*** The Official Elite: Dangerous Thread ***

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100's of light seconds.
Thanks for the tips.

No problem.

I tend to ignore any station at the moment over 1000Ls away from the main star of the system as it's usually not worth my time and there is no way to make this faster. The best way to check is something like edshipyard or elitetradingtool both will tell you how many Ls away a station is.
 
I tend to ignore any station at the moment over 1000Ls away from the main star of the system as it's usually not worth my time
It goes surprisingly quick.
I had a trade route between two stations, with one jump between systems. The pickup was about 3000LS and took a few minutes to travel (about 4 mins in total), but the flip was only 200LS and the net result was almost 200,000 Cr in under 12 minutes, round trip.
It can be worth your time...

The trick is to avoid the 100,000LS ones. I think it was Alpha Centauri where the nearest station was over an hour of travel time. I have a screenshot somewhere of the speedo reaching about 1800C!!

But seriously how the hell do you achieve such turn rates, are these even achievable in a Viper?
Also does mass affect turning rate significantly?
Mass affects it, in that the bigger ships often handle like dead cows. Having a lot of stuff equipped and/or having a load of cargo does also increase your mass.

Generally, the Eagle is the most manoeuvrable one in the game, with the Vulture only one point behind.
Turning speed is a factor of several things... Firstly, set your throttle slider to the middle of the blue zone. You are at your most manoeuvrable here. You can go faster, but you won't turn as quick.
Secondly, max your power to engines. The more power, the higher your top speed and the higher your blue zone will be.
Thirdly, add in some of your manoeuvring thrusters. If you're pitching upward to pull a 180º, start by strafing down, then switch to strafing up. It's a matter of balance and timinmg as to when you use each one, but you'll get the feel soon enough.
Fourthly, once you hit your maximum turning rate, take Flight Assist off and you'll turn faster and tighter. Drop it back on when you're coming online with your target.
Get all these working together and you're almost spinning on a dime!

Another trick is to turn while boosting/afterburning, but that is another balancing/timing thing and not every ship can turn like that even with boost.

You will also find handling improves with things like upgraded thrusters. For purely combat, cutting out things you don't need (such as FSD Interdictor or Cargo Scanner) will lighten the ship and improve your handling.
 
It goes surprisingly quick.
I had a trade route between two stations, with one jump between systems. The pickup was about 3000LS and took a few minutes to travel (about 4 mins in total), but the flip was only 200LS and the net result was almost 200,000 Cr in under 12 minutes, round trip.
It can be worth your time...

The trick is to avoid the 100,000LS ones. I think it was Alpha Centauri where the nearest station was over an hour of travel time. I have a screenshot somewhere of the speedo reaching about 1800C!!


Mass affects it, in that the bigger ships often handle like dead cows. Having a lot of stuff equipped and/or having a load of cargo does also increase your mass.

Generally, the Eagle is the most manoeuvrable one in the game, with the Vulture only one point behind.
Turning speed is a factor of several things... Firstly, set your throttle slider to the middle of the blue zone. You are at your most manoeuvrable here. You can go faster, but you won't turn as quick.
Secondly, max your power to engines. The more power, the higher your top speed and the higher your blue zone will be.
Thirdly, add in some of your manoeuvring thrusters. If you're pitching upward to pull a 180º, start by strafing down, then switch to strafing up. It's a matter of balance and timinmg as to when you use each one, but you'll get the feel soon enough.
Fourthly, once you hit your maximum turning rate, take Flight Assist off and you'll turn faster and tighter. Drop it back on when you're coming online with your target.
Get all these working together and you're almost spinning on a dime!

Another trick is to turn while boosting/afterburning, but that is another balancing/timing thing and not every ship can turn like that even with boost.

You will also find handling improves with things like upgraded thrusters. For purely combat, cutting out things you don't need (such as FSD Interdictor or Cargo Scanner) will lighten the ship and improve your handling.

Excellent explanation, thanks so much. Again all logical (makes me wonder why the hell I even asked the question in the first place!

Thanks again.
 
What ship is that bud?

Also are you using flight assist there? You seem to be able to bank and turn so sharply!
I cant do that with Cobra or Viper!

As said, it's a Vulture. Flight Assist is on - I don't see any difference in pitch/roll rates by having it disabled. There seems to be a lot of rumour of it improving rates, but it actually doesn't - well at least the last time I timed a stationary loop it certainly didn't. It just helps you turn on the spot rather than turning in a 'circle' so the time to bring a gun to bare can in some circumstances be quicker depending on your target's vector.

The real trick is using lateral thrusters. The Viper has superb lateral thrusters and benefits hugely from their use - you'll never get guns on target by using pitch alone. The Viper's strength is in its speed, low profile and ability to change its speed quickly in any direction.

The other thing to bare in mind is the mass of your ship vs the max thruster capability. You want the biggest difference between the two in order to get the best flight model; i.e. super low weight and loads of thrust. In that video I'm running at 305 ton with 5C thrusters. Imagine what it'll be like with A rated ones! :) Blue zone as mentioned is important, if you're outside it you'll not be pitching at max capability. Note that just because your throttle is in the blue zone your actual speed might not be. Sometimes you need to over throttle then back off to get more time 'in the zone'.

Hope that helps :)
 
Small hint for traversing Solar systems quickly: Do not stay in the plane of the elliptic. It's better if you accelerate out of the gravity wells of the Stellar bodies and keeping above / below the plane allows this more readily.

