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Elite: Dangerous |OT| Every Man's Sky

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Mengy

wishes it were bannable to say mean things about Marvel
I could be wrong but I remember crashing my SRV on a planet that I landed on and when I exited the death screen, I was in a dock in last station I docked in, even though I landed my ship on the surface of a completely different planet. Maybe it only does that if you dismiss your ship, which I did.

Michael Brookes posted today that this is a bug, if your SRV dies but your ship is alive (either in orbit or on the surface) then you will respawn back in your ship, NOT at the last station you visited like it is now in the beta live. Your buggy will still be destroyed however!

So, if you are deep in space driving around some planet and you really fuck up your SRV badly, it's best to call your ship and repair that SRV before you lose it for good.
 

Wreav

Banned
Oh, I already moved to the next system over because I wanted to start out by doing some trading. Is it okay for me to just find that nav beacon or whatever in the system I'm in now? Actually, the station where I'm currently at seems to be in or near a conflict zone. I'm playing closed mode.

Any help for how to start exploring would be appreciated. I'm already in an unexplored system and the game tells me I can get some money if I cash in what I scanned at any station at least 20ly away.

Any nav beacon is fine, so long as there is a starport in that system to turn bounties back into.
 
Any help for how to start exploring would be appreciated. I'm already in an unexplored system and the game tells me I can get some money if I cash in what I scanned at any station at least 20ly away.

You'll want the farthest jump range to minimize your travel time. Decreasing your ship's mass (all ships' hulls and modules have specified masses) and fitting a higher-rated Frameshift Drive (FSD) are the two ways to boost your jump range. Taking this into account, your best option for an exploration ship right out of the gate is a Hauler. It's one of the lightest and cheapest ships--almost an even swap from your Sidewinder.

Modules come in a number of classes and ratings. The classes are numbered and increase in size/mass as the numbers increase. Each internal slot in your ship is numbered, which denotes the maximum class size module that can be fitted there. The ratings are E through A, though they don't necessarily get "better" throughout the range--it depends on what you want to do. D-rated modules are the lightest in their class, so a well-outfitted exploration ship will be fitted with mostly D-rated modules. You'll want to keep your power plant an A-rated module (thankfully, these are also the second lightest in their class) because they run cooler and will help keep you from overheating during extended fuel scooping, or, heaven forbid, you jump into a close binary system and find yourself a bit too close to one of the stars. You'll also want an A-rated FSD as soon as possible, which will give you the greatest jump range. B-rated modules are the heaviest and aside from the FSD should be avoided entirely for exploration builds.

Coriolis.io is a great site for getting to grips with all the outfitting options, and that link will show you what you'd want for a basic exploration Hauler. The 1.8 million total cost is mostly on account of the advanced discovery scanner, which isn't a necessity, but highly recommended (it will show you all bodies in the system, whereas the basic/intermediate scanners will only reveal bodies within a specific range of your ship). The 200k detailed surface scanner is, however, a necessity, and it will pay for itself quite quickly, as it greatly increases your profits from exploration data sales. To use it, simply target a celestial body and fly close enough to it in supercruise for the scan to begin automatically. Scanning distances depend on size of the object, so stars will scan from much farther away than planets and moons. This type of scan is also how you get your name tagged on first discoveries, though you'll need to travel a good distance away from colonized space to start finding those (roughly 1k light years before you're practically guaranteed to find them). Systems can still be "unexplored" for you despite other commanders discovering them first, but no worries--you'll still be able to sell that exploration data for the normal price. You'll get a 50% bonus in credits for selling data for completely undiscovered objects, and it's only after you sell the data that your name will be tagged to them on the system map. Completely unexplored objects will be shown as such on the system map, but they'll have no "Discovered by" tag.

Don't bother scanning asteroid belts--they're not worth any credits and give you no first discovery bonus.

Fuel scoops are a necessity, since there are no stations out in the uncolonized void at which to refuel--you have to get all your juice from scoopable stars (only O, B, A, F, G, K, and M type stars are fuel-scoopable). The scoops have no weight, so they won't hinder your jump range, and their scooping rates increase per their letter rating per class, as do their prices. Be careful with this--a Class 3 D-rated fuel scoop will gather fuel faster than a Class 2 A-rated scoop, but the latter will be exponentially more expensive on account of its rating. Always shop for fuel scoops by their scooping rate rather than their letter rating.

You won't need weapons outside of the colonized "bubble" of space as it's very lonely out there, but shields may be helpful when you return, just for some defense against interdictions.

