Vin's alternative flight training briefing

Vin's alternative briefing

Good morning, Commanders. You're all here because you've cashed in your old space trader and paid Frontier Developments a vast amount of money to be able to have early access to their new flight systems, updated ships, latest drive technology and ships.

Out there, pilots are still wending their merry way around the galaxy, using out of date viewports with superimposed vector graphics or block colours to simulate the view out of a modern cockpit.

Until we have finished, the rest of the galaxy, whether Federation, Alliance or "Other" aren't going to get access to the advanced technology we have at our fingertips.

So. What's new?

Nearly everything. The old ships that you know and love (or loathe) have all had an update - they're still the same, ancient, basic designs that we've seen out there for years, but with some big changes.

The first one - you now have a proper cockpit canopy, one that you can see out of. The first time you exit hyperspace (what we used to call witch space has now been retired as "too dangerous" and "full of octagonal meanies") near a sun, please resist the temptation to stop and go "ooooh" as things will get hot, really quickly.

The next is the trading system - we're used to simple commodity descriptions and markets that aren't interdependent - now, Frontier have upgraded the station market systems and inter-galactic trading comms to give us more to play with.

What does this mean?

Some guy in a Lakon can flood the market and render your tiny 4t trading run unprofitable in one run. That is, unless he crashes.... Which, to be fair, happens a lot as the Lakon is a giant space cow and trying to squeeze it into a station without the aid of grease and a shoe-horn is not really advised until you've worked out how big it is. Or how to fly.

The "known" testing universe

Frontier have used our funds to buy an area of space, designated as a safe (cough) testing area. It's not big, and there are thousands of you in there. Along with many Frontier controlled ships.

There are a few stations, more to come, some asteroid belts, moons and dustballs and above that, a lot of space to fly in.

They've bought an ancient "hulk" or two and set fire to them to create pilot training scenarios and to cap it all, they've invited a few of our Federation friends, some of the more notorious pirates and trading cartels and some trainee police to come and join the testing.

First things first

You've been loaned an old Sidewinder. Yes, it's all beaten up. Yes, it has absolutely Adams in terms of cargo space. Oh, and you've got some "credits" to start work with.

Don't worry - your real money is safe - whilst you're testing, Frontier are providing a dummy "credit" system that will, in due course, be rigged up to galactic banking systems. For the mean-time, don't get too attached to your credits..... They won't last.

You've also been loaned a pulse laser. About as useful as shining an LED torch at an enemy, but it will do for starters.

Bit of a warning for you

This is a test environment. Your remlock WILL get used. Your systems will crash, leaving you floating in space and awaiting rescue. Around volumes of other ships and masses of asteroids, your ship systems WILL become overloaded with comms traffic and "go on the blink".

It WILL give you a headache. As will exiting supercruise. Sometimes.

Don't worry about it. When you dock, head for their support office and give as detailed report as you want. We don't need to know about the state of your underwear, what you drank in the bar last night (unless you've coated the cockpit with it - in which case, get someone to clean it - it will REALLY smell).

One more thing. There are other test commanders out there. Some of them are notorious pirates. Some of them are bored. Others are testing out how quickly their squillion gigawatt deathray will turn you into a floating distress call. Hint for you - until you have the hang of flying, put 4 pips to engines and ****.

So - how do I fly this thing?

I'm not going to talk about keyboard warriors, people who steer with their feet or other appendages not attached to their arms. Nor am I going to talk about what happens if you try a mouse. In space. In a ship that's bucking around like a Xeeslian lady of the night after you've slipped her 100cr.

First things first - get yourself kitted out. Get the engineers in the flight deck to get you something you can get both hands on and poke with fingers, thumbs and anything else you can poke with.

Stop sniggering.

A flight stick and throttle.

Then. Work out how to roll, pitch and use your maneuvering thrusters. There's a simulator in each station that lets you try it all out against computer opponents. The first one's easy - shooting some radioactive cans.

You WILL need your thrusters for landing. Unless you're a space deity in the cockpit, in which case you can manage without, but trust me, I wouldn't bother. It makes a mess.

You're familiar with the radar. Stuff above you has a stick below it. Stuff below you has a stick above it. If it's to your left, guess what?

If it's a square - it's buttoned up tight and not about to shoot.

If it's a triangle - it's armed and pointing its pop gun at someone, or just being very very cautious. To help you, if the shape is hollow, it's one of us, if not, it's one of Frontier's "other" testing crew.

Once you've got that sorted - look left. Then look right.
Left you can see the known testing universe, anyone that's near you and in a limited way, you can interact with them. Usually by targeting.

Right - that's you, that is. Your cargo, your temporary faction alliance, your weapons, your systems. You can raise and lower the landing gear, cargo scoop and ship's lights if you've forgotten to put them on a button.

Make a note - PUT THEM ON A BUTTON

Looking ahead again, you can see your own ship - if the little circles around it are gone - you're in trouble. That means someone has pulled your trousers down and is about to issue a spanking. Some people do this to themselves in the hopes that the enemy radar goes temporarily blind. I wouldn't recommend this until you've got a way of cooling down. Exposing your hull in public like that tends to make people overheat. Unless you're in an Eagle, then you're cool most of the time. Positively frosty.

So cold, people will try and use lasers to warm you up - we're a generous lot out there.

To the left of the radar you can see whatever you're targeted on. It could be a planet, it could be a station, it might even be someone you want to shoot at. If it's green, it's on your side. If it's red, it's an enemy. If like me, you're colourblind, then if it's shooting at you, shoot back. If not, shoot it anyway just in case.

Unless it's a station. Don't shoot that, it's bigger than you and the station commander doesn't have much of a sense of humour. They DO however have lots of weapons. They sting a bit.

Don't shoot at planets, either. They're a long way away and it won't work. You don't have planet killing lasers.

