's inevitable end ( plus there's only so much longer i can consider myself a "newbie" anymore lol ) but before i power things down i did have a couple more:

56. i'm sorta confused about something relating to Exploration: .... So apparently there's these 'Nav Beacons' placed next to STARS upon 1st entering a System. Okay cool, so whenever i jump into a new star-system , after fuel-scooping & clearing away from the STAR itself , i will use my 'D-scanner' ( aka "honk" ) to see how many "objects" ping back within current system and sometimes i will get a bunch of blue pop-ups onscreen saying "Discovered X planet/object" , etc. --- But my question is: So if you goto the Nav Beacon and drop out of supercruise , you can target that beacon and 'scan' the white-bracketted version in order to automatically update your #1 panel nav listings for the ENTIRE system, correct? Well then what's the point of exploring anymore in that system if all the 'objects' are already completely named & listed automatically from using the Nav Beacon trick?
* i personally enjoy seeing a bunch of "unexplored" objects on my nav listings, because then it gives me extra motivation to actually FLY over to each planet or object or whatever to manually scan them 1-by-1 , aka exploring. -- But doesn't the Nav Beacon method totally remove all of that particular exploration mystery since i now already know all the names of each station & such? Or is the Nav Beacon trick just a basic time saver?​
57. i've seen a few Forums threads and varous google search results mentioning how important the resource called 'Tritium' is? So should i always buy up all the Tritium i see whenever i check random station/settlement 'Local Services--->Commodoties' markets? And if so, i'm assuming i shouldn't really be concerning myself with this type of resource farming unless/until i finally outfit a serious designated CARGO ship, correct?​
58. Someone in-game told me i need to assign my "power distribution numbers" for my ship modules. And i've noticed a few players discussing it on various forum posts recently like for example this one here: https://forums.frontier.co.uk/threads/three-great-ax-builds-for-the-python-mk2.625268/post-10385305 ---So anyways, i finally discovered within panel #4 that functionality on the 'modules' tab far right , where you can click numbers 1 thru 5 ( priority wise ) . So i figured anything that wasn't COMBAT strict , like my fuel-scooper and my vehicle-bay, should be assigned number 5 as in "low priority" , correct? But how do i know exactly at which numbers 1-4 to assign all my other modules ? Is this just another type of ship management that new pilots just sorta need to experiment & tweak ( trial & error ) like every pilot goes through in figuring out best methods for each specific ship?​
 
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Well then what's the point of exploring anymore in that system if all the 'objects' are already completely named & listed automatically from using the Nav Beacon trick?
Only inhabited systems have nav beacons. It's partly a convenience for inhabited systems (especially if they've got 50 signal sources and you don't want to scan the lot to see if any are interesting) and partly Frontier giving the nav beacon a reason to exist at all.

It also only does the FSS-equivalent scan, rather than mapping the planets, so if you want more detail you'll still need to do that.

And finally you don't get paid for getting the data that way.

mentioning how important the resource called 'Tritium' is?
Tritium is used to fuel Fleet Carriers, which is what gives it its importance.

It's readily available on the market in inhabited space near Sol (and you don't need a lot of it to move a fleet carrier around inside inhabited space), and makes a fairly average general trade good (at least, there are usually better options), so there's no real need to pick it up just because it's there. You might occasionally find someone filling up their carrier for a long-distance trip who'll pay a premium to have help loading.

The importance is in the difficulty of obtaining it anywhere else - you can mine it, which is relatively slow ... or there's a very limited supply available at Colonia and at some of the stations along the way, which goes very quickly because everyone with a carrier refuels with it. So taking Tritium to Fleet Carriers a long way from Sol can give you a very nice per-tonne payout from their owners. The Colonia region itself is about the only place you can reliably find carriers paying high prices for refuelling, though if you did know of someone even further out who was out of fuel you could probably name your price.

So i figured anything that wasn't COMBAT strict , like my fuel-scooper and my vehicle-bay, should be assigned number 5 as in "low priority" , correct?
Yes, definitely.

How much power priorities matter depends on two things:
1) How likely you are to take damage to your Power Plant in a fight; a critically damaged Power Plant drops to just 50% output, so it's useful to have your "escape essentials" - FSD, thrusters, anything else defensive you can fit under 50% usage (don't expect shields to fit!) - on priority 1 so that you can make an emergency escape attempt with them (and everything else on at least 2 so it shuts down instead). There's more advanced stuff (there are other thresholds at 20% and 40% it's also worth trying to fit things under as a block if you can) but mostly that's only going to come in to competitive PvP builds.
(NPCs don't deliberately target modules, so your chances of taking critical Power Plant damage against them before you take critical hull damage is generally low. If you're running away from an aggressive player, on the other hand, proper power priorities might give you a crucial few extra seconds to escape)

2) Whether your power budget lets you run all your modules at all at 100% usage. Some hulls - the Vulture is an early example - don't really have the Power Plant to run A-rated core modules and a bunch of expensive weapons. So having things like scoop, vehicle bay, etc. which you can't use anyway with hardpoints out on priority 5 means you can get by with nominal power usage over 100%

Engineering lets you boost your Power Plant output quite a bit with the "Overcharged" blueprint, which lets you bypass a lot of those questions but unlike most blueprints that one also has noticeable downsides so even with access to engineering you might want to see if you can be smarter with your power priorities and use an Armoured blueprint (or Low Emissions, if you've got plenty of spare capacity)
 
ah ok gotcha , no worries because last nite we just teamed up ( 'squadron' ) and he was able to simply come aboard my ship to inspect very easily.