There are tons of other considerations, but these are the basics. Good luck out there! Go find a black hole. The Eskimo Nebula would be a good place to start. o7
 

StonedRider

Member
Michael Brookes posted today that this is a bug, if your SRV dies but your ship is alive (either in orbit or on the surface) then you will respawn back in your ship, NOT at the last station you visited like it is now in the beta live. Your buggy will still be destroyed however!

So, if you are deep in space driving around some planet and you really fuck up your SRV badly, it's best to call your ship and repair that SRV before you lose it for good.

Thanks for clarification! We can even repair SRV with auto field maintenance unit? Great!
 

JambiBum

Member
For everyone who is trying to get hylian to calm down, don't. You're wasting your time and effort. Everyone who knows him from the Dota thread has plenty of experience with this side of him. Eventually he'll go back to normal and pretend like he didn't act the way he has at all until the next thing happens. Hell he even went to the official forums and did the same shit in the thread that was discussing the issue and the people there tried to get him to relax. When he loses it your best bet is to just ignore it as best as you can.
 

heringer

Member
I have absolutely NO IDEA of what I'm doing in this game, lol. I just shot down a couple of wanted ships and got a few credits, I guess?
 

Pomerlaw

Member
This game will never end! ;P

1cC1sJI.jpg
 

DrBo42

Member
I have absolutely NO IDEA of what I'm doing in this game, lol. I just shot down a couple of wanted ships and got a few credits, I guess?

Sick. Okay so in the major left UI, switch to the transactions tab and you should see some bounties you can cash in. Fly to the faction appropriate station and cash them in via the contacts menu. Some are general Empire, Federation, Alliance bounties but others are specific to systems or minor factions. General main faction bounties you can claim at any station within that allegiance while the minor faction stuff you need to go to their specific system or station.

They essentially act as vouchers. You won't be paid until you're essentially providing proof of death at station. If you die before you cash them in, they're gone.
 
I have absolutely NO IDEA of what I'm doing in this game, lol. I just shot down a couple of wanted ships and got a few credits, I guess?
image.php


You're on the right track!

You'll want to dock at a station within that system and go to starport services -> contacts in order to hand in your bounty vouchers and claim those sweet credits.

Next upgrade, if you want to pursue this killing of criminals, should be a Kill Warrant Scanner. Scanning a wanted ship with this will give you not only the local bounties they've acquired in that system, but also galaxy-wide vouchers for their entire criminal history, which will boost your earnings nicely--you may just need to travel a little bit to cash it all in.
 

Hylian7

Member
For everyone who is trying to get hylian to calm down, don't. You're wasting your time and effort. Everyone who knows him from the Dota thread has plenty of experience with this side of him. Eventually he'll go back to normal and pretend like he didn't act the way he has at all until the next thing happens. Hell he even went to the official forums and did the same shit in the thread that was discussing the issue and the people there tried to get him to relax. When he loses it your best bet is to just ignore it as best as you can.

First of all you're totally hours after any of it. I really don't know what you're trying to accomplish with this post other than your personal vendetta.
 

KarasuEXE

Member
I have absolutely NO IDEA of what I'm doing in this game, lol. I just shot down a couple of wanted ships and got a few credits, I guess?

Yeah, me too. Shot down first wanted ship
that I didn't know it was wanted
and earned 3k. Shot the second one, 53k. Is this normal? lol
 
Yeah, me too. Shot down first wanted ship
that I didn't know it was wanted
and earned 3k. Shot the second one, 53k. Is this normal? lol
Yep! You'll notice criminals (and everyone else for that matter) have different combat rankings--novice, competent, etc. Typically, the higher that ranking, the more crimes they'll have committed, and the more valuable their bounties will be. They'll also generally have better ships and piloting skills as that rank increases, so choose your battles.
 

KarasuEXE

Member
Yep! You'll notice criminals (and everyone else for that matter) have different combat rankings--novice, competent, etc. Typically, the higher that ranking, the more crimes they'll have committed, and the more valuable their bounties will be. They'll also generally have better ships and piloting skills as that rank increases, so choose your battles.

Yeap! And you can check on your contacts menu to see what their bounty is before you kill them.

Thanks!
 

heringer

Member
Sick. Okay so in the major left UI, switch to the transactions tab and you should see some bounties you can cash in. Fly to the faction appropriate station and cash them in via the contacts menu. Some are general Empire, Federation, Alliance bounties but others are specific to systems or minor factions. General main faction bounties you can claim at any station within that allegiance while the minor faction stuff you need to go to their specific system or station.

They essentially act as vouchers. You won't be paid until you're essentially providing proof of death at station. If you die before you cash them in, they're gone.

image.php


You're on the right track!