You can shoot at subsystems on things you target - that's new. Once their trousers are down, you can decide which buttock to aim your boot at. Ordinarily, it makes no difference, but sometimes it will leave them hopping around on one leg with both hands behind them screaming "you barsteward" (or similar - I've been told not to swear in the briefings).

Right, flying....

Easy. The little blue marker on your speedo tells you the optimum setup for turning at speed. Get your throttle in that zone if you're turning hard. Use some thrusters to help the turn. As I said, "Easy".

If you want to go faster, put more power to your engines. The sweet spot will move up. Beware, if you do this, you're taking power from somewhere else. Not the inflight coffee machine. Nor your phone charger. Your shields, or your weapons.

There are times when this is handy - usually when chasing down a ship that's Sir Robining it away from you.

Handy note - don't forget to balance back up again when you want to shoot at them, or you'll look a little silly.

Also - if they turn around and give you a faceful of cannon fire, you MIGHT want to put some power to systems. It saves on the wear and tear bill.

So - you can waggle your stick, shove your left hand into the sweet spot when turning and balance your power to suit what you're doing.

Landing

This is easy. As a famous man once said, docking at a station is like making love to a beautiful woman. (Or man, I can see a few ladies dotted around the room here).

Ask permission first. Enter on the correct side. Aim for your destination and approach slowly. Look for the right spot to put it down.

Get close, lower your gear and use your thrusters to drop it into position.

If you do it too fast, you'll get told off. If you do it too slow, you'll get told off then killed. If a voice tells you "docking complete", you can sigh and take your hands OFF your controls.

Do NOT. I repeat DO NOT boost inside stations. That way lies disaster and a big repair bill. You wouldn't be the first, and you certainly wouldn't be the last.

Put your flaming lights on. As you enter the station with nothing but the big curtain of space behind you, you're near invisible. Some jockey will ram you then come into the bar and shout offensive things at you in public. Unless they're in a Lakon, in which case they will laugh at you.

Mind the toast rack on the outside of the station. It's there to boink you back into line, but can just as easily put you in a spin.

Jumping around like a frog in a sock

Jumping's easy. Look left, pick a system.
Put all your toys away. Yes, your weapons, your big gaping scoop, your flappy landing gear.
Point your ship at where you want to go.
Check nothing else is near you. If it is, fly faster until it isn't.
Show your throttle up to the top.
Poke the jump button.

There will be a countdown. Then noise. Then trippy psychedelia.

PULL YOUR THROTTLE BACK IMMEDIATELY. Trust me.

Don't go "ooooh" at the sun. Turn away from it. You're in supercruise and it would be far too easy to end up as a Commander shaped crispy fry.

Look left again, look for your destination.

Point at it.

Throttle up. If you're being sensible, do so only as far as the blue section. Remember that? It's the one that helps you turn fast. It also allows the ZX81 of a ship's computer to bring you in to your destination without a Hooray Henry flypast and an embarrassing about turn.

When you get to within 200km, strap back in, stow any spillable liquids and make sure you've been to the heads first.

Assuming your speed is low enough. Poke the supercruise button and you'll experience a joyride. Maybe for minutes, maybe less. Your teeth will rattle out of your head. You will lose your lunch. At some point, you'll drop into normal flight, somewhere within 20km of your destination.

Easy.

If the systems crash when you disengage the drive.... Wait for a while, call for a pickup from Frontier and send them a report.

Right. That's it for now. If you weren't listening, I don't want to see you in the station bar telling everyone how hard it was.

If I DO see you in the station bar moaning about anything I haven't told you, I WILL be visiting your ship with a sack of spuds and stuffing them up the end of your pulse laser.
 
Right - you've all had a coffee from the station automat. And a cookie. Yes, they DO have weevils in - it's all part of the "immersion". Now you feel like a proper space pilot.

Tap the cookie on the desk - the weevils jump out. It's called "interdiction".

When you are supercruising around, looking at the sights, your cookie will get tapped by people Frontier have paid to do so.

It's the space flight equivalent of sticking their leg out so you trip up. You will go base over apex out of supercruise - probably when you're least expecting it.

One of two things will happen. Either the police will scan you to see how naughty you've been, or pilot will try and lighten your load or separate you from your ship.

What to do?

If you're in a cardboard sidewinder with a foam nerf gun mounted on the front, you have a moment to make a decision. If it's the fed and you're cleaner than a Beta tester's kill record, you want to stand perfectly still, put your arms out to the side and try not to giggle when they pat you down.

They won't tell you when they're done, but here is a hint - the patting stops. That's your signal to boost away from there until you can supercruise on to your destination.

If, however, you've got contraband or a black mark against your name (which would be foolish if you haven't got a Ferrous Backside), or some cheesy message floats across the top left hand corner of your HUD, you want to Get The Hell Out of there.

Abandon any weapon power. Dump it all to engines and shields and boost the heck away as fast as you can. Get into Supercruise. Run away. Scarper. Put your tail between your legs and vamoose.

However, if you're in your Cobra and you've been sensible, and pirates trip you up, you have two alternative choices:

1. Give them a stern lesson in manners. Shoot them. Because they're pirates, they will probably run away once you damage them. No bounty to be had here. If you're lucky, you'll kill them. If you're really lucky, they'll manage to leave your hull intact.

2. Realise that when you loaded up your cargo, you were a smart alec and put one tonne of something worthless in there. Drop it. They'll scoop it up and go away. You leave, sniggering and go and cash in on your cargo hold full of fish.

That brings me on to the basics of trading.

Buy stuff.
Go somewhere.
Sell it.

From here, we go on to the basics of successful trading

Buy stuff from somewhere that has a lot of something they want to get rid of.
Go somewhere that wants it.
Sell it at a profit.