Converselly though, i was able to once again 'Telepresence' just fine into HIS instance. ( to try some super fun Space-flight mission called "pirate massacre" , where i flew this temporary 'jump-ship' )

-------------

By the way, i feel like after a whopping 50+ questions so far , that this thread i've made is probably nearing it's inevitable end ( plus there's only so much longer i can consider myself a "newbie" anymore lol ) but before i power things down i did have a couple more:
As long as there is an activity you haven’t done or at least done very little of you can still consider yourself a newbie.

56. i'm sorta confused about something relating to Exploration: .... So apparently there's these 'Nav Beacons' placed next to STARS upon 1st entering a System. Okay cool, so whenever i jump into a new star-system , after fuel-scooping & clearing away from the STAR itself , i will use my 'D-scanner' ( aka "honk" ) to see how many "objects" ping back within current system and sometimes i will get a bunch of blue pop-ups onscreen saying "Discovered X planet/object" , etc. --- But my question is: So if you goto the Nav Beacon and drop out of supercruise , you can target that beacon and 'scan' the white-bracketted version in order to automatically update your #1 panel nav listings for the ENTIRE system, correct? Well then what's the point of exploring anymore in that system if all the 'objects' are already completely named & listed automatically from using the Nav Beacon trick?
* i personally enjoy seeing a bunch of "unexplored" objects on my nav listings, because then it gives me extra motivation to actually FLY over to each planet or object or whatever to manually scan them 1-by-1 , aka exploring. -- But doesn't the Nav Beacon method totally remove all of that particular exploration mystery since i now already know all the names of each station & such? Or is the Nav Beacon trick just a basic time saver?​
As @Ian Doncaster said Nav Beacons are a feature of inhabited space, consider exploring in such systems as practise also some Nav Beacons are Compromised and might not work as well even if you don’t get distracted by the pirates an lack of police.

57. i've seen a few Forums threads and varous google search results mentioning how important the resource called 'Tritium' is? So should i always buy up all the Tritium i see whenever i check random station/settlement 'Local Services--->Commodoties' markets? And if so, i'm assuming i shouldn't really be concerning myself with this type of resource farming unless/until i finally outfit a serious designated CARGO ship, correct?​
Tritium is a cargo commodity used to fuel Fleet Carriers, without a carrier you won’t be able to store it so only bother buying it if you find a customer paying enough for your trouble.

58. Someone in-game told me i need to assign my "power distribution numbers" for my ship modules. And i've noticed a few players discussing it on various forum posts recently like for example this one here: https://forums.frontier.co.uk/threads/three-great-ax-builds-for-the-python-mk2.625268/post-10385305 ---So anyways, i finally discovered within panel #4 that functionality on the 'modules' tab far right , where you can click numbers 1 thru 5 ( priority wise ) . So i figured anything that wasn't COMBAT strict , like my fuel-scooper and my vehicle-bay, should be assigned number 5 as in "low priority" , correct? But how do i know exactly at which numbers 1-4 to assign all my other modules ? Is this just another type of ship management that new pilots just sorta need to experiment & tweak ( trial & error ) like every pilot goes through in figuring out best methods for each specific ship?​
Sort of but it is more something you do when you setup a ship rather than play with on the fly.
Number one is top priority and number five is bottom, the lower the number the sooner the module gets shut down when you run out of power.
People have there own preferences for what goes where personally I like all essential modules to fly and survive in 1, defences are mainly in 2, weapons and tools in 3, everything else in 4 and 5.
So 1 has FSD, Thrusters, Sensors, Life Support and Power Distributor.
 
Only inhabited systems have nav beacons.

And finally you don't get paid for getting the data that way.
Both ^ excellent points and now it all totally makes sense yep.

i shall hereby let my continued EXPLORATION ventures commence without prejudice! 👾
Tritium is used to fuel Fleet Carriers, which is what gives it its importance.

The importance is in the difficulty of obtaining it anywhere else -
ahhh ok gotcha , so i won't really bother with Tritium type stuff until someday whenever i either get close to owning my 1st Fleet Carrier and/or finally build up my 1st Mining vessel .
As long as there is an activity you haven’t done or at least done very little of you can still consider yourself a newbie.
i appreciate your saying that , but...well... i feel like i've already taken up enough of u guys' time & replies. *

Certainly don't want to wear out my welcome here, CMDR! :cool:
People have there own preferences for what goes where personally I like all essential modules to fly and survive in 1, defences are mainly in 2, weapons and tools in 3, everything else in 4 and 5.
Cool yeah i ended up just doing sort of a hybrid mix of what you & @Ian Doncaster suggested. Seems to be working just fine, so far. Although i'm not exactly sure how i'm supposed to confirm whether or not the certain power mods are getting shutdown properly when combat 'hardpoints' are extended? Do i just watch my panel %'s ?