You'll want to dock at a station within that system and go to starport services -> contacts in order to hand in your bounty vouchers and claim those sweet credits.

Next upgrade, if you want to pursue this killing of criminals, should be a Kill Warrant Scanner. Scanning a wanted ship with this will give you not only the local bounties they've acquired in that system, but also galaxy-wide vouchers for their entire criminal history, which will boost your earnings nicely--you may just need to travel a little bit to cash it all in.

Yeah, me too. Shot down first wanted ship
that I didn't know it was wanted
and earned 3k. Shot the second one, 53k. Is this normal? lol

Cool! Got 35k worth of credits and got a few cargo but I have no idea of what they are.

Where can I buy new ships and weapons? I docked at a smaller station but they didn't have anything to sell there.
 

Wreav

Banned
Cool! Got 35k worth of credits and got a few cargo but I have no idea of what they are.

Where can I buy new ships and weapons? I docked at a smaller station but they didn't have anything to sell there.

The bigger stations (Coriolis/Orbis types).
 

Sinatar

Official GAF Bottom Feeder
Cool! Got 35k worth of credits and got a few cargo but I have no idea of what they are.

Where can I buy new ships and weapons? I docked at a smaller station but they didn't have anything to sell there.

Word of caution, any cargo you grab from pirates you blow up will be tagged as stolen, so you may want to dump it until you're comfortable with smuggling.
 

heringer

Member
The bigger stations (Coriolis/Orbis types).
Thanks!
Word of caution, any cargo you grab from pirates you blow up will be tagged as stolen, so you may want to dump it until you're comfortable with smuggling.

Oh, ok. Thanks, I had no idea. Though a couple security ships scanned my ship and apparently there was nothing wrong with it. Unless the fine I pad is related to that.
 

DrBo42

Member
Anyone know how you can see the garage numbers when "docking" your SRV?

If you launched it from the pad on a spaceport (which I assume is what you did), you request docking like normal and have to rely on the navball to get back to the garage. Pull up to the elevator and use the board option like in landings.
 

Hylian7

Member
If you launched it from the pad on a spaceport (which I assume is what you did), you request docking like normal and have to rely on the navball to get back to the garage. Pull up to the elevator and use the board option like in landings.

Yeah, that's basically what I have done so far. I think that it might not matter which garage you go to, as they all take you into your ship when you hit "board ship". I'm not sure though, so don't quote me on that if you get a loitering violation.

Also how do you refill SRV ammo? I tried to go raid another base and saw I suddenly had only 300 rounds left!
 

HelloMeow

Member
Oh my, that pop up window in the Modules panel is annoying. Unless they're going to add more options than just enable/disable, it's a very dumb addition.
 

JambiBum

Member
When you are out exploring in the SRV, you can refill ammo by gathering the materials that it requires. Same thing with repairs and fuel. It'll show you what you need for each thing in the right panel where your cargo normally is listed.
 
my HOTAS arrived today and I tried playing with it for a half hour or so. man oh man that is difficult. My rolls are waaaay less precise now. gotta practice!
 

Hylian7

Member
When you are out exploring in the SRV, you can refill ammo by gathering the materials that it requires. Same thing with repairs and fuel. It'll show you what you need for each thing in the right panel where your cargo normally is listed.

Okay, I was confused because my SRV was refueling every time I went back to my ship, or at least after I docked and refuled my ship. I just noticed it had 100% fuel every time. I guess I really need to find stuff to make ammo then.
 
Yeah, I was just watching the Kornelius one on material collection and synthesis. I've been on a planet looking for materials and found quite a few.

I hope there is some kind of "logic" built into how abundant resources are, similar to how commodities are handled. Could help drive exploration if material shortages are eventually encountered.
 

Hylian7

Member
I hope there is some kind of "logic" built into how abundant resources are, similar to how commodities are handled. Could help drive exploration if material shortages are eventually encountered.

I wonder that too, because it might be kind of ridiculous if everyone is running around with Plasma Accelerators and Railguns doing +50% extra damage all the time.
 

Hylian7

Member
I did not realize just how HUGE that heat management buff for the FDL in 1.5 is. I just Fuel Scooped at a rate of 350/s with about 58% on my heat gauge.
 

la_briola

Member
[...]
Any help for how to start exploring would be appreciated. I'm already in an unexplored system and the game tells me I can get some money if I cash in what I scanned at any station at least 20ly away.