"But how do I know?" I hear you ask.

Look at your Galactic Map - yes, that's the one on the left filed under "other stuff in the universe that's "not me".

If your destination is agricultural, they grow things that people eat. Cabbages, cows.
If it's a fishing planet, I would take a good guess that they supply a lot of fish.
If it's a refinery, they take raw materials and turn them into shinier stuff
If it's industrial, they take shinier stuff and turn it into widgets
If it's a planet full of hippies, they probably want narcotics and munchies
If it's a planet of professional loafers, they want bottles of bolly, naff canapes and pointless items like watch winders and hair straighteners.

All beginning to make sense?

Good.
 
OK - let's say you paid even a little bit of attention. Maybe you did some trading, maybe you shot stuff until your virtual credit balance looked warmer than CMDR Braben's trademark jumper.

What can you buy?
A new ship. Here's a hint - if you spend every penny on one of these and leave nothing in the bank, there are a few consequences:

1. You won't have any money left to try out the trading notes above. Which means you won't earn any more cash

2. You wont' be able to afford to give it some teeth. Which means you can't go bounty hunting. Which means you won't earn any more cash

3. When you (inevitably) ignore this briefing and boost inside a station, your shiny new toy will blow up. Then you'll realise you can't buy it back from the salvage yard. Then you'll be given a beaten up old cardboard Sidewinder and a pop gun. Which means you won't earn any more cash.

So - before you spend your money. Earn more of it. Enough that you can carry on without having to cry into your instant soup sachet.

When you have enough, you can buy:
An Eagle - cheap, fast, no cargo space, can't shoot past its own nose from two of the weapon mounts but you'll feel cool. Usually far too cool as they're all faulty and fly around making space colder.

A Cobra - only REAL pilots fly Cobras. They do everything. With not much style. You can arm them, you can trade in them, you can hold wild parties in them.

A Lakon - You're richer than is sensible. You're going to be buying a large bus. You might as well paint a target on your backside saying "cut me open, I'm full of gold". If you can't fly properly yet, you're going to crash it into a station entrance and look stupid. Not for anyone in a hurry. People will ram you as you come into the station. the crazy docking controllers will send you to pads that you hardly fit on for giggles. Then they will change their mind.

An Anaconda - Nasty thing. Well armed. Lots of space for trading. People will fly behind you and use your engines as target practice. Handles better than it looks. If you get blown up, will cost you a few internal organs to buy back from the scrapyard. If you get blown up full of cargo, it will cost even more.

One of the Zorgon space trader scows. You can't have this yet. Maybe next week. It carries more, it isn't very well armed. It's the opposite of an Eagle. i.e. "Not Cool".

Right. Let's say you want to spend cash ON your ship instead of FOR a new ship.
Gimballed lasers - lazycannons. Perfect for turning Eagles into big piles of feathers whilst flying with your eyes closed.
Fixed lasers - great if you can fly. If you can't hit a barn door from the inside, I would suggest having more lessons against those cans until you can use them.
Beam lasers - all broken. The Frontier supply officer got his units muddled up and they do little more than tickle at the moment. Don't bother until the new shipment arrives next week. The supply officer has been reprimanded
Multicannons - You can shoot whilst staying cool. They run out. Good if you're running cold and sneaking up on other commanders. Very good at pinging off hulls.
Missiles - Buy these as a weapon of last resort. They make the difference between getting home in one piece (but poor) and paying out a load of money. Very very expensive to re arm.
Railguns - Only for the very precise. 3 of them on an Eagle and Federal Fighters are one shot space targets. Re-named Sneezecannons by Commander Kerrash.

What about defensive arrangements?
You can make your hull tough, really tough or all shiny and reflective.

Other stuff?
You can put scanners on your ship. Some do a Father Christmas job and work out who has been naughty or nice, but instead of giving presents, you can give the naughty ones a good kicking. Others peek inside a ship to see whether they've brought YOU a present. If they have, shoot their gaping cargo scoop off and nick whatever appears. If they object, you'd better be ready to defend yourself. Oh, and you'll become a popular person. Everyone will want to give you a suntan using their latest weapons.

If you're wearing flares, or bermuda shorts and flip flops in the cockpit, or the shirt from your favourite sports team, you might consider a heat sink. You can use it to temporarily look a little cooler. They have a mind of their own, sometimes deciding that they can't bear you looking like that any longer. In which case, "Heat Sink Deployed" will echo through your cockpit and you'll need one of Commander Braben's jumpers for a bit.

For the old timers out there - no, we don't have ECM systems. Or extra energy units. Weapons of mass destruction are banned by galactic convention and you can't mash the TAB button any more.

Right - any questions? I'm bored of the sound of my own voice and I need a beer. If you're not flying, you're buying.
 
Commander Lusardi has a point. He doesn't have to buy me a beer. Those turrets. They point at things that are flying at you with the intention of exploding and they defend you. Sometimes.

Any other questions?
 
Before I wrap up today's briefing, I'll make a few introductions.

To start. Meet each other. You can tell who you all are by the hollow squares on your radar. When you target each other, if you see CMDR in front of their name, it means "someone else who has paid to be here".

Some of you are fun. Some are enemies. Some are testing Frontier's systems out. Some hang out in the station bar. Some can land, some can't. Some are trading, some are simply along for the joyride.

If their symbol on the radar is flashing red/white, it means that they've decided that they don't like your paint job, the cut of your jib or that quite simply, they see CR symbols every time that you appear on their screen.

Sometimes there are pairs of them - maybe three. They might be flying together. They may have invested in some unapproved ship to ship communications and are laughing behind your back.

If you want to join them? Go on the "other" black market - the one available planetside and join in.

Whatever you do in the testing, you'll meet some interesting characters.