---------------
* Aside from any quick follow-up replies, these will most likely be my LAST few "newbie" questions ( in this thread ) ...

59. Sometimes around certain Systems i will see this 'Cruise ship captain' chatter in my Local chat tab ... What the heck is that? Some PLAYER doing role-play? Or is it some special random mystery ship i'm supposed to track & find ? ( for a secret quest ? )​
60. Is it possible to either buy or craft ( Engineer? ) new better 'probes' for whenever i'm mapping planets & rings & such? To cutdown on how many probes it takes to cover the body ? ( re: save time , plus greater chance at getting the Efficiency Bonus )​
61. During one of those "pirate massacre" missions , i somehow got lucky flying within the instance and stumbled across something floating in space ( asteroid field ) called a 'Classified Scan Databank' , which i subsequently cargo-scoop captured. --- Is this item considered a RARE type find? And either way, what should i do with it?​
62. On my #4 panel in cockpit , i noticed this buried tab called 'Synthesis' , but couldn't find anything about it ( yet ) amidst the in-game Codex entries. What exactly is this Sythesis tab used for? Something relating to unlocked Engineers?​
63. Also noticed within some panel that i somehow have a "permit" for HIP 22460 system ? What exactly is this for? It seems verrrryyyy far away to travel for me btw.​
64. Final question: Critique my ship build please? Obviously, this is just my very 1st ship ( Python mk2 , sorry! ) i've ever flown in EliteD , but i sorta like it and it looks cool and it seems to be a solid starter type ship for me as i'm still trying to figure out exactly what my specialization ( niche ) will be in the vast galaxy. Yes i'm gonna PVP more soon, but for now i'm mainly just exploring & scanning & such. As well as doing those 'thread level 4' PVE pirate massacre missions. ( i haven't died yet in those missions , but i did come close to dying when i accidentally aggro'd 3 pirate ships at once lol ) ---- Anyways, see my current very newbish build below, from just the pre-installed combined with me shopping randomly at each 'Local Services' outfitting station i've been encountering along my way....​

Neestar , 1st ship, Python mk2 ( again, sorry! ) , PRE-engineered parts​
HARDPOINTS = Pulse Laser 2E x 2 , Rail Gun 1D , Multi-Cannon 2F x 2, AX Multi-Cannon turret 2F ( in case of 'Thargoids' ? )​
UTILITY Mounts = Point Defence Turret x 2, Heatsink, Shield Booster, Chaff, ECM​
CORE Internals = Light Alloy 1C ( need to find new HULL asap ) , Power Plant 6C, Thrusters 6C, FSD/SCO 5A , Life Support 4A, Power Dist 6C, Sensors 5C, FuelTank 4C​
OPTIONAL Internals = BiWeave Shield Gen 6C, CargoRack 4E, Fuel Scoop 3A, Planetary Vehicle Hangar 2H (Scarab for now) , DSS 1l, SCA 1E, Planet Appr. 1l​
 
59. Cruise ships, wedding barges, system security, pirates, war supporters, ... all manner of NPCs clutter up the chat with this chatter. If you want, you can find them, drop onto them and scan them. If you're very lucky, that Wedding Barge is wanted and you can get a few thousand credits for shutting them up...

60. Yes. Both - not sure where to buy the preengineered probes, though.

61. Rare-ish, yes. Sell it.

62. You can refill (most) consumables (i.e. ammo) with synthesis, or craft boost fuel for a single FSD jump. Usually comes in three grades, the upper two giving you harder hitting ammo.

63. Thargoid plot remenant. Not relevant any more (unless you want to try out getting killed by Thargoids...)

64. Please make thimgs easier for everyone by crafting (or exporting, e.g. via EDDiscovery) your build in either Coriolis or EDSY (I prefer the former for UI simplicity, others the latter for accuracy). As for the Python Mk.II - keep in mind that, unlike the Python Mk.I, the MK.II is pretty much a dedicated fighting ship with SCO enhancements. If you want to use it for anything else except fighting, you're better off with a lot of other ships. It would also help in the evaluation if we knew how many Credits you can afford to sink into that build and which (if any) engineers you have available. IIRC, the P Mk.II has 4 Large hardpoints (size 3), so it could dish out a lot more damage than what you currently have configured.
 
Cool yeah i ended up just doing sort of a hybrid mix of what you & @Ian Doncaster suggested. Seems to be working just fine, so far. Although i'm not exactly sure how i'm supposed to confirm whether or not the certain power mods are getting shutdown properly when combat 'hardpoints' are extended? Do i just watch my panel %'s ?
If you check the right panel after deploying hardpoints and switch to the modules tab, you should be able to confirm what's shut down then.

