The Roadmap & Index

This blog contains adult language and content.

Thank You
I sincerely thank you for visiting my little corner of the Galnet!

Contact Me
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Pilot Advice & Guide
If you are here for my advice on being a pilot, read on. Entries are indexed below for your convenience, as well as on the side bar.


Elite: Dangerous - Iron Will
The Adventures of Commander Javelin
"Elite: Dangerous - Iron Will" is completed. I am currently working to get it published. 

Index of Pilot Advice 








What to do When Your Destination is not Mapped: Use the Nav Beacon

Known Locations of the Generation Ships

V for VR: Embedded Streaming While You Fly!

The Landing Pad - Elite: Dangerous Ship Database

Javelin's Travelogue - High Resolution Photos
Sister's Refuge Asteroid Base

Ring Mine Asteroid Base

The Pilot's Toolbox Links:
Alpha Orbital - Ship Comparison Tool

EDDB - The Elite Dangerous Database


'Elite', 'Elite: Dangerous' and 'Frontier' are registered trademarks of Frontier Developments plc. All rights reserved.

The game-play related advice articles on this blog, and the fictional story, have been created solely by me for non-commercial purposes, and do not reflect the views of Frontier Developments. No employee of Frontier was involved in the writing of this blog.




Elite: Dangerous Lore and Technology - Artificial Gravity Need Not Apply

I am as guilty as anyone else. I have made assumptions in my mind, and in my fictional blogging, of how piloting ships in the galaxy of Elite: Dangerous works. I have ignorantly applied Star Wars and Star Trek lore to a game that aspires to be more realistic than those universes. Pilots in my fiction are 'running' and 'walking' around their ships because, of course, they have artificial gravity. And I have people in cabins on an Asp Explorer moving around without much trouble while the ship's pilot is in a dogfight, because, of course, inertial dampeners are kicking in!

In this article I will log actual lore taken from Frontiers-sourced/approved novels and other publications in an effort to create a centralized repository of how the ED galaxy 'behaves'.

This article will take some time to compile, as my spare reading time is greatly limited. I spend a lot of free time actually playing the game and updating the pilot advice articles, as well as working on my own works of fiction. The content will be disjointed and not well-organized for a bit since it will be logged as I go.

I am starting with Drew Wagar's novel, "Reclamation".  I am providing my interpretation of what I ASSUME the tech is based on the words in the novel. Some items are not always clearly described. I will make corrections as needed.

SPOILER ALERT!
I do not discuss characters or plot lines, but I am mentioning specific technology that the source material uses. This means a description of the tech is provided in the context of the novel.

"Reclamation", Drew Wagar

Click on this to see "Reclamation" on Drew's site

  ...Nov, 3303: 100% completed

Hyperspace and FSD
1. "Old hyperspace" technology has been decommissioned, requiring all ships with jump ability to get a new FSD, making Tantalum a valuable commodity
2. Hyperspace referred to as "witchspace"

Imperial Rank and Positions
1. Patrons
2. Senators
3. Emperor

Planet Transportation
1. Airports
2. Underground transport link (tube/subway)
3. Moray sub-aqua vessel

Starships
1. An old fighter design described as having a "patchwork of tarnished duralium"
2. Imperial Cutter: The pilot's seat uses a "viscous gel-like fluid" that flows and attaches to arms and legs to hold the pilot in place. I'm assuming this is a good substitute for "inertial dampener"
3. Pilot boots "clamp to the floor" in zero-G
4. "Automechs" are mentioned:


  •  ...as loading and unloading cargo inside ship bays without human supervision
  • ...also speak to humans ("specify the required destination")
  • "Artificial intelligence was dumb, automechs especially so."

5. "Sidewinders cautiously fired grappling pitons" to tow a bigger ship
6. Imperial ships: "smooth organic lines and flowing curves"
7. Federation ships: "bold, stark and functional form"
8. Alliance: "blend of the two, resulting in some oddly configured vessels"
9. Imperial capital ship: "Set condition prime throughout the ship"

Everyday Tech:
1. Holofac: a holographic projection/recording - also used for holographic live communication:


  • "...statistics, graphs, monitors, vid-feeds."
  • "A circular table in front of her glowed, initiating a holofac transmission."
  • "...gestured to an auxilliary display and with a deft flick of her fingers sent a small image...into the holofac display."