Commander Kerrash runs a regular broadcast from his cockpit, demonstrating everything he can get his hands on and acting as unofficial ambassador to the rest of the galaxy from the test area.

"Midas" Stu. This guy has gold teeth. More bling than Mr T. I've heard that when he takes a leak, there are gold flecks floating around in the pan.

Han Solo. This isn't his real name. He doesn't wear a waistcoat and have a blaster strapped to his leg. He talks a lot. About 30% of it is intelligible. He is one of the operators of out of system communications. With a few friends, he tries to break everything and often does. Quite often, he ends up in a punch up in the system bar, usually it's all a big misunderstanding.

Maxim. HUD master extra-ordinaire. If you're using one of the engineer supplied head tracking systems then he's your man.

Natte Hond. I'm sure that this doesn't mean "Nice Dog", but it may. He records everything he does and puts it up on the wider galactic twitch streams. Handy for finding bugs. Crazy accent.

Commander Braben. "The boss". Wears jumpers. Been given a gong by the Empire. Full of thanks all the time. Very excitable about all of the new systems.

TJ. Don't annoy TJ. He has a habit of moving the station message boards around, barring your ID from being served in the bar. The closest that the test areas have to an enforcement officer. There are rumours that he carries an electric cattle prod when out in public... Just in case.

Mr Brookes. He runs the black market in-system. In disguise. With shades on. Rumour has it that he decides when we get new equipment to test.

Slopey. Keyboard warrior and memory poker. Minor legend in trading circles as he provides illegal black market trading systems.

Ashley Barley. It says everything you need to know in his name. He runs the network of station bars and lounges, as well as the message boards. He's the guy that TJ is a bouncer for.

Sandro. Design Legend. Back on old earth, the likes of Sandro would be designing top end racing cars, transatlantic yachts and the latest in consumer technology. In the testing area - how it flies, how it shoots, how it dies.

Mr Stroud. Runs a radio station broadcast throughout Frontier's network of stations. Raconteur, storyteller and author. Hosts "parties" that as of yet, exist only in rumour and mentioned with a nudge and a wink. Think there are dice at them.

"Zelda". The crazy docking lady in charge of Zelada station's landing control tower. She has been training new recruits for everything from Chango Dock to Beagle Landing. They have taken her approach to pad allocation as gospel. I've heard that she has a lot of cats, crazy hair and a penchant for human sacrifice and wearing black.

The recommendation for the end of this briefing is get out there and meet other pilots. Flash your lights at them, waggle your wings. Don't try docking with them - it won't work. Get yourself some illegal comms kit and talk to them. Don't leave your microphone open when you have a joyrider in the passenger seat of your Cobra. The screams and giggles are really off-putting. Shoot them. Get shot at by them. Gang up with them on that Anaconda. Buy them a beer in the bar. If they don't drink, buy them a bag of nuts. If they're allergic to nuts, just shake their hand.
 
Vin,

I like your information and I love your style.
Great! Thanks a lot. Both funny and informative.

oh and by the way 'natte hond' means 'wet dog'
 
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Good morning, Commanders.

For those of you who got up early enough to attend the briefing, there is fresh coffee by the door.....

So. You've killed a few cans in the simulator. You've completed your first few trading runs and made a little bit of cash but you're still being turned into a floating wreck by half of the other pilots you meet.

Before we start, I want to see a show of hands. Who tried docking last night and made a complete hash of it? Don't deny it, I saw you....

"Docking - still too hard?"

Right - let's go back to basics. I'm going to assume that you managed to listen to the supercruise instructions, you survived the interdictions on the way in and have arrived at the right part of space.

Look at the mini radar. Not the big platter sized one, the little saucer sized one with a single dot. If the dot looks like it has had too many pies, your destination is in front of you somewhere. If it looks like a supermodel lying down, it's behind you.

Turn until it's in the middle and looking fatter than a Lakon. Somewhere in space up ahead, probably shrouded in shadow, you'll see the station. Most probably at 20k.

Look REALLY carefully. It's spinning.

Which side is the door?

Well - in the absence of being able to target it yet, and given that you most probably can't see the door yet, here's a hint. It spins anti-clockwise if you're staring at the letterbox. Which means that if the near face is rotating downward in your vision, the door is on the right. Upward, it's on your left. If it's going left to right, spin your ship or work it out....

Some stations have advertising hoardings in a cone or circle outside the entrance - they're a good hint.

Other stations have other ships docking.... that's also a hint.

You want to be flying towards the face that has the letterbox hole in it. Don't come in too close to the station or whilst you're yawing about trying to face the door, some space jockey in a Cobra will boost out of the station and play space billiards with your new toy.

As you approach, and NOT whilst you're boosting toward the station itself, look left, go to contacts, click the Coriolis station and ask the docking controller for permission to land.

The clock is now ticking. If you're nervous, or driving something the size of a pregnant hippo and trying to squeeze it into something the size of a Sidewinder's cargo scoop, I recommend not doing this until you're quite close.

Right. The trick now is to line up with the letterbox and to do it quick enough that you won't be rammed from behind, in front or crash into the toast rack.

Not all stations have a toast rack - they clearly prefer healthy things like fruit and muesli for breakfast. Not to my taste, but each to their own.

Also - if you weren't in Alpha, you didn't meet Zelda. You still won't, but as I said yesterday, she has been training the docking crews in the other stations.

No response to the request? Try again. Try 4 times. Keep an eye out because some times they rescind your permissions just as you're entering the letterbox. That turns you into a moving target for the station gunners and they don't tend to miss.

I'm going to assume that you're about 500m to 1k out, you're facing the letterbox and have been told to proceed to the right pad.

This is where thrusters are handy. Back in the day, you used to have to fly and aim anywhere but AT the letterbox until it all straightened out. These days, you can just use your thrusters to get square on.