59. Sometimes around certain Systems i will see this 'Cruise ship captain' chatter in my Local chat tab ... What the heck is that? Some PLAYER doing role-play? Or is it some special random mystery ship i'm supposed to track & find ? ( for a secret quest ? )
Mostly just background NPC chatter. The types of NPCs chatting in supercruise vary depending on the local political situation, with cruise ships being one of the "not much is going on right now" options. You might occasionally get an (illegal) mission to attack the cruise liners, but they're rare.

60. Is it possible to either buy or craft ( Engineer? ) new better 'probes' for whenever i'm mapping planets & rings & such? To cutdown on how many probes it takes to cover the body ? ( re: save time , plus greater chance at getting the Efficiency Bonus )​
Yes, quite a lot of engineers offer blueprints to take it from the baseline +20 to up to +30. Alternatively, for a different (and possibly easier, depending on your style) set of materials, you can buy a +40 (but not engineerable further) version from human-tech brokers. It doesn't save that much time - most of the time spent on mapping is getting between the planets anyway - but nice to have if you have the access to it.

62. On my #4 panel in cockpit , i noticed this buried tab called 'Synthesis' , but couldn't find anything about it ( yet ) amidst the in-game Codex entries. What exactly is this Sythesis tab used for? Something relating to unlocked Engineers?
Synthesis is used to convert engineering materials into various sorts of power-ups while in space - it uses similar materials to engineering, but is otherwise unconnected.

For example, you can use one Vanadium, one Germanium and one Carbon to get 25% extra range on your next hyperspace jump - or you can use 2 Iron, 1 Nickel and 2 Sulphur to half-refill a multicannon which is running low on ammo without needing to go back to a station. There are lots of other options which you can have a look around the tab at - if you go exploring outside inhabited space, the synthesis recipe for "refuel SRV" is incredibly useful!

63. Also noticed within some panel that i somehow have a "permit" for HIP 22460 system ? What exactly is this for? It seems verrrryyyy far away to travel for me btw.
This was a system involved in the events leading up to the Thargoid War. It was historically permit-locked; as part of those events everyone was given the permit.

Once it stops seeming a long way away, it's worth a look around as there are various unique sites - though, given its history, it's not exactly safe in there!

64. Final question: Critique my ship build please? Obviously, this is just my very 1st ship ( Python mk2 , sorry! ) i've ever flown in EliteD , but i sorta like it and it looks cool and it seems to be a solid starter type ship for me as i'm still trying to figure out exactly what my specialization ( niche ) will be in the vast galaxy. Yes i'm gonna PVP more soon, but for now i'm mainly just exploring & scanning & such. As well as doing those 'thread level 4' PVE pirate massacre missions. ( i haven't died yet in those missions , but i did come close to dying when i accidentally aggro'd 3 pirate ships at once lol ) ---- Anyways, see my current very newbish build below, from just the pre-installed combined with me shopping randomly at each 'Local Services' outfitting station i've been encountering along my way....​
Neestar , 1st ship, Python mk2 ( again, sorry! ) , PRE-engineered parts​
HARDPOINTS = Pulse Laser 2E x 2 , Rail Gun 1D , Multi-Cannon 2F x 2, AX Multi-Cannon turret 2F ( in case of 'Thargoids' ? )​
UTILITY Mounts = Point Defence Turret x 2, Heatsink, Shield Booster, Chaff, ECM​
CORE Internals = Light Alloy 1C ( need to find new HULL asap ) , Power Plant 6C, Thrusters 6C, FSD/SCO 5A , Life Support 4A, Power Dist 6C, Sensors 5C, FuelTank 4C​
OPTIONAL Internals = BiWeave Shield Gen 6C, CargoRack 4E, Fuel Scoop 3A, Planetary Vehicle Hangar 2H (Scarab for now) , DSS 1l, SCA 1E, Planet Appr. 1l​
I haven't flown the Python 2 myself but as far as flexible [1] but cheap builds for that sort of ship go, it's probably fine. You'll probably find that the ECM doesn't get a lot of use because relatively few NPCs have seeker missiles to start with (and your point defences can probably already take them out anyway) - a second shield booster is more effective defensively against almost everything - and the AX turrets are virtually useless against non-Thargoid targets so it might be worth having a couple of normal turrets to fit instead if you're not near Thargoid-contested space.

Hull upgrades will be expensive if you can find them - even the slightly heavier "reinforced" hull. In terms of cost-effectiveness, upgrading the Power Distributor further is probably your best option when cash allows and you happen to find better ones. The Python 2 is a shield-focused fighter so against NPCs you might get away with just trying to keep your shields up most of the time (again, extra shield boosters are nice for that, though you might need a bigger power plant).