You'll want the farthest jump range to minimize your travel time. Decreasing your ship's mass (all ships' hulls and modules have specified masses) and fitting a higher-rated Frameshift Drive (FSD) are the two ways to boost your jump range. Taking this into account, your best option for an exploration ship right out of the gate is a Hauler. It's one of the lightest and cheapest ships--almost an even swap from your Sidewinder.

Modules come in a number of classes and ratings. The classes are numbered and increase in size/mass as the numbers increase. Each internal slot in your ship is numbered, which denotes the maximum class size module that can be fitted there. The ratings are E through A, though they don't necessarily get "better" throughout the range--it depends on what you want to do. D-rated modules are the lightest in their class, so a well-outfitted exploration ship will be fitted with mostly D-rated modules. You'll want to keep your power plant an A-rated module (thankfully, these are also the second lightest in their class) because they run cooler and will help keep you from overheating during extended fuel scooping, or, heaven forbid, you jump into a close binary system and find yourself a bit too close to one of the stars. You'll also want an A-rated FSD as soon as possible, which will give you the greatest jump range. B-rated modules are the heaviest and aside from the FSD should be avoided entirely for exploration builds.

Coriolis.io is a great site for getting to grips with all the outfitting options, and that link will show you what you'd want for a basic exploration Hauler. The 1.8 million total cost is mostly on account of the advanced discovery scanner, which isn't a necessity, but highly recommended (it will show you all bodies in the system, whereas the basic/intermediate scanners will only reveal bodies within a specific range of your ship). The 200k detailed surface scanner is, however, a necessity, and it will pay for itself quite quickly, as it greatly increases your profits from exploration data sales. To use it, simply target a celestial body and fly close enough to it in supercruise for the scan to begin automatically. Scanning distances depend on size of the object, so stars will scan from much farther away than planets and moons. This type of scan is also how you get your name tagged on first discoveries, though you'll need to travel a good distance away from colonized space to start finding those (roughly 1k light years before you're practically guaranteed to find them). Systems can still be "unexplored" for you despite other commanders discovering them first, but no worries--you'll still be able to sell that exploration data for the normal price. You'll get a 50% bonus in credits for selling data for completely undiscovered objects, and it's only after you sell the data that your name will be tagged to them on the system map. Completely unexplored objects will be shown as such on the system map, but they'll have no "Discovered by" tag.

Don't bother scanning asteroid belts--they're not worth any credits and give you no first discovery bonus.

Fuel scoops are a necessity, since there are no stations out in the uncolonized void at which to refuel--you have to get all your juice from scoopable stars (only O, B, A, F, G, K, and M type stars are fuel-scoopable). The scoops have no weight, so they won't hinder your jump range, and their scooping rates increase per their letter rating per class, as do their prices. Be careful with this--a Class 3 D-rated fuel scoop will gather fuel faster than a Class 2 A-rated scoop, but the latter will be exponentially more expensive on account of its rating. Always shop for fuel scoops by their scooping rate rather than their letter rating.

You won't need weapons outside of the colonized "bubble" of space as it's very lonely out there, but shields may be helpful when you return, just for some defense against interdictions.

There are tons of other considerations, but these are the basics. Good luck out there! Go find a black hole. The Eskimo Nebula would be a good place to start. o7

This is a good post and should be in the OT.
goodjob.gif
 
Haha. Does the FDL have any downside anymore?

Yeah, for real, haha. Before, "best combat ship" could be argued between FDL and Vulture, for various reasons. Now, with SCB nerf and FDL buff, Vulture is inarguably inferior and FDL seems a little OP.

I realize the Vulture is a lot cheaper than the FDL, but I really like(d) the space it occupied.
 
You'll want the farthest jump range to minimize your travel time. Decreasing your ship's mass (all ships' hulls and modules have specified masses) and fitting a higher-rated Frameshift Drive (FSD) are the two ways to boost your jump range. Taking this into account, your best option for an exploration ship right out of the gate is a Hauler. It's one of the lightest and cheapest ships--almost an even swap from your Sidewinder.

Modules come in a number of classes and ratings. The classes are numbered and increase in size/mass as the numbers increase. Each internal slot in your ship is numbered, which denotes the maximum class size module that can be fitted there. The ratings are E through A, though they don't necessarily get "better" throughout the range--it depends on what you want to do. D-rated modules are the lightest in their class, so a well-outfitted exploration ship will be fitted with mostly D-rated modules. You'll want to keep your power plant an A-rated module (thankfully, these are also the second lightest in their class) because they run cooler and will help keep you from overheating during extended fuel scooping, or, heaven forbid, you jump into a close binary system and find yourself a bit too close to one of the stars. You'll also want an A-rated FSD as soon as possible, which will give you the greatest jump range. B-rated modules are the heaviest and aside from the FSD should be avoided entirely for exploration builds.

