Newcomer / Intro What are you up to?

Fumarolas on this moon, but I don't think I'll look down there just yet.

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I'd say a barebone carrier at the very min must have Repair (what if something gets broken), Rearm (even if no combat or mining planned you need limpets and heatsinks), Cartographics and Vista - that is if you like doing everything, obviously if you don't do Exo Bio, no Vista then. If we omit initial costs which will be around 6b in any case, that costs a little more than 11m per week or 0.5b+ per year, and carrier remains with 24k+ capacity out of 25k.

  • Then, Refuel, ok, scoops and everything, but that's handy to have.
  • Redemption, to hand in bonds, also Codex discoveries (i think so?).
  • Bar, for additional Ody mats storage and possibility to sell them.
  • Pioneer's, for E-Breaches or other Energy Cells at hand and upgrading suits or weapons (upgrades weren't working in the autumn, idk if fixed yet).

Makes 21m per week, 1.1b per year and 23k capacity.

The reasons for paying for the rest that i know of...

  • Shipyard - for others to bring ships on your carrier and the possibility for you to swap a ship while disembarked, which saves around 10 seconds (you're running to the hangar while ships are being swapped, running is good for health and waiting is just waiting).
  • Outfitting - for others to bring modules and for you to be able to equip another cargo rack, fuel scoop, afm, hangar, or five pulse lasers on your Krait just to see how it works even without engi - packages are taking a lot of space though.
  • Warehouse - to be able to sell stolen stuffs, if you steal stuffs.

Then costs are 35m per week, a little below 2b per year and the capacity sadly drops below 18k, if you bring a couple of outfitting packages. While costs quadrupled, storage penalty gets even bigger. Paying 2b per year isn't rly a prob if that's what you wish, but if your storage is at 15k tons, then that's about how much Antique Jewellery (or Tritium) you can have there.

Every 1k tons cargo also adds nearly 3t extra fuel usage for 500 ly jump, max for fully charged carrier would be 133 tons of fuel per jump.
 
I've arrived at the asteroid base in the Pencil Sector now, after I first set off on a journey about ten days ago to check out that 35 bio system @Tyres O'Flaherty mentioned, then went further afield to try to grab some more stuff.

Should I head for the bubble to get the fleet carrier now, or since I'm a greedy git, head off back to the middle of nowhere first to try to get a couple more billions?

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I'll think about it for a bit. :sneaky:
Well while you have enough money for the purchase getting a bit more will take all the pressure off buying the extras you want and covering the upkeep for the future not to mention buying Tritium without having to mine for it directly or indirectly.

I went with Cartographics, Vista, Rearm/Refuel/Repair and a Redemption office which is currently suspended. During the beta I tried ship brokers and outfitting but the packs of ships and modules you have to buy to stock those put me right off the idea.
 
I never thought about that, but yes actually. SRV fuel is spent very quickly, and even if cheap, synthesis will still eat on mats storage, and no mat traders in the black, so if you need Phosphorus, you gather Phosphorus then.
I don't usually go hunting specifically for materials these days, as I already have plenty of all grades and I just pick up whatever pops up when I'm looking for bios. I'm always happy to get Phosphorus though, because with all the Sulphur I have as well (about twice as much as the Phosphorus I have,) it means it's added to the number of SRV refuels available to me. (y)
 
Especially if you use the SRV much. Scooping refuels your ship, but not the SRV. That requires a station, carrier, or synthesis.

I never thought about that, but yes actually. SRV fuel is spent very quickly, and even if cheap, synthesis will still eat on mats storage, and no mat traders in the black, so if you need Phosphorus, you gather Phosphorus then.


Remember to disable the SRV shield when out in the black - saves a lot of fuel.
 
If anyone here would like to go after some Brain Trees, there's a bio signal for them here:

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The system is Wregoe GT-K c8-7, 1,275 LY from Sol. The body where I found the signals is the one furthest to the left, to the right of the asteroid belt. Warning though, it has high gravity of 1.51G, and I didn't attempt a landing on it because of that.

It's possible the two bodies to the right of that one also have Brain Trees, including the one with the yellow marker as they both have the same indications of 1 bio and 2 geo as the first one, (I didn't map those) but they also have a similar high gravity.

Good luck!
 
I've heard this said before, but my shields appear to go down if I hit something. Maybe they do afford some protection? I've never actually tested it, I admit.

I believe the issue is that the shields don't envelop the undercarriage so that is what takes the damage even with shields. I seem to remember (back in my lurking days) people posting videos of shooting at SRVs to show the shield "envelope".
 
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Shields don't protect the SRV from collision damage.
I've heard this said before, but my shields appear to go down if I hit something. Maybe they do afford some protection? I've never actually tested it, I admit.
From my experience, the shields do give some protection, but it is about as much as they do on ships - depending on their strength.
SRV shields aren't very strong, thus the protection doesn't do that much.
But still, when I had this mishap with driving over a powerful fumarole and coming back down again, first the shield went down and then the SRV crunched.
Just to be clear that is bays not hangers, size 4 hangers hold two SRVs and size 6 will hold four.
Right. But unlike a fighter bay, which apparently is able to build a new fighter if one is destroyed (more than once, depending on the hangar size), the amount of SRVs is strictly limited to the amount of bays in your hangar.
 
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