A hint for all of you. As you approach the station, you'll see the star structure at the back of the station become visible. That's the middle.

If you use your thrusters to put that in the middle of the letterbox, you're straight. Down the middle.

Start rotating in time with the station. Hum the Blue Danube if you want.

Move towards the station at steady throttle settings. Heroic boosting into the port will kill you. As will speeds of 200+.

As you approach, you'll see the lights around the docking port. Some are red, some are green. For the colourblind pilots out there, take a guess. The green one is ever such a little bit lighter than the red one.

Bit like with your radar - green means "not going to kill you". Red is "you're toast".

With a sidewinder, you've got enough space that you can go through at almost any angle and if you're vaguely straight, you won't hear moaning and groaning and get a repair bill.

In a Cobra - don't forget you are wider. Get it right.

As you pull into the letterbox, the station's rotational correction will take over and you won't have to waggle the stick to stay straight.

The next thing you'll see is that the little saucer radar will jump to show you where your pad is. You'll also see a giant heated towel rail and a HUGE number over some of the pads.

You can't miss which one is yours. Line up with it using thrusters and throttle forward towards it. Point your nose at the control tower for your pad and approach SLOWLY.

As soon as you can no longer see the big glowing number, deploy your landing gear. You DID put it on a button, didn't you?

As soon as the control tower have woken up (please, don't make them upset by approaching at speed and clanging off the tower - it's that kid of behaviour that means they keep reallocating our pads), your radar will change to a series of concentric rings. In red.

Using forward and reverse thrusters, you're aiming for the bullseye. The radar will change colour.

Try and get your ship parallel with the floor.

GENTLY use downward thrusters until docking control completes the final part of the landing for you. Go to station services. Repair your hull and your systems and refill all your toys.

Now - here's an important step. This one is written in big letters on my notes. Pull back the throttle. To 0.

There is a good reason for this. You can have a minute to think about it.
 
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Taking off is easy. Ask nicely. The lift will disco.

You'll see a ramp lower in front of you then you'll hear the docking clamp disengage. At this point you want to use vertical thrusters to raise yourself level with the exit.

Get straight. Go for green. Raise your landing gear. Do NOT forget that the second the static hum happens in the letterbox, rotational correction is off and the toast rack will try and julienne your hull.

Keep an eye out for incoming ships. If they're bigger than you, back the heck away from them and be patient. If they've not got their lights on, feel free to gesticulate wildly with the universal one-handed "you're flying like a chimp" action. Or flash your lights. You haven't got a klaxon, so you can't do that.

Get clear of the station quickly once you're outside. It will prevent you jumping and to be honest, there are a few pilots out there who are waiting for you. Silently. With guns.

There are NO police out there yet and the ones that aren't there.... won't protect you.

Right. Coffee. My head hurts. Later we'll be talking about flight controls and combat.
 
Right. I hope you've all had your caffeine fix and sharpened your wits and your pencils.

I've had a request from the floor to run through setting up the buttons. I'm going to tell you how I've got them set up for my own ship. I'm not going to tell you how something different to mine is set up in the same way as I wouldn't ask you to teach me how to dance the Tango. Or juggle swords. Or sword swallow.

I'm using the same setup as in the simulators. Saitek's X52 Pro. It's a grand name, makes you sound like you've bought something sexy. I also have a keyboard console and some voice command software.

The keyboard is for those functions I don't mind using when I'm not being shot at. I can take my hands off the flight controls for a second and am not going to end up testing the remlock. The voice control is for things that I desperately need when I'm murdering Anacondas. Or escaping from you when you try and test out your rail guns on my hull.

To start with. Select the X52 from the ship's configuration console. These are standard controls. They'll do. Not brilliant, but they'll do.

Yaw, pitch and roll are all under your right hand. Throttle is under your left.

You want to be setting the throttle to be forward only on the left. I'll tell you why later. If you've fallen asleep by that point, you should have had more coffee.

In the engineering panel for the X52 - not the one in your ship, the one you see on the computers once you're docked, you want to find the pinkie. Tell it not to be a clutch. Make it a button.

Go through the other buttons. Make them behave like buttons. You don't want them activating the in flight hair dryer. Or the vibrating massage flight seat. That's just wrong.

Fire 1 - put this on the fire button
Fire 2 - put this on the pinkie

This means that you can split your weapon setup so you're not firing everything all at once. If you put the secondary fire on the buttons at the top, you won't be able to do it whilst busting a move on the dance floor and "throwing shapes" out there in space.

Next, look at the top of your right hand controller. Shedloads of buttons.

What do you need?

Bottom hat. The one that looks like some space aged pyramid with an inverted glowing nipple in the middle. That's your thrusters.

The top hat. That's your targeting computer. Left and right to go through targets. Up to select whoever is attacking you. Down. I can't remember. Pick one of the others.

The one marked "A" - that's "target whichever poor sap is in my line of sight".

The one marked "C" - boost button. it's far enough away from your thumb that you won't be hitting it accidentally

Under the flappy SAFE thing is your heatsink deployment. You don't get many of them and you don't want to be ending up with frostbite.

B? Anything you like. I use it to chatter to other pilots. Push to talk. If you're busy poking the other buttons, you're too busy to chat.

Right. The flappy ones at the bottom. Flick up for power to weapons, systems and engines. One flip, one pip.

Down on those ones - balance and macro up some well used configurations. Like "Oh, manure, I'm being shot by something bigger than me, I'd better put power into my shields and engines" and "Die, pirate".

The macro is easy. Balance, shields, shields, engine, engine, engine.

Moving on to your left hand. Hold your hands up in front of you, palms away and thumbs sticking out. The one that looks like an L - that's not your right hand.

The one marked "i" under your thumb - flight assist off. We'll talk about that later. Good for turning and leaving skidmarks in space.

