Newcomer / Intro What are you up to?

the most comon cause of bindings going mental in game is device fail so quit game and check via windows going to your bindings is a mistake at that point
i have not named my "mandy" yet but tenseesee is what i am thinking
mode switches is where you wanna be looking to resolve flash up panel unless youve discovered a bug i have mine set to only appear only when called for and not by looking in that direction(causes flash up or pop into view) via the does nothing command binding

i have all my panels set like that so looking around don't activate them........................
 
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Hmm. I may have to optimise my Mandy for greater jump range. She's currently at a smidge over 70Lys but, where I am, the stars are so thinly spread, it's like a black curtain of the abyss outside the cockpit and I'm finding a lot are a few Lys over my limit, necessitating more jumps.
Mine is at 48LY but maybe I've tried to optimise it too much as multi-purpose. I may have to rethink that.
 
recommended build here itll take the low level biological scouting knocks and scrapes with the landing gear down you should stay just the right speed for bioes to be mk1 eyeball visible its a fast long range rece scout forget the srv cargo and weapons imo
if using the neutron highway for super long range you may wanna fit a small afmu you'll get 7000ly before needing it

personally i dropped the supercruise assist the docking computer and the 8 tonne cargo rack from this build

 
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recommended build here itll take the low level biological scouting knocks and scrapes with the landing gear down you should stay just the right speed for bioes to be mk1 eyeball visible its a fast long range rece scout forget the srv cargo and weapons imo

personally i dropped the supercruise assist the docking computer and the 8 tonne cargo rack from this build

I quite honestly don't see why this build needs a cargo rack in the first place...
 
I’ve been observing the recent flurry of colonisation trucking activity with interest - good grief, a new orbital station or large ground port requires quite a bit of cement and steel…!

…so as expected there are quite a few CMDR’s hoping for a seriously large cargo ship, as ever…

An alternate suggestion: allowing fleet carriers to park within sufficiently close range of orbital stations to allow them to buy directly from the station market… perhaps with a reasonable mark-up for having the building materials delivered directly to the carrier hold?

This could involve the use of small drone-ships (like very large limpets, but with say 50-100 cargo capacity), which could also unload at destination…

…but i’m probably just dreaming? :geek:
 
Has anyone noticed if, when you disengage the FSO, there is a cooldown timer displayed anywhere? I don't think there is one...
No timer, we just have to count to ten seconds.
There isn't one.

I've heard that the red exclamation mark in the top-right (where the ship lights icon appears) comes on when SCO cooldown is in effect, and switches off when it's ready. I never remember to check whether it's true though.
It does but it seems to me it is heat related, I have done short blips of SCO in my Mandalay that haven’t got it hot and the triangle hasn’t appeared but the SCO isn’t available straight away.
Running SCO in my iCutter things get hot and the triangle appears and after leaving SCO the triangle hangs around long enough that the SCO can restart when it goes.

But I really think it is coincidental.
 
i use the heat build up on non sco ships to disengage then a ten second pause in a voice attack command
for an sco ship you only need use it once pretty much so it becomes of no concern

i dont use sc assist either i just half the total distance to apply 75% set speed pretty much
as for docking i just like tearing in like a bat oot off hell as long as ya dont hit anything speed warnings are just that
 
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