Newcomer / Intro The 1001newbie tips thread

44. You can select individual commodities in the galaxy maps trade routes by clicking on the arrow next to the group name ie >Metals click on the arrow and it will show all metals. More accurate than stations listing exports and imports and also handy for dealing with 43 :)
 
45. When using Missiles, Mines and Torpedoes - make sure the bounty or your cargo is worth the cost of replacing the ordnance! Torpedo = 1 shot at 15k!!
 
My biggest noob head scrathcher was:
42. Land facing the Control Tower. Or you'll just skid around the pad getting confused.

For a visual cue you can use from further away, the number is always at the same end as the control tower, so approach from the end that doesn't have the number.
 
46. When trading in a ship without guns, put 4 pips to thrust and 2 pips to system. When you do get interdicted you got a better chance to run... and faster trading is better trading.

47. If possible, buy a docking computer. While it is not totally safe, it's still great for the occasional toilet/drink run. Especially for a newbie it does make landing a lot easier. Advice for using it if you want ok docking time: Throttle down only shortly before you reach the landing pad or the station entrance.
 
48) Drop your gear before entering the station entrance when docking - and leave it down until you leave the entrance when departing. Doing so will slow you down, but most importantly, prevent you from committing accidental boost-suicide.
 
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#51) Check the Mission board every time you dock. Sometimes there are missions that let you buy the commodities you need right at the same station.
 
Great list, I really like this! I found it a bit hard to read on a forum though, so I have put all of these into a Google Doc. From here you can read it online, or download it as a PDF or print it out or whatever you need.

I excluded any entries that were not useful advice, such as "you are a n00b" or something (that's not really a tip). I left out any duplicates, and tried to keep the original numbering where possible, but sometimes two people have used the same number. I also grouped the information into logical categories.

I also expanded the text on some tips to make it as clear as possible for new players, and edited the wording on some of them slightly (again for clarity).

The OP is welcome to put the Google Doc link into the original post, and welcome to have editorial permission on the document to keep it up to date with new entries.

Here is the link to the document: https://docs.google.com/document/d/1QuLiFweXGf52EJasBFJvVjeFeU9FW01ONCwiZE7TyGw/edit?usp=sharing
 
#53
Know your ship's top speed. Your sidewinder will not be able to outrun a viper-- You're better off turning into the attack while you wait for your FSD to charge rather than make yourself an easy target by flying in a strait line.

#54
Don't fly in a strait line.
 
#55 Rebind the key for 'Jettison all cargo' to nothing ASAP. By default it is right next to the Landing Gear toggle key.

Aulin Enterprises got redecorated with 440 tons of fish because of this feature.
 
56. You can increase your jump range by decreasing your ship's mass. Look for replacement modules that have less mass, for example a D class module has less mass than an E class, however, the more expensive C class module may have slightly better stats but it has more mass than the D class so will decrease you jump range.

57. You can safely fuel scoop by cutting engines as soon as you jump in to a system and sitting in front of the star. The heat equilibrium point is usually around the line that circles the star, sit there and throttle up from 30km/s, then once your heat starts to rise throttle back down until it stabilises again.

58. Don't whine on the forums if you get killed by another player. If getting killed by another human upsets you then switch to Solo mode and be upset no more.
 
60. When docking at an outpost, use the pools of light from the floodlights to figure out which way around the docking pad is. On a small pad, you want these pools to be on the right of your ship.
 
62. Do not travel far without a fuel scoop and at least of basic discovery scanner. There are no trade missions in deep space!! very lonely!
 
63. Fuel counts against weight, if you fill her up in a far flung outpost, check that you can make it back with a full tank. It is hard to dump fuel, the environmental lobby has a strict burn only policy.
 
64. For traders when you have a good trade route that you plan to use for a while. Match you ships loadout to get the best of of it.
IE If the longest leg of the run is 16ly then try to upgrade your FSD so you can do it in one if possible. Then reduce your fuel tank size to cover the round trip. So you can get there and back. The extra fuel carried just adds unused mass.
That cobra might be able to make do with a 8 ton fuel tank and not the 16 ton default one.
 
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