D. Switch to reverse thrusters. This is why the stick is "forward only". You can switch to reverse and leave it at 50%.

"E" - go cold. It's not the easiest to hit and that's a good thing. Too many pilots in the bar are complaining that their ship "just blew up all on its own". Here's a hint. If you get too hot, that's exactly what happens. Put a lid on a saucepan full of potatoes and boil it hard. What happens? It all gets messy and you need to clear up.

The slider. That's your radar range.

The hat - that's for subsystems and weapon loadouts. Left/right for loadout, up down for which buttock you're spanking.

The twiddly knobs? You choose.

The little dial on the back? Once again, whatever you choose. You can double up as a balance power, shields and engines if you want.

Right. Someone has asked a sensible question - There are only two options under each button as to things that will control them - how do I allocate them so I can use macros, or more than two controls to use them.

Allocate them to a keybind on the keyboard you can see when you glance left and down. Then allocate those keybinds to buttons on your controller - or a macro.

2,2,3,3,3 (If you don't know what that means, you should have been taking notes earlier).

I can see puzzled looks now. Where are the lights, the landing gear, the supercruise and the hyperdrive? Where is the deploy hardpoints button? What about the scoops. How do I look left and right? What about menu options?

Looking left and right involves neck muscles and a HUD head tracker. TrackIR is a good one, though I understand that an industrious commander has designed his own from bits of dismantled ship cleaning robots. He is to be applauded. They've spent months stealing my socks and laughing at me in binary.

How to skim through the menus when looking left or right? Left hat for the panels, right top hat for the sub selections, D for select. Why? Think about it. When you're looking at menus, you won't be wanting to select subsystems to hit, change target or go into reverse. That would be silly. "Oh dear. I was asking for docking permission and instead reversed into the nearest Lakon." is NOT a sentence you want to be uttering. People will laugh. Your children will hide their heads in shame. You'll be made to wear a pointy hat at the next pilot's meeting. With a D on it.

If you want to put the views on other buttons, feel free. You can use the "down" flappy options on your right hand controller instead of for complex power setups. Put them under voice control. Put them on buttons.

If you're not paying attention to where you're going, you're going to crash. Don't go to your menus when you're in combat. That way lies death, destruction and a large salvage bill.

For the others, put them on keyboard buttons. They are "leisurely" controls and aren't needed mid combat unless you're very, very foolish.

Once they're on keyboard buttons, you can use your aftermarket voice controls to shout instructions at your computer. Make them as colourful as you wish. Use references from old earth films if you want. Prefix them with the word "computer" if you so desire.

Right. Now we're on the same page with all the controls.....

When you're docked. Go to the maintenance terminal. Log in to the console and look for the custom.binds control file. Save it somewhere you can't lose it.

Take screenshots of your setup. Snap a picture on your phone. Write them down.

Don't come back here asking me again.
 
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Combat..... Defending yourself, hunting bounties, being a pirate.... all of these involve being able to effectively defend yourself, your cargo, your passengers and your reputation.

The first thing to remember is - there will always be someone out there with a better ship, tougher weapons, more skills, immersive pilot headsets, a wagglier flight control and many other things that will make life difficult for you.

I'm going to base this section of the briefing on you having a Sidewinder with a pair of gimballed lasers. It's the kind of easily available load-out that will keep you alive. Yes, it makes you a little lazy; yes, you could use fixed lasers and exhibit more skill. Yes, you could take multi cannons and go cold. You could even take an Anaconda, but that's like taking an RPG to a fistfight.

Go to Dahan. Look for the high intensity conflict zone. Arrive. Stop for a second - your radar will take a few seconds to react.

You'll see lots of triangles flying around on your radar. There will probably be a huge hulk on fire.

In this zone, Eranin's fighters are battling against the Federation. As soon as you choose sides, someone will start shooting you. If you're parked next to an Anaconda and choose Eranin, you'll instantly become a target.

Before you choose sides - and for this session, you WILL be choosing Eranin - flick through the targets using the top hat on your X52. Lakons, Fed Fighters, Anacondas, Eagles, Sidewinders and Cobras.

Choose one - target it. Bring them around to your front view. You'll see that your ship display says "scanning". A few seconds later and more information will appear on the ship.

Then. Practice flicking through the subsystems. I'd recommend taking the shield, that way they can't raise it again once you've given them a partial spanking.

Highlight the feds in succession, get the info on them. This will speed things up later.

Then. Take a look at your power balance. Before you choose a side, you need to remember a few important things.

1. Make sure your engines are fully charged. Having a "boost" in your pocket - no, I don't mean the chocolate bar, I mean a get out of jail free, scarper fast, chase down an enemy kind of boost means that even if you dump power away from the engines during combat, you've got some speed available when you most need it.

This is important. If between kills you don't charge that bar back up again, you're entering unprepared. It's like going out on a date without taking protection with you. not the done thing and going to land you up in a world of pain one way or another.

2. Your shields
That bubble of safety around you. It's what keeps you from a big repair bill. If someone's shooting at you whilst charging from 3k out, particularly if they're an Eagle or a Cobra, your shield will be down before they reach you and certainly their weapons will do more damage than yours in the same period.

Do not get into an **** kicking contest with a porcupine. Do not yank a bear's whiskers and think you can wrestle it. You'll end up full of holes, disembowelled and crying in the corner somewhere.

If someone is charging at you shooting and you've got less than 2 pips in your shield... You're doing it wrong. If someone's charging at you who is much bigger than you and you have less than 4 pips in your shield, he will eat your intestines for breakfast having eaten your eyeballs for a tasty snack.

With two gimballed pulse lasers, one bank of them before they overheat is sufficient to kill a fighter. For a Sidewinder, it will most likely drop their shields. On a cobra, it will make their shields turn red. On an Anaconda, it will get their attention and make them turn the cannons on you.