2. Commtab: A printed communication (maybe like printed email or futuristic fax?)
3. Miniaturized camera drones
4. Surgery: A high-tech, expensive "pod" with an injured patient inside, inside an Imperial Cutter; "Saud Kruger ThruSpace Hermetic Bio Support Pod":


  • Patient surrounded by the same "viscous gel" used in the pilot's seat (perhaps suspended animation or other preservation?)
  • "Glass-like fibres" in the pod perform autonomous surgery, growing and retracting as needed, "throbbing and pulsing" inside the body to heal it
  • The wound was sealed with "intense actinic light"
  • A "black tab" on the forehead displays "configuration of lights" to communicate vital stats to the doctor
5. Remlok masks: space survival gear
6. Moving walls: "A brief gesture caused walls to slide into place around her"
7.  A cargo scanning device: "He selected one at random and pointed a small device at it. A single beep was emitted. On the device a coded number appeared"
8. "On board medicomp": Medical computer on a ship. "Diagnose and treat a limited array of uniquely space oriented maladies" - monitors clipped to fingers
9. Biometric identifiers: "tag", "memrec", "subcutaneous identity": no chip means no citizenship in Federation or Empire
10. "Small bots flew overhead": Running errands, holofac ads


Weapons:
1. "Semi-automatic pressurised rifles" that work in vaccum
2. "Lance and Ferman Widowmaker. An old-fashioned weapon, inaccurate at range; lethal, messy and brutal close up"
3. Whittaker Twinlock
4. Cowell '55

Language:
1. "Her accent was curious, a mix of exotic Alliance tones with a slight Federation cadence"
2. "Her voice had a strong Imperial tone with its characteristic musical lilt. It was clipped, precise and tutored"







An Overview: My Life on ITO Orbital

Face it, pilots: Our galaxy is awesome, but, for new pilots, it is a daunting expanse, and difficult to learn to live in. In this journal I am writing up what I wish I had known in my first days piloting my Sidewinder. Some of these tips might help you survive your first days. Some of them just make the galaxy a hell of a lot less frustrating.




About me? My home growing up was ITO Orbital in the Rhea system. My parents were Federation officers. Damn good pilots, too. I spent countless hours stowed away on either my dad’s Gunship or my mom's Anaconda as they helped keep order in the system. Our station quarters had outside ports with fantastic views of Rhea 3. I think I know every bulkhead and corridor on the agricultural station. I lost my virginity in the maintenance tube under landing pad three. I miss Haddie, but, like so many of my friends, she moved on to find her own path in the galaxy.

I finished school three years ago and was excited to join the Federation ranks with my parents. They had a Sidewinder ready to go the day I graduated, along with a commission for duty in the Federation Reserve Pilot Core. I will never forget the thrill of exiting the station in my own ship for the very first time. That first day I cruised around Rhea until my fuel was almost gone. I was issued a small fine from docking control for blocking the mail slot upon my return to the station. But I eventually got better at landing. My mom had connections at the controlling faction, East Galaxy Company, and within a few weeks I was making daily data courier runs to LQ Hydrae and Orishpucho. Did my parents’ Federal rank and status at ITO help start my career? Absolutely. I was the only fresh graduate running missions at East Galaxy. I am grateful for the jump start my parents provided in my piloting career.

I was just finishing my first weeks of missions at East Galaxy when it happened. My parents were called away, along with a lot of other Federation pilots, to deal with a small uprising from a pirate organization called the Smiling Dog Crew. The pirate scum conducted raids on pilots from the Mobius collective, killing innocent haulers and traders. It became known as the Mobius Incident. Not very big news in the galaxy. Just a small blip on the radar for most people. But not for me. Both of my parents were killed defending Mobius pilots, and I found myself an orphan.

