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Is there a 3rd party tool that helps you to keep track of your modules installed across all your ships? I think this would be a nifty idea.
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# ? May 20, 2017 13:02 |
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# ? May 30, 2024 12:12 |
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ED Market connector used to pull your ship fit to various fitting tools along with engineering data i guess you could use that for your tracking but frontier disabled that extra data which is what caused the giant shitfit and strike by the 3rd party developer sites. The data still hasn't been added back in.
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# ? May 20, 2017 16:52 |
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I've been using EDengineers and I can believe this functionality isn't in the base game. Asinine.
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# ? May 20, 2017 17:02 |
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When you get a series of missions with exquisite focus crystals as a reward
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# ? May 20, 2017 20:03 |
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Nostalgia4Infinity posted:I've been using EDengineers and I can believe this functionality isn't in the base game. You just don't need to be a noob scrub, this game is called elite for a reason you need to get on our level to truly enjoy it.
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# ? May 20, 2017 20:13 |
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Nostalgia4Infinity posted:I've been using EDengineers and I can believe this functionality isn't in the base game. When I was playing Elite 84 we kept track of all this poo poo with a pencil and paper and we LIKED it, you don't need any fancy extra tools for that actual response to the 3rd party sites going on strike
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# ? May 20, 2017 20:56 |
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So if there's no gravity in outposts what's with all the catwalks with guard rails if you enter the hangar
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# ? May 20, 2017 22:28 |
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Fojar38 posted:So if there's no gravity in outposts what's with all the catwalks with guard rails if you enter the hangar to trigger people's pervasive developmental disorders evidently
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# ? May 20, 2017 23:00 |
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Nostalgia4Infinity posted:to trigger people's pervasive developmental disorders evidently Elite Dangerous: Triggering people's pervasive developmental disorders
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# ? May 20, 2017 23:03 |
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Nostalgia4Infinity posted:to trigger people's pervasive developmental disorders evidently look man if I'm going to be Han Solo I need to be able to walk around looking cool You can't float around like a cool dude
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# ? May 20, 2017 23:10 |
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also I think that once you're playing eurotruck simulator: space edition we're through the looking glass as far as pervasive developmental disorders are concerned
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# ? May 20, 2017 23:14 |
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Fojar38 posted:So if there's no gravity in outposts what's with all the catwalks with guard rails if you enter the hangar So you can grab on instead of floating away
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# ? May 21, 2017 00:12 |
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Fojar38 posted:So if there's no gravity in outposts what's with all the catwalks with guard rails if you enter the hangar For clipping retaining lines to so you don't float away. Safety first with Space OSHA
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# ? May 21, 2017 01:00 |
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So is it normal to find occupied escape pods on random land-able world 20K LY+ from the bubble? I felt kinda bad for leaving them there but there was no way in hell I was carrying any cargo considering I found out that scabs spawn near the tourist beacon at Sag A*. And what the poo poo is that all about? You're at the center of the drat galaxy and there's loving mongos in Cobras looking for cargo...
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# ? May 21, 2017 01:13 |
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Toxic Fart Syndrome posted:which goon is this?
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# ? May 21, 2017 01:46 |
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Fojar38 posted:So if there's no gravity in outposts what's with all the catwalks with guard rails if you enter the hangar Pretty sure the station's spin would simulate gravity.
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# ? May 21, 2017 02:58 |
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Plek posted:Pretty sure the station's spin would simulate gravity.
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# ? May 21, 2017 03:02 |
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Oh, you're right I was thinking stations. So... tie offs like was stated above I guess?
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# ? May 21, 2017 03:02 |
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There's an episode of The Expanse that sort of brings up the guard rails and catwalks, but there's the classic example of guys climbing radio towers, or poo poo I mean more relevant NASA doing space walks, you carabiner onto something so you don't die if you slip, you could also clamp work tools or supplies to a fixed position.
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# ? May 21, 2017 03:40 |
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Okay, so if I can beg some kind knowing goons for some info, I have a couple of questions as a returning player of dubious competence: I wanna start with the engineer grind, because I guess I have to. This is pretty much my ship, which kicked sufficient rear end before all the AI changes and whatnot: https://eddp.co/u/k3JYuo46 Am I good to slap on some limpets and go engineer grind? Is there a guide or something to all the engineer poo poo? Because I'm lost as to where to even begin. Please critique my setup, is military grade composites stupid for instance? I don't remember them lowering my kinetic and explosive resistance. I feel like I should try to get into the mix with Diamond Frogs again, because goons make video games more better.
