Newcomer / Intro What are you up to?

I just took my Asp X over to Farseer Inc to see what the lady could do with that one re jump range, but for some reason, even though I got to grade 5 with the Dolphin and completed all that I could with her on the jump range front and still have all the required materials for another ship, couldn't get any further than grade 2 with her with the Asp. Got a message about "not enough engineer reputation" or something... :sleep:

Maybe she'd like another 10 million quid's worth of exploration data perhaps? Dunno! :rolleyes:

Whatever, I'm now about to embark on another lengthy exploration trip in the Dolphin, with her 47LY jump range, leaving the bubble and turning right to head quite a long way east-north-east-ish, following the spiral arm where hopefully stars will be fairly closely packed together all the way. Was a 10,000LY round trip for that one I did in the Asp X so I'll see if I can beat that this time. We'll see...
You should be able to get the Dolphin to around 57ly+ with a Guardian FSD booster.
Best bet for the Asp X is the Engineered FSD V1 which mention so often I forget if I've I told you about it before or not. Felicity can add mass manager effect to it for you. Only a class 5 FSD, so no use in a Dolphin.
 
I just took my Asp X over to Farseer Inc to see what the lady could do with that one re jump range, but for some reason, even though I got to grade 5 with the Dolphin and completed all that I could with her on the jump range front and still have all the required materials for another ship, couldn't get any further than grade 2 with her with the Asp. Got a message about "not enough engineer reputation" or something... :sleep:

Maybe she'd like another 10 million quid's worth of exploration data perhaps? Dunno! :rolleyes:

Whatever, I'm now about to embark on another lengthy exploration trip in the Dolphin, with her 47LY jump range, leaving the bubble and turning right to head quite a long way east-north-east-ish, following the spiral arm where hopefully stars will be fairly closely packed together all the way. Was a 10,000LY round trip for that one I did in the Asp X so I'll see if I can beat that this time. We'll see...
Don't forget to 'pin' you're engineering blueprints, you won't need to take your other ships to her (Filicity Farseer), you can engineer them at any station or carrier with the correct module installed. You need to get the Guardian FSD booster, it will add 11Ly to all ships it's installed in (you can buy as many as you like (non-stackable)), you get them from a Guardian tech broker after completing the grind.
 
Don't forget to 'pin' you're engineering blueprints, you won't need to take your other ships to her (Filicity Farseer), you can engineer them at any station or carrier with the correct module installed. You need to get the Guardian FSD booster, it will add 11Ly to all ships it's installed in (you can buy as many as you like (non-stackable)), you get them from a Guardian tech broker after completing the grind.
I was pinning all kinds of blueprints with her, including ones for mods that I wasn't doing but maybe I'll pin a few more when I get back from this discovery trip. And yes I may upgrade my other ships from the blueprints at other stations.

As for Guardian, I did think of doing all that grind, but after I'd watched a video about what you need to do I put it on hold for a while... :censored:
 
I was pinning all kinds of blueprints with her, including ones for mods that I wasn't doing but maybe I'll pin a few more when I get back from this discovery trip. And yes I may upgrade my other ships from the blueprints at other stations.

As for Guardian, I did think of doing all that grind, but after I'd watched a video about what you need to do I put it on hold for a while... :censored:
You can only pin one blueprint from each engineer, so make sure you get it right, you can only pin them at their workshop and special effects don't count. I'm sure you already know all this, just clarifying.
 
I was pinning all kinds of blueprints with her, including ones for mods that I wasn't doing but maybe I'll pin a few more when I get back from this discovery trip. And yes I may upgrade my other ships from the blueprints at other stations.

As for Guardian, I did think of doing all that grind, but after I'd watched a video about what you need to do I put it on hold for a while... :censored:
You can only pin one blueprint per engineer, that is one reason why people unlock so many engineers so that they can pin more blueprints.

Edit Ninja’d again I must type faster.
 
You can only pin one blueprint per engineer, that is one reason why people unlock so many engineers so that they can pin more blueprints.

Edit Ninja’d again I must type faster.
Hmmm, I was able to pin lots of blueprints at Farseer - all the FSD jump range ones and quite a few others on other modules. Haven't had any messages telling me I can't do it and there's an option on all the ones I've pinned to "unpin blueprint." (Although why anyone would want to unpin one I don't know.)
 
Hmmm, I was able to pin lots of blueprints at Farseer - all the FSD jump range ones and quite a few others on other modules. Haven't had any messages telling me I can't do it and there's an option on all the ones I've pinned to "unpin blueprint." (Although why anyone would want to unpin one I don't know.)
Only the one you pinned last should work when doing remote engineering. If you look at the engineer information in the right hand panel in your cockpit I believe that shows which blue print is pinned.
 