So - bearing this in mind. Taking notes. Listening hard.

Go prepared. Prepare to adjust your power balance as you go. If you've got him in your sights and he's NOT pointing at you, dump power to the weapons and unload as much as you can into him. If he IS pointing at you, push power to shields and weapons so you (hopefully) don't die. If he's flying at you and you think you'll get beaten in the joust - hit that boost button you've so cunningly saved up and shoot past him ready for a classic turning war.

Take a swig of whatever energy drink you've brought with you. You've listened so far. Hopefully someone hasn't killed you whilst you've been faffing around with the controls.

Look at the targets around you. If they're further away from you than 3k, you can't hit them. If the number starts with a 2, you can hit them. In general, the closer you are, the more hitty your hitting will be.

Time to pick sides. Choose Eranin.

Flick through your targets using the hat. All of a sudden, the target computer will make a different noise and one will go red. Keep going until you see a Fed Fighter.

Splat the rat. Get within range and shoot it. It will explode after a few hits and you'll be 500cr richer.

Easy. You shouldn't need to change your power setup from "balance" for this.

Next, pick a Sidewinder. Shoot at it. If he's not reading the Sunday papers, scratching his backside with both hands, completely wall-eyed or busy with something else, he will turn to attack you back.

You should unload your full weapon bank into him, making sure that at least 2 pips were in shields at this point. If you want, sacrifice a little from the engines.

As your weapons start to overheat, you should be right on top of him. Put some power to weapons and get ready for a turning war. If he's running from you or banking, he's not going to be damaging your shield much. As long as someone else isn't shooting at you, keep a minimum of 2 pips in the shields.

Make sure your throttle is in the blue zone. Bank hard. Use vertical thrusters to tighten or widen the arc. If you want to dump power to the engines to give you more turning speed, feel free - as long as your weapons are recharging and your shields aren't low.

"Why widen it?"

If it's too tight, you'll get him in view, get one or two shots and then he'll disappear again. Use the downward thruster to widen the arc so it takes a little longer, but the target is further away when you reach him. Gives you more time to unload the weapons at him.

OK. You're feeling brave and want to try something. He's banking hard and above you.
Hit the "i" button on your left hand control.

Flight assist off.

He'll drop into view. As soon as he's in your viewport, poke it again.

Flight assist on.

Boost.

Shoot.

Try it. Try it again. Try it some more. Keep trying it. Once you're used to it, you can leave glowing skidmarks anywhere out there OTHER than your underwear.

Go. Review your notes. Try it out. Next time we'll look at using lateral thrusters in combat and how to kill an Anaconda. How to evade being shot.
 
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<note pinned to the briefing room door>

"Good morning, Commanders.

As you know, I've been living it up planetside, earning some credits working my hull off. Today's briefing will begin at 10.00 BST.

Hopefully, you've been out there, honing your skills, laughing at Lakons and using the immortal line at the station bar "Have you seen my Anaconda?"

Anyone with any questions on evasion, lateral thruster control, scooping and combat flight - or indeed anything else, please message me and I'll address your concerns during the next briefing. It might be a sarcastic look, it might be an intelligent answer.

See you in a few hours.

Vin"
 
Right. Onward, Commanders.

Good to see that a few of you are persisting with the briefings and trying things out in space there.

We'll start with what's new out there. We have a bigger playground. Little bit more space to fly in and best of all, Frontier brought a giant doughnut for us to play around.

The Orbis station is yet another thing for us to go OOOH at. Bigger than the older stations, Frontier have taken some of the cash injection from the corporations and set it up as another trading hub.

What else is new? You're all getting bored and shooting each other. There have been no messages as of yet from Galcop representatives about the protection of innocent traders but we've been reassured that they'll be joining us around the stations sometime soon. I suspect that they're having too much fun watching the Federal police trip you all up and scan your cargo for "illicit" goods.

Back to the subject in hand - more complex flying.

From the beginning. If someone is shooting at you and you want to evade their shots, or if you're killing an Anaconda and you want to sweep majestically out of the way of the boss-eyed turret commanders, you'll need to know how to use yaw and lateral thrusters whilst flying.

We'll begin at any of the test scenarios that you like. As usual, don't choose sides, we're testing how to fly, not how to crash and burn in combat.

Get about 3k from a fixed target - I suggest one of the massive flaming hulks out there but you can try a beacon if you can find one.

Twist your stick to the left. You yaw. Don't yawn. The target will slowly drift to the right. If you're travelling forward, you'll be slowly sweeping around in an arc, your nose leading the way.

Then.... apply a little lateral thruster in the opposite direction. Your ship will start sliding to one side. Try and keep the hulk in the centre of your vision. Back off the lateral thrust if you need, or reduce the yaw. Keep trying this until you can keep the target in your view.

If you imagine your ship in space, flying a nice neat line for a second. Then imagine I'm behind you with some lasers and I want your cargo.

I don't care if it's gold or food, pretend I'm a pirate and you're my lunch ticket. My beer token for tonight's drinking at the station. Maybe I'm just doing it for giggles.

No. I don't actually have an eyepatch and I don't fly like that, but I could.

You are drifting lazily in a gentle curve through space. Not hard for me to shoot.

So - try again. Put full power to yaw and opposite thrusters and instead of changing the power to either, use a bank/pitch bank/pitch bank/pitch combination to keep the hulk in your view.

What do you think that will be doing to your flight path now? Yes, if you left trails out in space, they would look like a pretty flower. More importantly, you'd be harder to hit.

So - back off to 3k again. Get your circle strafe going. Then pitch/bank in a pattern until you can reliably keep it in view. Your target will appear to rotate in front of you.