You can belt across a system much more quickly if you spend a few moments pitching 'up' or 'down'

If I need to get across a system when mapping it and one planet is on the far side of the Sun from the other I'll always loop over as opposed to go straight across. It's longer but MUCH quicker.
 
well at least the last time I timed a stationary loop it certainly didn't.
Well no, it won't like that. FA only applies when you're in motion and have the throttle up.
Try going in a straight line with max power to engines and throttle set right in the middle of the blue zone. Pitch up at max stick and get yourself turning at a steady rate... then hit FA-Off and you should then find yourself turning faster and tighter.
It certainly works with Eagle, Viper, Vulture, Asp, Cobra and Type 6 and I use it often to out-turn ships that should otherwise be flying rings around me.

Note that just because your throttle is in the blue zone your actual speed might not be. Sometimes you need to over throttle then back off to get more time 'in the zone'
Indeed, applying thrusters will often drop your registered speed, or bump it up, suggesting it does not always refer to forward speed. Remember too that it takes a few moments for thrust to build up.

Another trick for the small responsive ships is to slam into reverse, which can help you out-turn your target.
 
Currently in the process of selling vast quantities of exploration data from my trip to the core, will let you guys know my final tally once I'm done!

Small hint for traversing Solar systems quickly: Do not stay in the plane of the elliptic. It's better if you accelerate out of the gravity wells of the Stellar bodies and keeping above / below the plane allows this more readily.
This is very true, cross-system travel is all about avoiding gravity wells!
 
Full throttle, Hit boost, hit FA off, set all speed to zero then start your manoeuvre and watch your baby turn.

FA off is a joy, but i get lost whilst practising it so have to revert back to FA to smooth it out. The Trick to FA is max power then reset back to zero otherwise it ends up getting messy very very oh **** there is the station wall... and 3million creds later :(

Thinking of ditching my fully uprated Python plan and reverting it to trader and going for the FDL.
 
Finally finished selling data from my trip to the core, had about 3000 systems to sell so it took a wee while... ;)

All counted the final total comes to... *drumroll please*

147 million credits!

Added to 18 million I had from previous trips it was enough for Elite explorer, as you can see below:

11jns0k.jpg

Trip took 20 days, and most of my free time when not at work or the gym or sleeping. Was it worth it? Well I'm sure I could have made more money trading over the same period of time, but I would have been bored to tears. More importantly, this trip really gave perspective on our place in the universe in a way that the numbers alone can't convey; I guess you could even say that it's life changing!

So yeah, I would say that overall it was worth it and would encourage anyone who has been pondering whether to make the trip themselves to just go ahead and do it (although you might want to wait for 1.3 to hit first, because once you're out there you can't just pop to the latest station if there's a new ship you want to buy!).

Godspeed Commanders!
 
Has anyone got a decent Vulture loadout they would like to share? I have been hanging around RESs and was using 2 Class 2 Gimbled beams. I now have 1 Class 3 and 1 Class 2 and the heat is a bit of a killer. Is going pulse or burst worth it?

Hi

My Vulture Load out is:

Mil grade composite armor

Gim Beam D 2-3

Gim Beam D 2-3

Heat Sink
Heat Sink
Heat Sink
Shield Boster C

Pw Plant: A 4-4

Trusters: A 5-5

Pw Dis: A 5-5

Shields: A 4-5


This pretty much kills everything..... Anaconda's the exception.

Use the thrusters to keep on target and most ships are toast on the first draw of the lasers. Use the heat sinks when it gets a bit warm.

I can loiter for hours in Extraction sites and pretty much all day at nav beacons.

Fantastic ship, had to go along way to get mine back as I thought doing a bit of exploring would be a good idea....

Anyway this works for me :)
 
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147 Million?

Good God. :eek:

I'm hoping for a 10th of that from my little sojourn out a 1000LY and dog-legging back. I may be slightly optimistic.

Definitely going to get my explorer rank up though :)
 
About 10Mins ago I took out a 'Deadly' Imperial Cruiser at a Nav Beacon and got 307,000Cr for him, I've never seen that much on a Bounty before :eek:, seen a few 80,000 -175,000Cr on Anacondas and Dropships when they don't FSD away :(

I can't decide whether to swap my pimped out Viper for a less than pimped Cobra and go Exploring instead of Bounty Hunting or try and make 1.5MillionCr later tonight and buy a Vulture :confused:
 
When are we expecting 1.3 anyway?
I'm not sure, soon hopefully!

What I'd really like to know is will the Federal Corvette and Imperial Courier be introduced with the patch...

Very nice!

Did you scan everything in each system you visited or just look for the good stuff and move on?
Thanks!

I was pretty much just refuelling and jumping until I got to the core, although I did stop to scan a few Earth-likes.

Once I got to the core I visited the Great Annihilator and Sagittarius A* before making a bee-line for the vast, vast cloud of neutron stars and black holes which lurk at the top and bottom of the galactic centre. You get roughly 36k credits per neutron star and 40k per black hole plus 50% first finders fee if they're undiscovered (which they all were) so the credits mount up pretty fast!

I spent the best part of a week there and scanned roughly 1500 of them; still only a drop in the ocean though, I'd say there must be millions if not tens of millions altogether so plenty left for you guys!
 
You know what, I'm gonna get me an Asp and go explore.

Any advice on equipment, repair bots, that sort of thing ?
I'd go with something like this, my Anaconda spec for my trip to the core was very similar:

http://www.edshipyard.com/#/L=60g,0Wg,2-4s8S7_6u5K8S8I,5220Nc7Q4mpU2jw2UI

Obviously you could buy a cheaper fuel scoop if your budget doesn't stretch to the top model, and the same thing goes for the auto field maintenance unit.

I didn't take weapons and didn't need them, wasn't interdicted once. Some explorers also go shieldless, but I prefer to keep minimal shielding incase of interdiction or docking accidents.
 
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