Newcomer / Intro The 1001newbie tips thread

38. Don't update to an "A" rating component, but a smaller class. Keep the same size class and save up.

Guess how I know. Saw an "A" rating FSD, fitted it to my Cobra. Only size class 2, so I could not even leave the galaxy (<4ly jump)
My old class 4 FSD was no where to be found when I wanted to buy it back! Solution, sell the Cobra, get a sidey, and find another Cobra to buy,

38a. This rule doesn't always apply. As a trader you want range over power and can forgo power hungry weapons. This mean that for your "power generator" at least you could drop to a lower class if available and get slightly more power but because it lighter your FSD jump range will increase.
 
Stealing one from the aviation world:
65. The only time you can have too much fuel is when you're on fire (and you can't catch on fire in E:D). Always fill up before heading out.

66. There is no such thing as having too much cargo space.
66a. This does not negate rule 4

67. Keep an eye on your radar while in supercruise! Pirates love interdicting distracted traders.

68. Remember, you're in space. Hit the flight assist button and start using those maneuvering thrusters.

69. While there isn't a problem that can't be solved with the judicious use of firepower, but it's rarely the most efficient way of doing things
69a. That goes double if the problem is "I don't have enough credits."

70. If you're carrying a load of illegal cargo just assume station security will scan you the instant you show up on their screens. If you want to survive, make damn sure that never happens.
 
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65. The only time you can have too much fuel is when you're on fire (and you can't catch on fire in E:D). Always fill up before heading out.

66. There is no such thing as having too much cargo space.
66a. This does not negate rule 4

Rule 64 for Traders would overrule your 65. Unused fuel equals wasted mass and that reduces your FSD jump range.
(Also if I remember right when we get first person movement about our ships fuel fires might be in fact possible. )


A combat pilot might also have a problem with rule 66. Unless he/she is planning on dropping that ton of food/gold on the other pilots head, then the cargo space is just wasting an internal slot that could be used for another shield bank
 
Rule 64 for Traders would overrule your 65. Unused fuel equals wasted mass and that reduces your FSD jump range.
(Also if I remember right when we get first person movement about our ships fuel fires might be in fact possible. )


A combat pilot might also have a problem with rule 66. Unless he/she is planning on dropping that ton of food/gold on the other pilots head, then the cargo space is just wasting an internal slot that could be used for another shield bank

I think we might have different definitions of "newbie". A kid pulling his sidewinder out of the dock for the first time shouldn't be fiddling with his fuel loads, he'll just get himself killed (I speak from experience here). Likewise, a brand new payer is going to find a lot more use out of 4 tons of extra cargo space, which opens up loads of new transport missions, than another shield bank, at least if he's intending on making credits. I'd direct you to rules 69 and 69a.

All the tips I posted come from mistakes I made early on, or correct misconceptions I held. As always, ymmv.
 
I think we might have different definitions of "newbie".

Yer its a been many years since I first flew a Cobra for the first time, and as an Alpha never got any newbie tips. It was "Here's the key commander go take the Sidewinder for a spin, see what you think of her"

But rule 38 has already talked about upgrading components, so I think mine are valid the commander we are trying to help is new not an idiot. Once facts are pointed out to them we they should be able to weigh up when these rule can be bent or broken.

If you really want to dumb mine down to that level then.

65a. Unused fuel equals wasted mass only carry what you need, but make sure you have enough in reserve for emergencies. If unsure then fill up to the max.

72. When going out flying looking for combat, carrying cargo is just asking for someone to take your money fly empty keep your credits in the bank. If your ship is destroyed you will lose all the cargo you had on it.
Its not covered by the ships insurance.
 
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https://docs.google.com/document/d/1QuLiFweXGf52EJasBFJvVjeFeU9FW01ONCwiZE7TyGw/edit

This is all the tips in one place. A mighty big thanks to fw190a8 for doing the compilation and editing.

Please keep them coming. It's also in the OP.

73: Ramming damage is unpredictable damage. Unless one ship is much much larger than another, you could be as easily destroyed as the other guy. Even if your ship is not destroyed, vital components can be damaged. Don't do it unless screaming your love for the Emperor at the top of your voice or because you are going to die anyway.
 
