Newcomer / Intro What are you up to?

The Krait MkII is a great combat hauler to ensure that you can get it fitted out reasonably you should aim to have at least 150,000,000 credits available at time of purchase and when setting up that EDDB search add Li Yong-Rui to the Powers field to find the nearest 15% discounted ship and modules.
In the Galaxy map in map view you can set filters so that the route plotter will try to use or avoid certain star types or visited systems, you can also set whether it will will plot economical jumps or fastest, maximum range jumps. Jump range is of course dependent on variables like the mass of the ship plus mass of cargo plus mass of fuel as well as size, grade and engineering state of the FSD.

Not sure I have been anywhere with systems close enough together to get a 1Ly jump.
150Mill ? yikes! still got a bit to go then! I'll be sticking with my DBX a bit longer then.

I've used the Eco Route settings before, it's good for the scenic route getting to a home base.
What I meant was, my ship has a 35LY range, but sometimes I'd like to plot a journey in jumps of ~20LY. There doesn't appear to be a way to that.
I would like a slider that sets my chosen range and plots a course accordingly.

I think stars within 1LY of each other would be classed as the same system, so the Eco setting seems strange.
 
150Mill ? yikes! still got a bit to go then! I'll be sticking with my DBX a bit longer then.

I've used the Eco Route settings before, it's good for the scenic route getting to a home base.
What I meant was, my ship has a 35LY range, but sometimes I'd like to plot a journey in jumps of ~20LY. There doesn't appear to be a way to that.
I would like a slider that sets my chosen range and plots a course accordingly.

I think stars within 1LY of each other would be classed as the same system, so the Eco setting seems strange.
Rule of thumb for ship purchase is have at least 3x the price available which will let you buy some better modules and have enough for your new higher rebuy price. Obviously more is better as some good modules can cost more than the ship.

Economical selects jumps that are using as little fuel as possible for a useable range, it increases how far you can go without refuelling quite impressively.

You can manipulate your plotted jump range a bit, there is a tool to simulate how much cargo mass you have on board from zero to full holds increasing that will drop the maximum jump it will plot.
 
150Mill ? yikes! still got a bit to go then! I'll be sticking with my DBX a bit longer then.

I've used the Eco Route settings before, it's good for the scenic route getting to a home base.
What I meant was, my ship has a 35LY range, but sometimes I'd like to plot a journey in jumps of ~20LY. There doesn't appear to be a way to that.
I would like a slider that sets my chosen range and plots a course accordingly.

I think stars within 1LY of each other would be classed as the same system, so the Eco setting seems strange.
Lol yes - put a 7A fuel scoop on my Clipper last night and it cost me 88m cr!!

(And yes, Krait Mk II is a great medium armed trader, and makes a change from the ubiquitous Python.)
 
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150Mill ? yikes! still got a bit to go then! I'll be sticking with my DBX a bit longer then.
At the low end. Easily 230 MCr. for 64 tons of cargo that nobody can take away from you.

Although I wouldn't take her into a CZ in this loadout - the guns go through ammo faster than 💩 off a shovel, and are rather democratic in dealing out their damage.
 
Does that deplete the star in one go?
It's a bit like a Dyson (no pun on your handle intended!) sphere attached to your ship.

Just think how much an A rated fuel scoop would have cost for a Fleet Carrier if they hadn’t switched them to the Tritium drive.

There are so many possibilities with that statement!
  • No more tritium mining.
  • How big would the A rated carrier scoop need to be?
  • Carriers could move.
  • But what sort of thrusters would they need?
  • Where could they dock to repair wear and tear?
  • Would they then become non-persistant entities subject to getting blown up?
The mind boggles!
 
It's a bit like a Dyson (no pun on your handle intended!) sphere attached to your ship.



There are so many possibilities with that statement!
  • No more tritium mining.
  • How big would the A rated carrier scoop need to be?
  • Carriers could move.
  • But what sort of thrusters would they need?
  • Where could they dock to repair wear and tear?
  • Would they then become non-persistant entities subject to getting blown up?
The mind boggles!
I was boggling along the lines of if a 5 billion credit carrier is equivalent to a 76 million credit Type 9 and an 8A scoop costs 289 million then the equivalent scoop for a carrier would cost over 15 billion.
 
Getting back to having a CR balance something like it was before I bought the carrier. Finally.

I may have to use some other ships in order to spend some of it.

I suppose, once you have a carrier and a goodly amount in the bank, making even more seems a waste of time...:unsure:
 
Getting back to having a CR balance something like it was before I bought the carrier. Finally.

I may have to use some other ships in order to spend some of it.

I suppose, once you have a carrier and a goodly amount in the bank, making even more seems a waste of time...:unsure:
Since I got the carrier and worked out how to use it to make profit, the credits are just a way of keeping score.
Although even on the alt account credits seem quite meaningless, but that may be down to experience.
Even if we say engineering mats are the new currency ... Yeh, I'm not doing much engineering on the noob alt other than FSD. Again, probably down to experience.
 
This is something I have not figured out. I see others doing it by buying and selling and I think I understand the theory, but actually doing it eludes me.

Got any tips? :)
One of the things I do is take mission rewards which have commodities used for tech broker unlocks, then just stash them on the Carrier. Put them on the market at %1000 mark up. Stuff for Guardian weapons always goes fast. Oh, and engineer unlocks. Shame we can't trade rares.
Then there was the occupied escape pod debacle. I accidentally put 500 on the market at full price (Can't remember £). They went in about eight hours.
And Tritium. I always put my Tritium reserves on the market, I don't sell many, but some fools still occasionally buy it.

I think the overall idea is everything is for sale!
 
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I think the overall idea is everything is for sale!

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