I inherited a small sum of credits, but not enough to buy a bigger ship. So, I spent months in my Sidewinder, learning how to live in this galaxy on my own. I worked non-stop for a few years trying to establish my own hauling company. And things were starting to look good. But then two ladies entered my life and turned everything I knew on its head. For the better. But those stories come later. If you are still with me, have a look around at the articles I've posted from my cockpit. Comm me if they help. Fly safe, Commander.


Maintaining Your Sanity in the Cockpit



So you want to be a Commander. Great. I've been a Commander for a long time now. Well...it seems like a long time. I suppose three years really isn't long. But it feels like a long time when you are mostly on your own, building your hauling company from scratch. Three years is a long time in the cockpit with nothing but holofacs for company.

Everyone wants to earn a few credits to get the ship they want, whether it's a Fer-de-Lance or a Type 9. And you can get there. You just need to pace yourself. At about the one year mark in my career at ITO Orbital, I was still making small cargo and data runs for East Galaxy Company in my Cobra Mk III. And I flat burned out. Woke up one morning and could not bring myself to go to the ship. Sure, I had some credits in the bank, but the mind numbing hyperspace jumps as a box mover was driving me crazy. I just stopped. Didn't leave the station for a month. Watched a lot of movies on Galnet. Luckily, my cousin, Sampson, covered for my absence at East Galaxy, saying I had an illness. Then he finally pounded on my hatch until I answered and dragged my ass back into the world.

I shook it off and made some changes in my life to prevent the insanity.

Pace Yourself & Mix It Up

Don't make your life as a pilot all about the credits. Take some time to find the fantastic views that are out there. It's practically an endless tableau of amazing sights and sounds. BEFORE you get burned out short hauling cargo or passengers, go buy yourself a cheap exploration vessel and take some passengers sight seeing for a few days. The destinations they seek can be stunning. 




Had enough of that? Okay, buy yourself in inexpensive fighter and go to the nearest resource extraction sight at a gas giant. Work on your skills taking down wanted pilots. Earn some bounties and some combat reputation. And let's admit it - flying around asteroids and shooting at other ships is just plain fun.

Had enough of that? Okay, find a planet or moon that has canyons. Take your fastest ship down into the canyons and pretend you are shooting Womp Rats in your T-16.

Had enough of that? Okay, check Galnet for the Road to Riches and earn some credits scanning earth-like planets for a few hours.

Had enough yet? Use eddb.io to find the closest neutron star and go behold the beauty of its twin beams of death.

And what about those generation ships that everyone is talking about? Those are a sight to behold up close and personal. And creepy as hell.

Oh, and you are doing yourself a disservice if you have never equipped an SRV and raced up and down hills on a bumpy moon, or explored a sprawling settlement.

In between all of these leisure activities, run a few missions you've chosen for your main credit earning activity (hauler, miner, fighter). You are still making credits. You are just not grinding yourself into dust in the process.  

Fly safe. Keep your sanity.
















Arming Yourself with Knowledge

If you don't do your research for surviving in this galaxy, you can easily find yourself limping home with a cracked canopy and five minutes of life support.



Sure, at each base you can access the newsfeed and read the sanitized version of "news" that the goverment WANTS you to see. But that is just playing into their hands! If you want to know what is REALLY going on, get on the net and find the underground organization known as the Elite Reddit. There are tens of thousands of pilots scattered across the galaxy who belong to this group of scholars, and, except for a scattering of down-voting trolls, they are WILLING TO HELP.

Their galaxy net is maintained here:

https://www.reddit.com/r/EliteDangerous/



Create an account, and then, from any browser, learn to type the search term "Elite Reddit [what you want to know]". Browse the reddit threads to find what you need. If you can't find it, post a new thread. Pilots will reply from their ships and help you. It's invaluable.

The Basics of Flight and Wandering About: Supercruise and Hyperspace

Our galaxy can be dangerous, yes, but it is also open and free. If you have a ship, you have the freedom to fly it anywhere you like. But if you do this without your frame shift drive, you might get a little bored as you fly for days and your home planet still looms large behind your ship, your destination literally days or weeks away. Learn how to use your FSD for both Supercruise and Hyperspace, and you will arrive a lot faster!