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# ? May 21, 2017 09:45 |
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I'm fairly new, though I can say for sure that you want to get Farseer unlocked first. This will give you access to longer jump range and vastly improves everything else. It was fairly easy and I unlocked the higher ranks by dumping around 3m of exploration data on her with some additional lower rank upgrades while I gathered that data. She also gets you rank 3 thrusters, which is very nice for early progression. After that, I looked at who had the upgrades for weapons I like (beam and multicannon). Once I had an understanding of the materials I needed, I found where to find them. That is around the point when I would actively farm ships in anarchy with collectors and cruise around planets for rocks. I'm still nowhere near done unlocking, though my main ships all have better jump range than my initial ship and my most upgraded ship has atleast grade 1 on nearly every module. Definitely join the Frogs though. It is nice to have a community in this game and goals that everyone can contribute to, that feel like growth. I doubt I'd enjoy the game as much without that. The base game is a very long and lonely grind.
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# ? May 21, 2017 11:39 |
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Plek posted:Oh, you're right I was thinking stations. So... tie offs like was stated above I guess? Magnetic shoes, maybe? Do you think the zero-G humans born and raised on those huge-rear end outposts can handle going to an Earthlike world? I'm gonna have a good laugh if that's the reason Frontier uses to explain why we can't get out of the SRV and look around later when we have more interesting planets. All the pilots just have useless noodle legs from spending 99-100% of their lives in zero-G environments
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# ? May 21, 2017 12:02 |
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Nice piece of fish posted:I feel like I should try to get into the mix with Diamond Frogs again, because goons make video games more better. You should, and then we (well, others who are smarter than me) can help you with all the engineering and shipbuilding stuff you need on Discord.
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# ? May 21, 2017 12:21 |
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My joystick has finally crapped out and instead of buying a new one I thought I'd try out a controller. Has anyone out there made or know of a cheat sheet to help remember button/pad combos (either default or custom, either one works)?
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# ? May 21, 2017 15:26 |
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Are you using the default context layout? Holding down X,Y, A or B will show the shortcuts. If you change or add more, those appear as well, from what I've seen.
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# ? May 21, 2017 15:36 |
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Nice piece of fish posted:Is there a guide or something to all the engineer poo poo? Because I'm lost as to where to even begin. Effort post incoming Engineering is essentially Elite's version of MMO crafting and can be broken down into 2 phases: Phase 1, unlocking an engineer so that you can use his workshop and Phase 2, leveling up an engineer so you get access to his best recipes. Phase 1 is generally a series of tasks to be completed and Phase 2 consists of performing low level recipes in order to level up to the next tier. Before I get too far into the weeds, here are 2 important resources: https://forums.frontier.co.uk/showthread.php/305371-EDEngineer-an-overlay-to-track-your-blueprint-progress-in-realtime and https://inara.cz/galaxy-engineers/ Phase 1 Phase 1 involves 3 steps to be performed for each engineer. Step 1 - Obtain an introduction. For Tier 2 through Tier 4 engineers, this is obtained automatically when you reach 30% of the previous tier's engineer. For the Tier 1 engineers they show up as you start to progress through the game. They're usually pretty easy and you may have seen some of these messages already. Step 2 - Perform a task. Examples are "obtain friendly standing with a certain minor faction," "travel 5,000 LY from your starting system," "Do business with 5 different black markets," "get X rank with the Federal Navy," "mine 500 tons of poo poo," etc. These can vary from simple to rather difficult. Most, however, can be done ahead of time and will auto-complete when you get to this step. So if you've already flown to Sag A and back, you won't have to make a separate 5,000 LY trip when you get to that step. Step 3 - Usually involves a delivery of some specified item. Examples are rare commodities only purchased at one particular station. Xihe, for example, sells gently caress dolls and one engineer wants you to bring him 25 of them. What does he do with 25 gently caress dolls that he gets from every player doing engineers? gently caress if I know. Other examples include data acquired from ship scans, cash, unclaimed bounty vouchers and combat bonds. Unlike