Your Best Elite Dangerous Tips Wanted - Welcome the PS4 Players

When you take your first mission in that new Sidewinder, check FIRST that you can actually jump to the target.
The first thing you need to spend your first credits on, is an upgraded Frame Shift Drive (FSD). This will avoid the embarrassment of point one above.
 
1. Check your radar at all times.
Watch your six at all times with the radar. You never know when someone might try interdicting you in supercruise.

2. Find the ship that best suits you.
There is no "best ship". Every ship is only as good as the CMDR flying it. Fly different ships until you find one you feel comfortable with.
 
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KNOW YOUR PLANET'S G (Gravity)

Nothing is worse then finding a great planet to land on when exploring, material collecting, POI searching or getting to an engineer and forgetting to check the gravity of a planet. 1 G is Earth's gravity, anything less than that won't be much of an issue (anything under 0.1 is wonderful and super relaxing). On the other hand anything above 1 will be a little harder as the gravitational force will be pulling your ship down. 1.8 G+ gets very interesting.

Higher G's and you might find yourself getting ready to land and falling at such a high rate you splat upon the planet surface. A good trick is to pull your ship up and power your thrusters so you are slowly accelerating away from the planet.

Nothing like going 25,000 LY out of the Bubble and finding a rich Polonium planet, only to add spaceship and pilot guts all over that wonderful mining world...
 
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Never give up, never surrender. There is beauty out there for those who are patient.

Some of the coolest things in this game take some time and effort. One of the most recent additions to Elite is Volcanism, if you find yourself exploring, Volcanic sites can give you great materials for engineering and synthesis as well as a much needed break from exploring the deep black, so here are a few tips to make the search for volcanism not drive you too crazy:

Keep it small: Planets/Moons with a radius of 800 or below are the prime targets for volcanism

Stand out Features: Canyons are your best bet for finding volcanism, at least it makes the search less time consuming. Icy planets have tons of canyons so those are a bit more difficult to uncover secrets on.

Just Keep Swimming: Don't waste your time in one spot. Usually 5 minutes is good enough to tell if an area is going to have volcanism or not.

The blues: While not always 100%, though we've yet to find a site without one, volcanism appears as a very, very tiny pinpoint blue POI (blue circle that appears on radar when flying on the surface of a planet), find one of those and you'll have your site!

Welcome to the Elite universe, sometimes it is long hours with no rewards, sometimes it means getting blown up a few times. What do you expect though, the galaxy is a DANGEROUS place but it's the best place to call home!
 
Take your time

Don' rush throu the galaxy, the ranks, to Elite, get Allied to someone,...
This game wants you to take your time. Enjoy the game. Don't fly for money
better fly for fun.
There are so many posts out there complaining about 'The grind', Only most of
them lost the view that a game becomes grindy when starting doing things
they don't want to do.

Regards,
Miklos
 
The trick to fighting is to learn how to run away, once you can do that you only fight on your own terms and the insurance screen becomes optional.

Escapology guide
Do this

Submit to the interdiction, your cool-down is faster (not applicable to escaping a fight)
As soon as you drop out of super-cruise max pips to engines 2 to shields
Start boosting at full throttle away from the hostile (or back past it if it's a less maneuverable ship than yours)
Spam chaff
Select a nearby system and start your jump (can't be mass-locked)
Evade whilst boosting until you jump
Once you've jumped drop out of super-cruise select another nearby star and jump again (repeat if necessary)
Return to desired course

Do not

Waste time wondering who he is or what he wants (interdiction is hostile)
Waste time talking
Fly without shields
Combat log
 
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Don't worry to try Outfitting

Every ship module can be sold for the same price as you bought it. So don't muse about if that king of weapon is the right one for you or if you prefer Bi-Wave or normal shields. Just get it, try it and if you don't like it sell it without loss.
 
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Have you got the power?

Fitting big weapons to your ship can be exciting times, HOWEVER - Check you can power them!

If you don't have the power you are going to be in for a big shock on your first encounter, deploying hardpoints without enough power can shut down your entire ship!

Check your power output in outfitting and manage your power from the right panel - Modules tab.

It can be embarrassing to get into a fight, deploy your weapons which in turn switches off shields, life support and other modules - retract your weapons and run! (if you can).

So... have you checked you have the power? :)
 
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Record your play to a video file

This will be helpful if you want to send a bug report to the development team showing what happened exactly.
 
Module Quality

Most modules are rated E to A.

E is cheapest, lowest power
D weighs less (good for jump range)
C is an all rounder
B is better armoured (good for combat)
A is generally best overall

If you can afford to, choose A rated Thrusters, Power Plants & Shields, D-rated sensors & life support can help improve your jump range.

Use the smallest A-rated power Plant that will still power your ship to help with heat management.
 
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The 75% Approach

Approach your destination at 100% throttle until 0:07 or 0:06s time to arrive. Throttle back to 75% (bind a button/key if possible) and you will not overshoot. If your time drops below 0:07 then perform "the dip" where you pitch down or up away from the destination, increasing your flight path, and raising the time to arrive back to 0:07.
 
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Strip your ship before you sell

Selling a ship and all modules will net you a 10% loss (on average). However, selling modules happens with no loss at all. So, if you sell all optional modules, utilities, and hardpoints, and downgrade all the core modules to E rated before selling your ship you will make the smallest loss possible on the sale. All that said, it might be better to simply store the ship instead.
 
Turn off local chat

The constant spam from the wedding barge and the passager liners gets old real fast.

So for your sanity silence the voices. If your in open or a PG direct commucation is your friend.
 
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Don't Sell Old Ships To Afford The Next One

A mistake CMDRs often make is selling that hard earned workhorse, to buy the next one, a good example is people selling a Python (56~mil credits stock) to afford the Anaconda (120mil credits stock), or selling the Vulture to afford that sweet FDL.
Don't Do It!
First reason, is you may not like your new ship, how it handles, its limitations, etc, so you may want to go back to your old one. Which would mean rebuying it all.
Second reason, if you die one too many times, and you're low on cash, you have nothing to fall back on. And if you die without enough for a rebuy, and no spare ships, it's back to the free stock sidewinder you go. Cheaper ships have lower rebuys, so if you're struggling to upkeep your next ship, take your old one out to earn cash with minimal risk.
Third Reason, is if you can barely afford the ship, you won't be able to afford to outfit it correctly. If it's not outfitted correctly, it'll be less effective than your old ship. A well equipped Python is far more survivable than a poorly equipped Anaconda.

That is all.

CMDR Cosmic Spacehead
 
Beware Eject All Cargo

There is nothing worse than throwing all your precious cargo to the space. Or flooding the station interior with fishes.
 
Do not retract landing gear until you have exited the station.

When taking off from a starport, do not immediately retract your landing gear. Boost is disabled all the while landing gear is down. This way you will not face plant into the station wall if you accidently hit the boost button. Retract landing gear once through the slot.
 
Don't Be A Criminal
(Unless you want to, of course)

When bounty hunting, always let the scan complete, and always check the target is WANTED.
Failure to do so will result in an Assault Bounty being placed on you. This will make you wanted, and security will open fire on you if you give them the opportunity. Assault Bounties time out after 8 minutes.
If the target dies for any reason, before the scan completes, you will receive a Murder Bounty. These timeout after 7 days!

Refer to my guide for more information.
A Guide To A Safe Exit

CMDR Cosmic Spacehead
 
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