[1] As Ashnak says, it's designed as a combat ship, so you're very limited on space for non-combat equipment or cargo. But if it's what you have, go for it. The Type-6 Transporter and Asp Explorer are cheap ways to get a lot more cargo space (or other optional internals) for non-combat roles if you feel limited on that later, and then you can specialise the Python more towards combat.
 
Both ^ excellent points and now it all totally makes sense yep.

i shall hereby let my continued EXPLORATION ventures commence without prejudice! 👾

ahhh ok gotcha , so i won't really bother with Tritium type stuff until someday whenever i either get close to owning my 1st Fleet Carrier and/or finally build up my 1st Mining vessel .

i appreciate your saying that , but...well... i feel like i've already taken up enough of u guys' time & replies. *

Certainly don't want to wear out my welcome here, CMDR! :cool:

Cool yeah i ended up just doing sort of a hybrid mix of what you & @Ian Doncaster suggested. Seems to be working just fine, so far. Although i'm not exactly sure how i'm supposed to confirm whether or not the certain power mods are getting shutdown properly when combat 'hardpoints' are extended? Do i just watch my panel %'s ?
When you deploy your hard points you will hear and see warnings of stuff being shut down checking the modules tab will you show you what and let you change the numbers if you aren’t happy.

---------------
* Aside from any quick follow-up replies, these will most likely be my LAST few "newbie" questions ( in this thread ) ...

59. Sometimes around certain Systems i will see this 'Cruise ship captain' chatter in my Local chat tab ... What the heck is that? Some PLAYER doing role-play? Or is it some special random mystery ship i'm supposed to track & find ? ( for a secret quest ? )​
Local colour by NPCs there is a wedding barge and used to be a funeral IIRC. You can find them the cruise ship is usually a Dolphin, some then destroy them to reduce the chatter.

60. Is it possible to either buy or craft ( Engineer? ) new better 'probes' for whenever i'm mapping planets & rings & such? To cutdown on how many probes it takes to cover the body ? ( re: save time , plus greater chance at getting the Efficiency Bonus )​
Both.

61. During one of those "pirate massacre" missions , i somehow got lucky flying within the instance and stumbled across something floating in space ( asteroid field ) called a 'Classified Scan Databank' , which i subsequently cargo-scoop captured. --- Is this item considered a RARE type find? And either way, what should i do with it?​
Never seen one.

62. On my #4 panel in cockpit , i noticed this buried tab called 'Synthesis' , but couldn't find anything about it ( yet ) amidst the in-game Codex entries. What exactly is this Sythesis tab used for? Something relating to unlocked Engineers?​
No in the ship you can use it to turn materials into a jump boost or restock ammunition, limpets, life support etc.
In the SRV you have a similar but smaller list of items mainly because there is only one sort of ammo.

63. Also noticed within some panel that i somehow have a "permit" for HIP 22460 system ? What exactly is this for? It seems verrrryyyy far away to travel for me btw.​
Permits vary some you get by ranking up with feds/imperials others y doing stuff for a faction they give you access to a system.
Others were given by story events that have happened some of which were/are dangerous places to go.

64. Final question: Critique my ship build please? Obviously, this is just my very 1st ship ( Python mk2 , sorry! ) i've ever flown in EliteD , but i sorta like it and it looks cool and it seems to be a solid starter type ship for me as i'm still trying to figure out exactly what my specialization ( niche ) will be in the vast galaxy. Yes i'm gonna PVP more soon, but for now i'm mainly just exploring & scanning & such. As well as doing those 'thread level 4' PVE pirate massacre missions. ( i haven't died yet in those missions , but i did come close to dying when i accidentally aggro'd 3 pirate ships at once lol ) ---- Anyways, see my current very newbish build below, from just the pre-installed combined with me shopping randomly at each 'Local Services' outfitting station i've been encountering along my way....​
Neestar , 1st ship, Python mk2 ( again, sorry! ) , PRE-engineered parts​
HARDPOINTS = Pulse Laser 2E x 2 , Rail Gun 1D , Multi-Cannon 2F x 2, AX Multi-Cannon turret 2F ( in case of 'Thargoids' ? )​
The main issue is the AX weapon only really works on Thargoids so is dead weight if shooting human ships, the other weapons will do reduced damage to Thargoid Scouts but are pretty much useless against anything else. I would pick one enemy and have a full set of weapons rather than a split setup.
I dislike fixed weapons and those that require charging to fire.

UTILITY Mounts = Point Defence Turret x 2, Heatsink, Shield Booster, Chaff, ECM​
ECM is one of those charge to use things but I understand it or a variant is useful in AX fights, another shield booster could be a better option. Chaff is only good against turrets and gimbals I haven’t bothered with it in years.

CORE Internals = Light Alloy 1C ( need to find new HULL asap ) , Power Plant 6C, Thrusters 6C,​
FSD/SCO 5A , Life Support 4A, Power Dist 6C, Sensors 5C, FuelTank 4C​
The Python Mk2 has a strong shield I would look to A rate other core modules first that said A rating life support is often down the priority list as D is much lighter and gives you seven minutes to find somewhere to dock.