Step 2, these delivers can not be done ahead of time. So if you're flying around with 50 tons of the required commodity but you don't have Step 2 complete, you're going to get stuck holding on to them. Do steps 1 through 3 for each engineer. Then you can actually start using the engineer's workshop to make your pixel space ship better. These are all detailed on the Inara website when you click on each engineer and can also be accessed in game by selecting view engineers on the right hand panel. It's best to progress as many simultaneously as possible rather than focusing on 1 specific engineer. If you get stuck on one, move on to something else that's easier. Hidden Steps There are some things that are not readily apparent just from the info on Inara.cz. Some engineer's are located in permit restricted systems. Sol system, for example, requires a permit that is obtained by reaching a certain rank with the Federal Navy just to fly to the system. It won't be listed as a requirement on steps 1 - 3 but good luck getting to the engineer when your ship's computer won't plot a route to the system. There's even one engineer who is located in the founder's system. Founder's system access requires getting to Elite in either combat, trade or exploration or being an original kickstarter backer. Nothing on the Inara profile tells you this. Phase 2 Here's where we start making our sperg chariots more spergy. Once you complete Phase 1, the engineer will be unlocked and at reputation level 1. You can advance to the next level by crafting level 1 recipes. You will needs materials and data for this process. More on that later. It takes 3 combines of the current level recipe to advance to the next level. Engineers have multiple modules that they can work on and they all contribute to leveling that engineer. You do not have to level each module individually. So lets say an engineer will work on both thrusters and FSDs, you can level him 1 to 5 on just thruster upgrades and then be able to make level 5 FSD upgrades without ever doing level 1 through 4 FSDs. You can get reduced experience for lower tier upgrades. If it takes (3) level 1 upgrades to get to level 2, it takes about (12) of those same level 1 upgrades to go from level 2 to level 3. Then it takes about (45)-(50) level 1 upgrades to go from level 3 to level 4. To go from level 4 to level 5 on just level 1 upgrades, it takes about (200) combines, or you can do just 3 level 4 upgrades and be done with it. Level 1 materials are usually very easy to find, so it might make sense to grind it out if it means not hunting down rare materials. You also are not required to actually apply these upgrades, but you still get the experience for having done them even if you discard them. As an alternative to to crafting upgrades for exp, you can sell exploration data, sell commodities on the local station market or turn in bounties. Inara lists what the engineer will accept as alternatives. In my experience, however, the amount of progress you get for these alternatives is very little and it is generally better to just gather materials and make upgrades. Sell your exploration data at a Diamond Frog station so we get the influence boost. Gathering Materials Materials come from a variety of sources. Some can be found in multiple places, others are specific to one thing or another. These include: Unidentified signal sources - Degraded Emissions, Encoded Emissions and High Grade Emissions will usually consist of some materials just floating in space. When you find these in supercruise, target them and fly to them as you would a station. Go in, deploy limpets or scoop them manually and fly away. Combat Aftermaths may also have materials available and destroying ships in the signal sources (or nav beacon, RES site, CZ, etc.) will drop materials based on the ship type. High Grade are going to be your rare materials so never pass up going into an HG emissions. You may not need/want what is in there, but it's worth a look. Other factors like system state and which superpower controls the system can affect what you find. Use google to find information on specific materials. Ship Scanning - can be done in supercruise or normal space. Basically just sit there, target a ship and point your nose at it and wait for scan to finish. If you get something it is automatically put in your inventory. Wake scanning - Equip an FSD wake scanner and sit outside a busy station and scan the "high/low wake signals." The wake scanner requires it be in a fire group and you have to hold the button to scan. It's not automatic like ship scanning. Surface prospecting - Get an SRV. Fly to planet. Drive SRV on said planet and shoot rocks. Then scoop rocks with the SRV's cargo scoop. If you're looking for a particular material you can use https://eddb.io/body to find planets with said material. Mining - Since the change that removed commodities, you don't need to mine for stuff to craft upgrades, but mining is still required for some Phase 1 tasks. Data point scans - planet surface bases (not the stations you land at) have data points that you can scan with your SRV's scanner. You have to scan all the data points within a short period