74. If you need a comfort break, or need to leave your ship's controls for any reason, DO NOT do it in SuperCruise. Drop to normal space so you can't be interdicted while sitting on the toilet.
 
Not seen it in the list yet, but when docking on aproach to the station you can always find the entrance on the side that rotates counter clockwise.
 
75: try to learn the game with 'Flight Assist Off', it makes flight trickier to master but the rewards in maneuverability and close control are worth it.
 
76. Until you get the precision of a hotas, save yourself the frustration and go Gimballed. A more powerful beam laser means nothing if you can't keep your target lined up.

77. Know your gravity wells. Getting too close to stars and planets saps both your speed and fps. It may seem like a longer route, but loop around so your SC approach to station is a screen full of the planet behind it.
 
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78. 4 pips in engines will allow you to turn tighter, get used to switching between 4 pips engines and 4 pips weapons mid combat. For best results bind keys/buttons that can be pressed while still maneuvering.
79. If your shields are down and you need to recharge do not simply stick 4 pips in systems and keep on fighting. Put 4 pips in engines and 2 pips in shields and do a Rincewind until you are out of weapons range. At this point you can dump 4 pips in systems and charge shields before re-engaging.
 
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Dont upgrade to a bigger ship without the cash to fit it once and buy it twice.

Killing wanted enemies in planet rings and roid fields is easy seed money. Faster than trading (in a sidewinder) and less risk compared to the random kill warrants.

If you are piloting a
Eagle/Sidewinder/Hauler:

Stay away from ships with blue beams.

Dont attack Vipers.

Dont attack enemies with missiles. Unless you are behind them.

Dont attack Cobras with turrets.

If its bigger than a Cobra... Assume you cant kill it.
 
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81. Ever wanted to know how far you have to travel to a particular destination?

1 AU is roughly 499ls (lightseconds). If you have explored or have bought the data for a system then each planets details contains its AU from the star it orbits. You can use this formula to work out how many lightseconds a planet/station is from its star. As you get used to how fast your ship travels in supercruise knowing the lightseconds distance will allow you to work out roughly how long it will take you to get there once you jump into that system.

There are caveats:

* I believe this formula only works if the planet/station you are visiting orbits the star you jump to when entering the system
* If you have not explored the system and have no data for it the planets will not appear in your system view and you will not be able to see the AU field
 
Dont upgrade to a bigger ship without the cash to fit it once and buy it twice.

If you are piloting a
Eagle/Sidewinder/Hauler:
....

If its bigger than a Cobra... Assume you cant kill it.

THats a very good one. It is soo frustrating when you get interdicted driving a fulled out ASP from an freagle, just to kill him in 10 second then waste another 3 minutes to get back to the same speed as you were before. It happened to me 4 times in the last hour. None of them lasted for more than 10 sec

next one:
if you target the coriolis station, you will see small arrows pointing to the entrance...if you can't apply the counter-clockwise technic
 
83. When travelling to a station, to minimise time of transit and avoid overshooting, max your throttle to start with and keep an eye on the time to arrival (TTA) below the distance to target indication in the HUD. When this drops to 6 or 7 seconds reduce throttle so that the indicator is in the middle of the blue zone and then leave it. The TTA should then remain steady at 6-7 seconds until you arrive within 1000 Mm at a safe drop-out speed. (note: see 83a, and there is a school of though that says overshooting and looping back is faster, but this method is simpler once you get the hang of it)
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83a. Throttle control when travelling in super cruise between two destinations can be a bit of a black art, and the above may not apply if you are cutting inside the orbit of your intended target as your speed in super cruise is also affected by the local gravity well - this is why even at max throttle you will slow down as you approach a system body. The rate of deceleration is not enough, however, to prevent a crash stop if you get too close. Crash stops will damage your ship and should be avoided at all times. Every system body displays an inner non-orbit ring in the HUD while in super cruise - this is the mass lock limit and will trigger a crash stop if you fly within it.
 
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84. take note of all anarchy/independent stations and outposts so you know where to go to pay off your fines/bountys
 
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