I just took my Asp X over to Farseer Inc to see what the lady could do with that one re jump range, but for some reason, even though I got to grade 5 with the Dolphin and completed all that I could with her on the jump range front and still have all the required materials for another ship, couldn't get any further than grade 2 with her with the Asp. Got a message about "not enough engineer reputation" or something... :sleep:

Maybe she'd like another 10 million quid's worth of exploration data perhaps? Dunno! :rolleyes:

Whatever, I'm now about to embark on another lengthy exploration trip in the Dolphin, with her 47LY jump range, leaving the bubble and turning right to head quite a long way east-north-east-ish, following the spiral arm where hopefully stars will be fairly closely packed together all the way. Was a 10,000LY round trip for that one I did in the Asp X so I'll see if I can beat that this time. We'll see...
(Correction after tests) I prefered Deep Charge as experimental effects, but Mass Manager seems to give slightly better results. This fit is that of the Fuel Rats so I'm not surprised that they use this special effect.

A 4A FSD weights the same (10t) than a 4E and is lighter than a 4B by 6 tons, it offers a much longer range than both, Optimal Mass etc, so there is little advantage in fitting a lower grade FSD on a ship unless your power supply is low...
FSD Specifications

Deep Charge increase jump range significantly but as we can see, Mass Manager does even better, you also can fit the largest Fuel scoop possible on your ship, then reduce the fuel tank size by half from stock, this will save tank and fuel weight.

On the Dolphin, I wouldn't hesitate to fit a 5A Fuel Scoop and play around with the other 2 size 4 Internal compartment for whatever you need, I'm thinking about a 4H Guardian FSD booster for example... For the shield a size 3 or even engineered 2 would be enough for the kind of work you wanna do with it.

Here is the Krait with the exact same fit appart for the Experimental effect, Mass Manager full image and Deep Charge below. I had two 5A Frame Shift Drive, one with Thermal Spread, all I had to do is to go to Khun and change the Experimental effect to test them back to back.

FSDMassManagement.jpg

FSDDeepCharge.jpg

One thing I particularly apreciate with my Krait is the fact that I never, ever have to slow down or wait for the fuel scoop to fill my tank, it's a 6A Fuel Scoop and 4C fuel tank reduced from 5C, it is fitted on the only size 6 Internal compartment, most of the time, I'm full from a 60LY+ jump before I have the next target in line of sight, it is a clear advantage for fast traveling and it doesn't overheat.

I figured that the larger fuel tanks (or additional which I use sometimes) are better for ships which are not equiped with a fuel scoop, but also that a small fuel scoop isn't necessarily a gain, your ship can take the heat with time, the faster the scoop, the less likely to overheat.
 

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I've been trying to score a last two 'Manufacturing Instructions' to do my first weapon upgrade. I decided to do the Tormentor instead of the P-15. But, this was my almost successful attempt to steal the sample from a hostile faction settlement. I iced everyone in AGRI with the P-15 and it was so awesome. This was the funny moment when they blurted one I hadn't heard before. "Uhhh, they got me!". The non-funny moment was a few minutes later when I deactivate the sample console...score!!...no.. the guards saw me through the window and pulled the alarm! Screwed!
Source: https://youtu.be/7tRgeekw8bo


Aye, I came across a bunch of neutron stars when I went out exploring that time in the Asp X. I didn't ask any of them to dance though. :oops:

But if sometime you wanna ask a few of them to dance at once, try Tourist Spot 0711, The Devil's Dancefloor with four gorgeous and spinny such stars and a black hole to chaperone the dance
https://eddb.io/attraction/73492
 
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The non-funny moment was a few minutes later when I deactivate the sample console...score!!...no.. the guards saw me through the window and pulled the alarm! Screwed!
Usually, even if no one sees you, when you mess with the sample container it will set off the alarm, unless you first disable the alarm. Very important to disable the alarms first in those missions.
 
I've been trying to score a last two 'Manufacturing Instructions' to do my first weapon upgrade. I decided to do the Tormentor instead of the P-15. But, this was my almost successful attempt to steal the sample from a hostile faction settlement. I iced everyone in AGRI with the P-15 and it was so awesome. This was the funny moment when they blurted one I hadn't heard before. "Uhhh, they got me!". The non-funny moment was a few minutes later when I deactivate the sample console...score!!...no.. the guards saw me through the window and pulled the alarm! Screwed!
Source: https://youtu.be/7tRgeekw8bo




But if sometime you wanna ask a few of them to dance at once, try Tourist Spot 0711, The Devil's Dancefloor with four gorgeous and spinny such stars and a black hole to chaperone the dance
https://eddb.io/attraction/73492
Man, you're a stone-cold killer, remind me not to pis you off. You need to shorten those videos, you're becoming a regular Oliver Stone...... (y)
 
According to Fleet Carrier Router, I have more than enough Tritium to return to Athair IM-W f1-1841, location of a black hole in the Norma Expanse region, and back.

Trip should take 6,324 tons of Tritium (x2), I managed 19,453 tons so far, I'm gonna top up to 25000 tons and keep 3500 limpets for mining...

Prep.jpg
 
Hmmm, I was able to pin lots of blueprints at Farseer - all the FSD jump range ones and quite a few others on other modules. Haven't had any messages telling me I can't do it and there's an option on all the ones I've pinned to "unpin blueprint." (Although why anyone would want to unpin one I don't know.)
You can only have one pinned blue print at a time per engineer. If you pinned another blue print, it replaced the one you had before.
 
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