Topics Covered:

1. Supercruise
  • Mass lock
  • Units of speed
  • Monitoring your throttle 
  • Gravity wells
  • Safe disengage
  • FSD cooldown
  • Escape vector
  • Planetary approach
2. Hyperspace
  • Approaching suns
  • Being stranded next to a sun
  • Fuel scooping
  • Monitoring fuel
3. Interdiction
  • Breaking interdiction
  • Submitting to interdiction
  • High waking
  • Low waking
  • Mass lock factor


The Nerdy Stuff:

The modern frame shift drive is technology modified from the ancient Alcubierre drive theory, which was proposed by Mexican theoretical physicist Miguel Alcubierre. The FSD compresses space in front of a starship and expands space behind it. Space is shifted around the ship rather than the ship accelerating in space, allowing it to "travel" at speeds exceeding the limitations of faster-than-light travel imposed by Einstein's theory of relativity.

Early development of the FSD in the Federation had some unfortunate casualties. They say that molecules of early FSD test pilots are still smeared across the Sol system to this day. The original FSD test pilot, Commander Jop Aleeses, along with his modified test craft, the Alcubis 5, simply vanished when the FSD was activated. No trace of the spacecraft was ever found.

A garbled vocal transmission, still circulating galnet to this day, claims to be the last words spoken by Commander Aleeses: "It's like a flower." Conspiracy theorists have recently revived this transmission in order to link it to the recent, undeniable appearance of Thargoid ships in the galaxy.

The Federation categorically denies that the recording is the voice of Aleeses, stating that no voice communication came from the Alcubis 5 after the FSD was activated.

Retract Everything:

Before you can activate your FSD, you must not have anything deployed outside of your ship that might break the pocket of shifting space created by the FSD. This includes:


  • Hardpoints (weapons)
  • Landing gear 
  • Cargo scoop

If you don't retract all of this equipment, the FSD will not activate.











Supercruise: 

Supercruise is how you travel quickly WITHIN A SINGLE STAR SYSTEM. If you leave Sol and want to fly to Saturn, supercruise is how you get there. When you activate supercruise the FSD generally takes around ten seconds to charge up and engage.

Be aware of mass lock:
If you are too close to a larger object, such as a planet or a station, there is a distance from that object within which the FSD cannot be activated. The lower right hand HUD will show when you are mass locked:



Once that indicator light turns off, you can charge up the FSD.

Units of Speed:

C

Ship speed in supercruise is shown in increments of the speed of light, or 1C.

Mm/s
At speeds under 1C, speed is commonly displayed in Mm/s, or Megameters per second. (1 million meters)

1C = 300Mm/s, or 300 million meters per second.

Km/s
Speeds under 1 Mm are displayed in kilometers per second.

Monitor your throttle:
When you select a destination in a star system and activate supercruise, your ship will slowly accelerate, possibly to many times 1C. Nearby gravity wells will slow down your rate of travel. The flight computer will automatically accelerate your ship and then decelerate as you approach the target station or planet. But you still have to keep an eye on your speed during final approach. The navigation computer does not account for gravity wells in its calculations. As you approach a distant planet, your ship will lose its ability to control thrust once its gravity starts to affect you, and you will overshoot your target. By the time you see the "slow down" message in the HUD, it is generally too late.

The SLOW DOWN message actually means "Your ship is being slowed down by a gravity well". It is NOT telling you to slow down. When this happens your FSD revs high, and you have no control over your thrust setting, causing you to overshoot the target.




If you instead monitor the ship's throttle and keep the speed marker in the middle to lower part of the "blue zone" as you get closer to your destination, you will not overshoot the target.

A good rule of thumb: Watch the timer under your targeted destination. Typically, if you throttle back to the 'safe' zone (75% throttle) by the time the countdown hits SEVEN SECONDS, then you will not overshoot the target.