of time to get the data dump. Just scanning one point and leaving won't get you squat. Eventually you'll be swimming in materials and data, but still find that you don't have any of some super rare material needed for the particular upgrade you want. There are some materials that are not used for any recipe at all. Discard those. It may seem like a lot, but generally your best recipes (FSD, Powerplant, shields) are all offered by tier 1 and 2 engineers. Thrusters being the exception as you have to go all the way to Tier 3 to get level 5 thruster upgrades. However, level 3 Thrusters can be had in Tier 1. It's a long haul, so just keep plugging away at it and if you find yourself stuck on a particular engineer, try doing someone else for awhile. A note on weapon engineering - Weapons can also be engineered with a special effect. Any time you engineer a weapon you get a random (low) chance at getting a special. Most of the time you'll get poo poo. And then even when you do get a special, it may not be the one you particularly wanted. There is an option to "upgrade" to a special of your choice, regardless of the results of the random roll, but it requires that you de-level the engineer 2 full levels. So if you engineered a multi-canon with level 5 high capacity magazine and want to pair it with Autoloader special, you can drop the engineer down to level 3, but you lose access to future level 5 recipes until you re-level him back. If you have multiple weapons to engineer and want specials on all of them, you will be doing a lot of intermediate combines to get back up to the level 5 after each weapon. One in the Bum fucked around with this message at 01:16 on May 22, 2017 |
# ? May 22, 2017 00:57 |
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Excellent effort post. Down to Earth Astronomy on YouTube has a few video guides for acquiring specific engineer things that are worth checking out, it definitely cleared a few things up when I first started and felt like I wasn't progressing at all.
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# ? May 22, 2017 01:27 |
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Krycek posted:Effort post Dude, you loving rock. Thanks a million. That should go in the OP.
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# ? May 22, 2017 10:36 |
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Only took 6 hours
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# ? May 23, 2017 03:39 |
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*sigh*
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# ? May 23, 2017 11:31 |
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Pilchenstein posted:Outposts don't spin though, only the full size stations do. but they could START spinning for gravity, and then where would you be? You'd be somewhere walk ways were massively dangerous with no hand rails and where hospitals haven't been invented yet, that's where.
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# ? May 23, 2017 20:22 |
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Mr. WTF posted:but they could START spinning for gravity, and then where would you be? You'd be somewhere walk ways were massively dangerous with no hand rails and where hospitals haven't been invented yet, that's where. I'm kind of curious now to see an outpost alongside a station, I reckon you could probably fit two or three in the docking bay.
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# ? May 23, 2017 21:18 |
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Pilchenstein posted:Even if you could spin something that small fast enough to generate gravity, wouldn't you end up standing on the walls rather than the walkways? That's why you have handrails, silly.
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# ? May 23, 2017 21:43 |
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Even if outposts did spin, they are too small for a spin induced gravity to be anything other than a vomit comet. Elite exists in the uncanny valley of sci-fi: Where it tries to be realistic in some places, then totally ignores it in other places. I just tell myself ships and outposts have artificial gravity; because there no logical explanation for a lot of this stuff otherwise.
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# ? May 23, 2017 21:54 |
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I also tell myself that and explain it with electromagnetic fields which have actually been used to levitate small critters like mice and frogs IRL Big stations spin because they are too big to generate it this way and because electromagnetic generation is less comfortable Capital ships have sections that have electromagnetic gravity but since Imperials are Imperials they have rotating sections on theirs for comfort I mean why not, we have warp drives so we're already beyond the bounds of "real science" and everyone plays this game to live out Star Wars/Star Trek fantasies anyway
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# ? May 23, 2017 22:19 |
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iirc the in-universe explanation are smart magnetic boots like what they use in the expanse.