OPTIONAL Internals = BiWeave Shield Gen 6C, CargoRack 4E, Fuel Scoop 3A, Planetary Vehicle Hangar 2H (Scarab for now) , DSS 1l, SCA 1E, Planet Appr. 1l​
I would go with a 4A scoop which would halve the time scooping but that would ruin your limited cargo capacity SCA is one of these new angled gadgets that I have not learned but would ditch your SRV hanger should probably be parked until you have a task that needs it.

The Python Mk2 isn’t the multi roll ship the Mk1 is and even that can’t really be setup to do everything in one build.
 
...
61. During one of those "pirate massacre" missions , i somehow got lucky flying within the instance and stumbled across something floating in space ( asteroid field ) called a 'Classified Scan Databank' , which i subsequently cargo-scoop captured. --- Is this item considered a RARE type find? And either way, what should i do with it?​
...​

There is no salvage item called a "classified scan databank". There is an "encoded material" called classified scan databanks - one way which you can gather those is by scanning (targetting) a datapoint which is what you might have encountered (Private Data Beacon - often found in signal sources). You must have scooped up something else because you can't scoop data.

Don't think you are wearing out your welcome - feel free to ask questions. You can start a new thread if you want but that is up to you.
 
Both ^ excellent points and now it all totally makes sense yep.

i shall hereby let my continued EXPLORATION ventures commence without prejudice! 👾

ahhh ok gotcha , so i won't really bother with Tritium type stuff until someday whenever i either get close to owning my 1st Fleet Carrier and/or finally build up my 1st Mining vessel .

i appreciate your saying that , but...well... i feel like i've already taken up enough of u guys' time & replies. *

Certainly don't want to wear out my welcome here, CMDR! :cool:

Cool yeah i ended up just doing sort of a hybrid mix of what you & @Ian Doncaster suggested. Seems to be working just fine, so far. Although i'm not exactly sure how i'm supposed to confirm whether or not the certain power mods are getting shutdown properly when combat 'hardpoints' are extended? Do i just watch my panel %'s ?

---------------
* Aside from any quick follow-up replies, these will most likely be my LAST few "newbie" questions ( in this thread ) ...

59. Sometimes around certain Systems i will see this 'Cruise ship captain' chatter in my Local chat tab ... What the heck is that? Some PLAYER doing role-play? Or is it some special random mystery ship i'm supposed to track & find ? ( for a secret quest ? )​
60. Is it possible to either buy or craft ( Engineer? ) new better 'probes' for whenever i'm mapping planets & rings & such? To cutdown on how many probes it takes to cover the body ? ( re: save time , plus greater chance at getting the Efficiency Bonus )​
61. During one of those "pirate massacre" missions , i somehow got lucky flying within the instance and stumbled across something floating in space ( asteroid field ) called a 'Classified Scan Databank' , which i subsequently cargo-scoop captured. --- Is this item considered a RARE type find? And either way, what should i do with it?​
62. On my #4 panel in cockpit , i noticed this buried tab called 'Synthesis' , but couldn't find anything about it ( yet ) amidst the in-game Codex entries. What exactly is this Sythesis tab used for? Something relating to unlocked Engineers?​
63. Also noticed within some panel that i somehow have a "permit" for HIP 22460 system ? What exactly is this for? It seems verrrryyyy far away to travel for me btw.​
64. Final question: Critique my ship build please? Obviously, this is just my very 1st ship ( Python mk2 , sorry! ) i've ever flown in EliteD , but i sorta like it and it looks cool and it seems to be a solid starter type ship for me as i'm still trying to figure out exactly what my specialization ( niche ) will be in the vast galaxy. Yes i'm gonna PVP more soon, but for now i'm mainly just exploring & scanning & such. As well as doing those 'thread level 4' PVE pirate massacre missions. ( i haven't died yet in those missions , but i did come close to dying when i accidentally aggro'd 3 pirate ships at once lol ) ---- Anyways, see my current very newbish build below, from just the pre-installed combined with me shopping randomly at each 'Local Services' outfitting station i've been encountering along my way....​
Neestar , 1st ship, Python mk2 ( again, sorry! ) , PRE-engineered parts​
HARDPOINTS = Pulse Laser 2E x 2 , Rail Gun 1D , Multi-Cannon 2F x 2, AX Multi-Cannon turret 2F ( in case of 'Thargoids' ? )​
UTILITY Mounts = Point Defence Turret x 2, Heatsink, Shield Booster, Chaff, ECM​
CORE Internals = Light Alloy 1C ( need to find new HULL asap ) , Power Plant 6C, Thrusters 6C, FSD/SCO 5A , Life Support 4A, Power Dist 6C, Sensors 5C, FuelTank 4C​
OPTIONAL Internals = BiWeave Shield Gen 6C, CargoRack 4E, Fuel Scoop 3A, Planetary Vehicle Hangar 2H (Scarab for now) , DSS 1l, SCA 1E, Planet Appr. 1l​
Keep asking questions, that's what the forum is for.
I am sure many other commanders benefit from this thread.
60: You can upgrade (engineer) your detailed surface scanner, there is even a pre-engineerd version for sale somewhere.
64: The Python Mk2 is geared towards combat, if you want to explore, there are better ships, like the Diamondback Explorer, or the Krait Phantom.
Those can get over 60 Ly of jump range, and have a bigger fuel tank.
If you want to test setup a ship, Edsy is your friend: here's my Krait Phantom i use for exploring and materials gathering.
 