Please note: In the print screen on the left, my HUD colors are non-standard. The "safe" speed zone is white in this photo. In the standard orange HUD the safe zone is blue.

In spite of your precautions, gravity can and will take you by surprise at times. When you see your speed spike, immediately turn away from your target. As soon as you see the speed meter begin to fall, you can then return to your original course.



Wait for the "safe to disengage" message:
If you want to drop out of supercruise, set your throttle to zero and watch your speed. If you try to disengage supercruise while your ship is traveling 1Mm/s or greater, the navigation computer will warn you that the speed is too great to disengage safely:



If you ignore this warning and hit disengage a second time, the FSD will stop and throw you into regular space. You will take some ship damage, and the FSD will be unavailable while it recovers from the heat damage. The lower right HUD shows the cooldown status:





Find your alignment marker:
If you power up supercruise (or hyperspace) and see the following alignment message:



It means you are not lined up with your target. Look at your targeting HUD and align your ship to point at the target. This includes alignment issues when leaving a planet. In order to engage supercruise when close to a planet, the alignment vector is straight up from the ground.



Once you point your ship in the indicated direction, the FSD should activate.

Planetary approach speed - be cautious!

If your destination is on a planet, be extra cautious on your approach speed. The maximum safe speed to enter orbital cruise is 200 km/s. It is not uncommon for the navigational computer to have the ship going too fast when you enter orbital cruise, which results in an immediate FSD drop and overheat situation. The lower left HUD will show your current speed and indicate the safe speed threshold:



When the planetary descent overlay appears on your HUD, make sure you are under 200 km/s.



Your ship will then drop toward the planet in orbital cruise mode. Once you reach 25 kilometers the ship will transition to orbital glide to get you down the rest of the way. You can control the ship during orbital glide.

What if I start orbital drop and my station is on the other side of the planet?

It is a common mistake to select the target PLANET and not the actual STATION that is on the surface of the planet. So you approach the planet thinking you are lined up on target, start orbital drop, and then realize that your station is not there.


Fixing it: Once you realize your mistake:
a. After you drop to the surface and exit orbital glide, find the station in your navigation pane and select it as your destination.
b. If it is so far away that it will take a long time to get there, power up the FSD and enter supercruise. You've already read earlier in this article that you must point your ship straight up to engage supercruise on a planet.
c. Allow supercruise to get going and let your ship exit the orbital sphere, then SLOW DOWN and fly in an orbit around the planet until the target station is in front of and below you. You want to dip down to the station at an angle of about -45 degrees. Technically, the acceptable descent angles are -5 to -60, but if you go in too shallow you will drop out farther away from your station, and if you go too steep your FSD will do an emergency stop from overheating.

Avoiding it: Get in the habit of making sure your target station is highlighted in your targeting reticle rather than the planet name. IF THE TARGETING RETICLE IS A DASHED LINE, this means that the station is on the far side of the planet from you. Slow down before you enter orbital cruise and circle around the horizon until the station is in front of and below you.

Hyperspace (System Jumping):

Hyperspace is how you travel quickly BETWEEN STAR SYSTEMS. When you activate a hyperspace jump the FSD takes longer to charge up and engage compared to supercruise. A hyperspace tunnel opens and your ship travels LIGHT YEARS in a matter of seconds.

Watch for approaching suns!
A hyperspace jump ends with you pointing directly at the sun of the destination system, so PAY ATTENTION. Hyperspace jumps are not the time to take a coffee break and visit the head. After a jump finishes you only have seconds to turn your ship away before the heat from the sun shuts down your FSD. When you exit hyperspace your ship is in supercruise.

I'm stranded next to a sun - what do I do?
If you do get too close and are thrown into regular space right next to the blazing ball of gas, do NOT activate a hyperspace jump! The time that it takes to power the FSD for hyperspace can overheat your ship and blow it up around you. Instead, take a breath and watch the heat indicator on your HUD. Once it stabilizes, point your ship directly away from the sun and activate supercruise. The power up time is much faster and generally engages before the heat on your ship goes dangerously high. If you have a heat sink, launch it to help reduce the heat build up. You can also power down non-essential modules to reduce heat build up before activating supercruise.