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# ? May 23, 2017 22:45 |
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Yet another ship fitting suggestion post incoming: So finally, after playing this dumb game on and off since spending an absurd amount of money on the alpha package something like 48 years ago, I have an Anaconda....hull. Now I realize that it costs the approximate net-worth of Warren Buffet to completely kit out one of these things, and I don't have that much scratch. Up until a couple months ago the most spacebucks I ever had was like 4 million. This is because I was stupid and didn't know about exploits. After rectifying this via Quince I upped my stable from a Cobra III and Imp Eagle to a Cobra III, Imp. Eagle, AspEx, and a Python (designation: Monty). After not doing anything with the Python for some time I decided to sell it and get an Anaconda so I could feel like a Big-Balled SpaceTrump. Anyway after purchasing the hull and a few things for it - a fighter bay (this is my first ship that could fit one), better shields (6A I think), and a very slightly better FSD (6B); I have around 90 million buckazoids remaining. So knowing I can't come anywhere near an 'average' or even 'awful' loadout at the time being, I would like to aim for a 'pathetic' one and use it for simple multicrew fuckery. By that I mean getting a few dangerously intoxicated friends together, going somehwere stupid easy (like a low RES), and somehow getting killed by a harmless AI Sidewinder. My question is what type of relatively cheap (<$50m) loadout for such shenanigans? I know nothing about the 'Conda's weapon convergence points which is one of the reasons I didn't just stick a bunch of random weapons on it. Note: as I continue to find out about various money 'exploits' (weeks or months after everyone else has) I will use them to kit out the 'Conda in a matter more suitable for a craft of such...stature. Oh I also hired three AI pilots. One mostly harmless, one novice, and one competent. Question on them: do they all consume earnings, or just the one 'equipped'? I will assume they all do because David Braben. Thank you for your time and attention to these very important inquiries. FEdit: I admire that the computer voice has a tad more echo to it in the Anaconda due to the size of the bridge.. REdit: To clarify I am looking for a cheap loadout that is also somewhat effective. I realized I made it sound like I was equipping the Fun Ship Lollypop where I wouldn't give a poo poo if it got exploded, but as even a mostly non-kitted Ana costs over $7 mill for a rebuy I'd rather minimize the need to do so in whatever small way I can (besides not having dangerously intoxicated individuals in control of my guns). TheKeeper fucked around with this message at 22:56 on May 23, 2017 |
# ? May 23, 2017 22:45 |
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I managed to collect 7 Cracked Industrial Firmwares a while back and decided to go play the DD5 Slot Machine in Maia. I engineered a few 3A Enhanced Performance Thrusters and got a couple really good rolls that I'm satisfied with for my iCourier. One was a 151% optimal multiplier and it had a high optimal mass so I can get maximum performance at 67.2 tons which means I can have more than 2 tons of fuel and a scanner onboard...and with some more Lightweight mods I can have just about all the QoL stuff I'd like and a few bonuses to make my ship tougher. I also got one with a 155% optimal multiplier and a fairly low optimal mass (79.2) so to get peak performance I need to get some more Lightweight mods and forego some niceties and/or make it a fighter with a lovely FSD and that I ship to the station for CZs after taking my Asp there. Mulling this over makes me think I'll just get a separate iCourier put the 155% drive in it and make it a CZ ship...then I'll use the one I have now as a fighter that can do other things (like jump to the system I want to fight in if it doesn't have any shipyards but has plenty of CZs). That 151% drive would be decent in my Eagle though and a 700+ m/s Eagle seems fun.
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# ? May 23, 2017 23:21 |
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Don't fly a cheap Anaconda into combat. Because it turns like a boat you'll be face tanking all the incoming fire. You'll need at least size 7 class A or Biweave shields and 6 shield boosters (preferably engineered) for serious combat. Turrets are a good idea for multi crew and because small ships will fly circles around you. If you're money limited, I'd stick to a Python for combat and reserve the Anaconda specifically for long range cargo hauling.
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# ? May 23, 2017 23:36 |
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# ? May 30, 2024 12:12 |
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Vorlonesque posted:I managed to collect 7 Cracked Industrial Firmwares a while back and decided to go play the DD5 Slot Machine in Maia. I engineered a few 3A Enhanced Performance Thrusters and got a couple really good rolls that I'm satisfied with for my iCourier. One was a 151% optimal multiplier and it had a high optimal mass so I can get maximum performance at 67.2 tons which means I can have more than 2 tons of fuel and a scanner onboard...and with some more Lightweight mods I can have just about all the QoL stuff I'd like and a few bonuses to make my ship tougher. Put the 155% in an Iggle? TheKeeper posted:Yet another ship fitting suggestion post incoming: Honestly, I'd just grind up some more money. You are probably looking at 50M just in big ticket items (huge weapon, power plant, SCB, distributor, thursters) and another 40-50M in cheaper stuff (the rest of the guns, utilities, FSDI, boosters, etc) just to get it to MC-res-funworthy. At that point your rebuys will be >10M so you'll want at least another 50M banked for rebuys.
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# ? May 23, 2017 23:45 |