There is no salvage item called a "classified scan databank". There is an "encoded material" called classified scan databanks - one way which you can gather those is by scanning (targetting) a datapoint which is what you might have encountered (Private Data Beacon - often found in signal sources). You must have scooped up something else because you can't scoop data.

Don't think you are wearing out your welcome - feel free to ask questions. You can start a new thread if you want but that is up to you.

There are a couple of scoopable containers that contain the word data so it may be one of those, but if it is it should be in the cargo hold, they can be sold at stations, sometimes into the market but sometimes to one of the contacts, the last lot I sold went to a black market contact.
 
Following up with what others have said about ships, don't try and build a single ship that can do everything at once. There are certain ships that can do a lot of different things well if you arm and equip them appropriately, others are more specialised (although even they can be made acceptable outside their "normal" roles). I haven't got a Python Mk2 yet, but it's supposed to be aimed at combat and I don't know how good it is for other things.

If you want to try doing something different, consider buying a smaller, cheaper ship and setting it up to do that. If you later want to try something else, store (or sell, it's up to you) the modules and replace them with ones more appropriate for what you want to try next. You can also sell the ship and buy something else. Don't sell engineered modules, and don't sell a ship with improved (ie grades A-D) modules. Replace the modules with grade E and then sell the ship, or you'll lose money.

And finally, keep asking questions, in this or new threads, it's up to you. You'll pay us back when you start answering new noobs' questions! :)
 
- not sure where to buy the preengineered probes, though.

61. Rare-ish, yes. Sell it.
Sell where? Like, to player Carrier ships? Or just within normal 'local services' Commodities Markets ?

i must be honest: I'm still a bit perplexed by the way EliteD handles buying & selling of items , only because it doesn't feel very MMO-ish. But this also might be because i don't have my own Carrier ship yet. Plus, considering how insanely vast the galaxy is , having some type of "centralized" grand marketplace wouldn't be very realistic.
If you check the right panel after deploying hardpoints and switch to the modules tab, you should be able to confirm what's shut down then.

Hull upgrades will be expensive if you can find them -
i'm having the hardest time finding ANY Hull upgrades at all for Python mk2, no matter where System i check. ( mostly trying the big Space Stations in 'High Tech' economy systems )

Also, regarding your 1st sentence about 'hardpoints' ... I switched around some fire-groups and still i don't see any changes to %'s displayed on that panel #4 modules tab. I'm wondering if maybe it's because i still haven't gone over ( RED lined ) my 'wattage' meter shown at bottom of the Outfitting/Purchasing new parts ui yet?
When you deploy your hard points you will hear and see warnings of stuff being shut down checking the modules tab will you show you what and let you change the numbers if you aren’t happy.

The Python Mk2 isn’t the multi roll ship the Mk1 is and even that can’t really be setup to do everything in one build.
yep i hear ya , but i've just sorta been hyprid-ing my ship for now just because it's my 1st starter ship and i like the way it looks cool ( lol pilot vanity , i admit :cool: ) . I'm sure i'll focus more properly once i start building up my true 2nd role-specific type ship ( already bought it last nite finally , the amazing 'Diamondback Explorer' !! ) .

Also , regaring your 1st sentence, see above ^^ reply because again i'm still not seeing ANY "warnings" in the upper right 'Info' panel screen at all. Maybe i'm doing something wrong though i dunno.
There is no salvage item called a "classified scan databank". There is an "encoded material" called classified scan databanks - one way which you can gather those is by scanning (targetting) a datapoint which is what you might have encountered (Private Data Beacon - often found in signal sources). You must have scooped up something else because you can't scoop data.
okay yeah i must've gotten confused with another item , because i double-checked my ship Inventory tab and i think instead what i scooped up ( i def. 100% scooped , because i remember afterwards i couldn't shoot the pirate "massacre" ships since i forgot to re-store my Cargo Hold again lol newb move ) was something called 'Military Grade Alloy' .

i also have only ONE 'Classified Scan Databank' , which is why i originally thought maybe that was the supposed "rare" item i picked up. But i guess i must've picked that up someplace else somehow, without noticing it.
Keep asking questions, that's what the forum is for.
I am sure many other commanders benefit from this thread.
60: You can upgrade (engineer) your detailed surface scanner, there is even a pre-engineerd version for sale somewhere.
okay cool yeah i've already unlocked around 5 or 6 Engineers , just thru my normal everyday playing the game and exploring and such ( organically ) , which is pretty neat actually because it reminds me of SWG in the sense that the ever present "mystical universe is watching" my character's progress , so to speak. 🌟
There are a couple of scoopable containers that contain the word data so it may be one of those, but if it is it should be in the cargo hold, they can be sold at stations, sometimes into the market but sometimes to one of the contacts, the last lot I sold went to a black market contact.
ahhhh ok, so basically those ^ are the various places to SELL in this game? ( other than "junk" items to Bartender NPCs ? )
. Don't sell engineered modules, and don't sell a ship with improved (ie grades A-D) modules. Replace the modules with grade E and then sell the ship, or you'll lose money.