Let's get really complicated now. What's this?

<Holds up a corkscrew>

Yes. That's right. It's a gimbal avoiding tool. No, you don't lob it out of your cargo hatch to try and stick in one of their vents.

So - you're flying forward and you apply vertical thrusters - you'll drift up in that pirate's view. Bank hard to one side whilst the vertical thrusters are on. What happens now?

Yes, you'll start to corkscrew. If you want to be really fancy pants, you can do lateral AND vertical thrusters.

Point your nose at the nearest fixed target. try it. Try not to vomit into your Remlock - it smells and tastes really bad.

Until you've got the hand of corkscrewing your way right to the top of the class, don't bother trying the next bit.

Get 1k from the side of an Anaconda. Full power to your shields. You'll appreciably slow down at this point.

Then start a circle strafe. You should start to see it spin in space - first the underside, then the top and over again. If you drift toward the bow of the ship, use bursts of lateral thrust to swing back around to the rear quarter.

Your objective is to spiral like this, keeping it in view, ready to shoot.

OK. Now you want to pick sides. I would suggest the OPPOSITE side to the Anaconda. Don't try it on a tester's Anaconda. They tend to be better armed and turn you from a big flying block of cheese to a big block of holey cheese.

Bring up your weapons and as the man says "Unleash the fury" once you're in a stable drift around the Anaconda. If you're closing on it too fast, throttle back a bit.

The trick is not to stay still in space. Don't carry on in a regular path. If it all gets a little too shooty out there, drift behind it and hang around behind its engines. If it starts running away, bit more power to engines. If you're closing on it, divert to weapons and shields. You can control your speed using power balance rather than the throttle.

If the Anaconda is defending itself from someone else and you're not being shot at, dump power to the weapons and let him have it.... If he starts shooting at you, put some into your shields and try and spin around to the other side of it, or the rear. Once his attention is diverted, back to weapons and keep that shield going low.

That's all there is to it. Whilst everyone else is killing each other over at Dahan station, get out to somewhere deep in space and put the guns away. Fly like a boss. or at the very least, like an assistant sub-manager.

As a footnote to this briefing, here are a few tips for you. I've said them once, but I'll say them again.

Don't fly with more than you can afford to lose. If you put your life's savings in the hold and launch from a station into the dotty wide black yonder, all you will do is raise your blood pressure and you might as well have a target painted on you saying "kill me". Don't come back here crying that you're back in a Sidewinder or I'll send you out there with a loaner again to start from scratch.

If you're worried about defending yourself - buy some missiles. They cost more than Stu's gold teeth but when someone is using you for target practice, it is quite a good way of saying "Foxtrot Oscar" before scarpering.

Oh - and one thing. Don't do ANY of the above in an asteroid field. You do not have mystical powers that help you avoid giant rocks in space. You won't bounce. People WILL video it and play it repeatedly on the station feeds and laugh. They'll probably point and laugh.
 
I've been asked to provide a briefing on scooping cargo cannisters.

This one's quite tricky. You find something you want to scoop. It needs to be smaller than your cargo scoop. An Anaconda won't fit.

Target it

Scoop it

Close your scoop

OK - there's a little more to it than that, but only a little. The closing the scoop bit is important. Your ship systems deliberately slow you down when it's open.

The longer version:

Slow down so you don't hit it. Get within 100m or so before you really slow down.

It might be moving - if it is, try and move so it isn't moving perpendicular to you. Towards you would help.

If someone else starts approaching it at speed as you try and scoop it, give them a countdown from 1 - the hand signal is best for this....

On the left of your radar, a new targeting screen is visible. If it's red and alarms are going off, you're doing it wrong.

If it's a nice pastel shade and the object of your desire is in the middle, throttle up gently - 10 is good, 15 is advenutrous, 20 is bold and over that, you're just playing the hull drum beat and going to break something. You're probably the kind of commander that boosts out of stations.

Using yaw and pitch controls, keep it in the box - you'll see that the cannister is passing under your ship..... That's where the scoop is.

If you get it right, you'll get a message saying cargo acquired. If you get it wrong, you'll dent the cannister. They have a habit of getting jammed under you. If that happens, make a loud beeping noise and back away from it using reverse thrusters. Stop beeping when it appears on radar again.

When might you find cannisters?

1. When you shoot the cargo bay doors of someone carrying cargo. This will stick a label to your hull saying "shoot me for free money".

2. When you kill someone carrying cargo. This will stick a label to your hull saying "shoot me for lots of free money".

3. When you find them floating around an unidentified signal source. This will stick an invisible label to your hull saying "shoot me for money". It becomes visible when you get scanned.

4. When you're training out there and spitting cargo out of your hold to pick up again. It's a bit like playing catch solo. It's fun for about 2 minutes and then you wish you had someone else to play with.

5. When someone smashes their Lakon into the station. Fair warning to you - stations rotate, other ships are around and this really isn't big or clever.

There are three occasions when you might want to eject cargo.... The first is when you don't pay attention to your readouts and accidentally pick up a cannister full of hard drugs. The police don't like this. They tend to interdict you, scan you and then try and shoot the bad behaviour out of you. If you suspect this is about to happen, drop your load and scarper.

The second is when Blackbeard and his swarthy crew want your lunch money. If you paid attention in class, you'll know that in a full Cobra, you should leave 1 cargo space for your dirty laundry. Eject that for them then scarper.

Lastly, there are occasionally crazy people out there at the Unidentified Signal locations. They are willing to pay a squillionty credits for a chocolate bar. They probably have the munchies (see narcotics, above). If you fly near them, they'll send you a message saying "dude, got any food?" or similar. Drop a can of food and laugh all the way to the bank. If you haven't got any food, go and get some and hope that they're still there later.

It might not be food. They may want hydroponics for some reason....
 
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