Bacterium I've found are often easier to find whilst skimming in the ship. I guess Turret view can be just as good but so far I haven't got on too well with that. In the SRV you can be only a few feet away from one sometimes and still not notice it until you use the external camera. Depends on the terrain and texture colour though - on some surfaces the Bacterium stands out much better than on others and helps if it's very flat and not one of those "roller coaster" (as I call them) sandy ones that keep causing the SRV to become airborne and change direction when it lands and hide it easily even when you're close.
When Tussocks are around there can be vast fields of them and sometimes you can get one sample on one side of the group and another sample on the far side of the same group, 200 meters or more away.
Osseus, Tubus and those Electrical thingies I usually do in the ship because of the big distance requirements ie 800 and 1,000 meters. Especially if it saves having to drive the SRV over lots of awkward bumpy and rocky areas.
Also it would be handy imo if FDev could make it optional for the commander to decide if the ship should depart into orbit or not when 2,500 meters away (I think that's the distance when it happens anyway,) because it can be useful sometimes to leave the ship where it is until you're ready to depart/recall it as a reference point. Somebody suggested that in a thread elsewhere here somewhere and quite a few people agreed.
Yep, my point was about skimming in the ship (which i called howering somehow), indeed for bacteria, distance required is too far, also colors - sometimes so different, and another time hardly visible, so completely agree with all points (tubus i think i've still done in SRV, but anyway). So far the thing i got most of the prob with is fungoida. Just in case you're lucky enough to get a variant growing in the mountains, your screwed. Either suffer it in SRV, either climb, and you never know if they grow on the other side... Fly and see from your ship and then land (where you can, far?) and figure where you saw them...
Pretty close planets:
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So
@Tyres O'Flaherty - I am FINALLY trying to get serious about the on foot stuff.
I've done two "raids" where I have to go in and kill 16 people and they've come off well. I kill the guys outside with the SRV and then use my G3 Dominator suit to go in and kill the people in the buildings.
A few questions:
- Every material is marked "illegal". Should I take it anyway?
- Using the Dominator Suit doesn't give me the arc cutter, so there's no way to cut in to the extra lockers for the extra materials. Am I better off sticking with the Dominator or going back to the Maverick and using the cutter?
I'll stick with the Dominator suit for now just to be safe, as it seems it's a pretty tough suit and it lets me use two rifles and not just one until I hear from you.
Thanks in advance.
At the very least illegal can be sold at an Anarchy, and you'll have to visit them time to time to get rid of a number of items that are considered illegal in any case, such as drugs, if you gather whatever is around (otherwise they clutter and take your goods storage). I don't have an exact answer if an illegal power regulator is good for an upgrade though.
I think so, but i might be wrong.
Generally you go with Mav, especially if that's about scavs and you got your missiles and your SRV to deal with them. I don't think i ever saw a scav throwing rockets at my SRV, which means it should be fine, unless you're assaulting smth millitary related. Mav isn't that bad with shield and armor also, i've shot quite a number of scavs in it, sometimes assaulting things on foot - it's ok... Get a backpack when you can (or be lucky to buy a suit with it) - it saves runs if you gather stuff, if not so - clear the place and move your SRV to the doors of the buillding you're looting right now.
Sorry guys, but I have yet anudder question about fleet carriers.
There's another thread here somewhere in which somebody said that the size of your fleet - ie number of ships on the carrier does not affect tritium consumption when jumping. If that's true, then great.
What about my stored modules though - are they part of cargo space, in which case the more modules I have stored there, the greater the fuel consumption? Or are my stored modules not part of cargo? In the same thread somebody mentioned cargo and modules that DO affect it...
I'm finding this confusing because I looked at Carrier Management just now and clicked on "Summary," where it says "Capacity 25,000 units" and "000% modules/ships - 0 units." Is this because you can also have modules for sale in Outfitting when enabled, which ARE part of cargo? (That's my guess anyway.)
Cheers!
Nope, Carrier consumption is only about cargo (anything inside your 25k tons: 500 tons of your shiny Refuel Service or 100 tons of Jaques Quinentian Still you stored just in case) + your fuel tank (minor, but take it as your Carrier is in fact 26k tons of which 1k is fuel). No ships or modules are affecting fuel usage, nor yours, nor others. If you round up with a good safety margin, empty Carrier burns 70 tons for 500 lys and full one burns 140 tons. Add a bit less than 3 tons per 1k tons load in between to see how much is required in your case.
Mhm
edit and outfitting - yes - but this is when you enable outfitting service and purchase packages with modules (that has nothing to do with your own 3H Guardian FSD Booster you purchased at Shinrarta). Packages will take place - but only if you decide to sell heatsinks or alike on your Carrier.