And finally, keep asking questions, in this or new threads, it's up to you. You'll pay us back when you start answering new noobs' questions!
haha indeed i shall ! ( someday ) --- And, as you can see, i did at least post here with a few follow-up questions yep. ;)

Also, regarding your 1st sentence: Great TIP, thanks! Always appreciate anything to save valuable pilot money....and time.
There are way more Guests than Members on this forum, Guests can only read not post, So there is a lot of interest in questions and answers.
You make an excellent point and of course i would hope other CMDRs , old & new, can read our now 10+ page Q&A session and could maybe benefit the proverbial 'greater good'.

Which reminds me.... Last nite i actually created my 1st ( and only ) EliteD guild 'Squadron' with a good buddy from SWTOR, who also happens to be a fine pilot in his own right. But anyways, during that squadron creation process in-game , i remember there was one screen pop-up ( after i hit "confirm" ) that read something like "Congratulations and now be sure to head over to our guild WEBSITE link database to announce your new squadron with a brief note description" , but for the life of me i cannot remember which website/link it said to goto??

i know it's not this---> https://forums.frontier.co.uk/forums/elite-dangerous-groups-squadrons-factions/ ...which of course i will use later whenever we start recruiting in earnest.

And i already tried going to this--> https://www.elitedangerous.com/community ....scrolling down to that "Squadrons LOGIN" section , but a) i got some "500 error" when i tried to login there and b) when it finally worked , some prompt was asking for my RL email , name , & other personal details that would be "shared to the PUBLIC" , which seemed rather odd ?
* EDIT: i just found this other possibly related thread?? --> https://forums.frontier.co.uk/threads/some-noob-questions-about-squadrons.507617/
 
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i'm having the hardest time finding ANY Hull upgrades at all for Python mk2, no matter where System i check.

I realize I am marching to my own drum on this, but have you considered not installing armor? Use Heavy Duty engineering on the stock lightweight bulkheads, which adds no mass, keeps costs down, and most importantly keeps the ship light so it is faster, more agile and jumps farther.

None of my ships uses armor, all are HD stock bulkheads. I know most players go for armor, but I don't like it at all, and in PvE is overkill in my view. But as always, blaze your own.

Here's my Python

Venom
 
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I'm wondering if maybe it's because i still haven't gone over ( RED lined ) my 'wattage' meter shown at bottom of the Outfitting/Purchasing new parts ui yet?
If you aren't over 100% power anyway even with hardpoints deployed - and with a biweave shield and C-rated thrusters, that's quite possible as those are both pretty power-efficient modules for the two (usually) biggest draws on your ship - then you don't need to worry about priorities anywhere near as much.

So long as nothing you need in a fight embarrasingly shuts down when you deploy hardpoints you can probably worry about the rest later.

only because it doesn't feel very MMO-ish
It's more accurate to say "Elite Dangerous is a MMO" than it is to say "Elite Dangerous isn't a MMO". But certainly there are a lot of typical MMO conventions that for one reason or another - some of them even good reasons ;) - it doesn't follow. It's very much "the old Elite games, with the minimal changes needed to put a persistent multiplayer universe on top of that" than something designed to be a MMO first. Making inter-player interactions easy was quite a way down the list of priorities, in practice.

Use Heavy Duty engineering on the stock lightweight bulkheads, which adds no mass, keeps costs down, and most importantly keeps the ship light so it is faster, more agile and jumps farther.
It's a tricky one to decide, I think - you need to max out HD at grade 5 and add the experimental to get a Lightweight bulkhead to give basically the same performance as Reinforced. So you need
- access to a mid-game engineer
- decent material reserves including some high-level ones
and in exchange for something like a Python 2
- you get basically no speed change
- about half a LY extra jump range
- about a million credits saved on rebuy

It's probably the better option for a veteran player with plenty of materials and all the engineers unlocked, for anything other than a high-end combat ship where Military Hull or better and engineer it and a bunch of extra Hull Reinforcement modules might be the aim ... but for a new player sticking a Reinforced hull on gives basically the same benefits, minimal downsides, and while it's not a cheap upgrade it's probably quicker to raise the money (especially on the smaller ships!) than to go through the full engineering process.

Except for the specific case of the Python 2, of course, where it doesn't look like the armour is going to be widely available until the ship is fully released on 7 August...
 
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