Coriolis.io is a great site for getting to grips with all the outfitting options, and that link will show you what you'd want for a basic exploration Hauler. The 1.8 million total cost is mostly on account of the advanced discovery scanner, which isn't a necessity, but highly recommended (it will show you all bodies in the system, whereas the basic/intermediate scanners will only reveal bodies within a specific range of your ship). The 200k detailed surface scanner is, however, a necessity, and it will pay for itself quite quickly, as it greatly increases your profits from exploration data sales. To use it, simply target a celestial body and fly close enough to it in supercruise for the scan to begin automatically. Scanning distances depend on size of the object, so stars will scan from much farther away than planets and moons. This type of scan is also how you get your name tagged on first discoveries, though you'll need to travel a good distance away from colonized space to start finding those (roughly 1k light years before you're practically guaranteed to find them). Systems can still be "unexplored" for you despite other commanders discovering them first, but no worries--you'll still be able to sell that exploration data for the normal price. You'll get a 50% bonus in credits for selling data for completely undiscovered objects, and it's only after you sell the data that your name will be tagged to them on the system map. Completely unexplored objects will be shown as such on the system map, but they'll have no "Discovered by" tag.

Don't bother scanning asteroid belts--they're not worth any credits and give you no first discovery bonus.

Fuel scoops are a necessity, since there are no stations out in the uncolonized void at which to refuel--you have to get all your juice from scoopable stars (only O, B, A, F, G, K, and M type stars are fuel-scoopable). The scoops have no weight, so they won't hinder your jump range, and their scooping rates increase per their letter rating per class, as do their prices. Be careful with this--a Class 3 D-rated fuel scoop will gather fuel faster than a Class 2 A-rated scoop, but the latter will be exponentially more expensive on account of its rating. Always shop for fuel scoops by their scooping rate rather than their letter rating.

You won't need weapons outside of the colonized "bubble" of space as it's very lonely out there, but shields may be helpful when you return, just for some defense against interdictions.

There are tons of other considerations, but these are the basics. Good luck out there! Go find a black hole. The Eskimo Nebula would be a good place to start. o7

Thanks for this post, now I will know what to do with all these credits I got from salvaging crap on space.
 

Sarcasm

Member
Guys I have no clue what I am doing. I bought the planet landing module, but couldn't find the hanger & SRV.

I noticed planets had stations on it, so I decided that is probably where I get the hanger & SRV module. I been flying around this planet for 15 minutes trying to get to a station on it and I can't seem to figure out how to actually get there.


wastoobiglol23qp4.png


(I couldn't upload original size and had to use paints resize function which distorts the picture when downscaling)
 
Guys I have no clue what I am doing. I bought the planet landing module, but couldn't find the hanger & SRV.

I noticed planets had stations on it, so I decided that is probably where I get the hanger & SRV module. I been flying around this planet for 15 minutes trying to get to a station on it and I can't seem to figure out how to actually get there.


wastoobiglol23qp4.png

You can't actually land until you have both modules installed, I believe.

FYI, although you can't get to it in your current state, when the icon around the settlement is dashed like that, it means its on the non-visible side of the planet.
 
Guys I have no clue what I am doing. I bought the planet landing module, but couldn't find the hanger & SRV.

I noticed planets had stations on it, so I decided that is probably where I get the hanger & SRV module. I been flying around this planet for 15 minutes trying to get to a station on it and I can't seem to figure out how to actually get there.

I suggest watching this video from at least this point (13:24) to help with approaching a planet.

https://youtu.be/zhGyDAKkUQg?t=804

Use the surface map to target actual surface bases and ports. You can access a surface map from the system map by clicking a landable planet and then clicking the Universal Cartographics icon. Not all bases have landing docks, when you click the port, you will see a list of facilities if it has docking. They also appear to be represented with an icon that has two tall buildings in the center.
 

Wreav

Banned
How do you find POI/signal sources on the ground? Flying around in normal flight mode, either this is one dead moon or i'm not doing it right.
 
I'm trying to decide if I should buy a Corvette during this beta or not. I feel like it will ruin it for me being able to buy it and upgrade it so easily.
 

Sarcasm

Member
You can't actually land until you have both modules installed, I believe.

FYI, although you can't get to it in your current state, when the icon around the settlement is dashed like that, it means its on the non-visible side of the planet.

I could only find the planet landing module in the surrounding area...where do I find the hanger and SRV module than?
 
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