Fuel scooping:
After exiting hyperspace is the ideal time to skim the sun's surface and refuel your ship, assuming you have a fuel scoop installed. Fuel scooping is a delicate dance where you must stay close enough to scoop, but not so close that your ship overheats. Watch the fuel scoop rate on your HUD. If you see it hit the max fuel scoop rate then your hull temperature is probably rising rapidly. Try to ease away from the sun slightly to keep the temp from rising too quickly. Another good indicator that you are flying too close would be smoke and sparks coming from your cockpit!

If you are continuing to another jump, watch the FSD cooldown indicator. Once it finishes you can engage the hyperspace drive again and repeat the jump process. You must align your ship with the target system and throttle up before the FSD will engage. Do not activate your FSD while you are still orbiting the sun (fuel scooping). The hull temperature is still abnormally high, and the FSD power might overheat your ship. Fly a short distance away and wait for the ship temperature to drop into the 50% range before activating the FSD.

You can enter hyperspace from either supercruise or regular flight modes.

Keep an eye on your fuel:
If you do not have a fuel scoop and are doing multiple jumps, your fuel can run out quickly if you are not jumping in economical mode. (a setting on the galaxy map when you are plotting your course) Your fuel meter is right above the mass lock indicator light. Don't let that line get too low without finding a station to refuel.



Interdiction:

A pirate who tracks your ship in supercruise can interdict your ship into regular space and attack you. You will know when it is happening because your supercruise view will go crazy outside the ship, and an escape vector indicator will display.



At this point you have two choices:

Break the interdiction:
If you can keep your ship aligned to the escape vector, the blue meter on the left will fill. If you fill it all the way you break the interdiction and remain in supercruise. If the red meter on the right side fills instead, you have lost and get dumped into regular space, spinning out of control before you can face your attacker.

If your ship has less mass than the ship pulling you out of supercruise, then chances are you will lose this "mini-game". If your ship is larger, then your chances of escape are greater.

Submit to the interdiction:
If you instead want to "submit" to the interdiction, AS SOON AS YOU SEE IT, power your throttle to zero and turn away from the escape vector. This will dump you to regular space quickly, without the spin, and your FSD will have a shorter cooldown time compared to losing the interdiction battle above.

You can then fight your attacker, give them what they want, or try to high / low wake out of there. Waking involves boosting your engines to max and fleeing your attacker while powering up your FSD. If you want to flee, put three or four pips to your systems (for shields) and two or three to your engines and hit the boost button as often as possible while the attacker peppers your shields from behind. At the same time you should be powering up your FSD for either supercruise or hyperspace.

What are High Waking and Low Waking?

High Waking = jumping to hyperspace


Low Waking = entering supercruise

You must understand mass lock. If the mass lock factor of your attacker(s) is greater than your own ship (their ship is bigger than yours), then it will take longer for your FSD to charge up for supercruise mode. This can really cause you problems and get you killed.

However, there is no mass lock effect for charging the FSD for hyperspace. So it might make more sense to try high waking from an attack rather than low waking.

If you do manage to low wake out, there is a possibility that the pirate will pursue and continue to chain interdict you out of supercruise. In this case you might want to high wake to another system and then jump back to the system, assuming you still have business there.

A typical high wake event might go like this:

1. Interdiction starts: Set throttle to zero and turn away from escape vector

2. Ship reverts to normal space: Immediately turn away from your attacker, hit engine boost, set max pips (power) to systems for shields, two pips to engines, full throttle, and hit boost as often as possible.

3. Keep boosting and look at your left hand navigation pane. If you scroll up to the top of the list and keep scrolling it will put you at the bottom, which would be other systems you can jump to rather than destinations in the current system. Select one that is in range as your destination. Spend some time when you are NOT being attacked practicing selecting another system as quickly as possible. Every second counts when trying to escape.

4. As soon as the FSD finishes cooling down, activate a hyperspace jump and pray it starts before your ship is destroyed!












Docking at and Launching From Stations - Don't Get Yourself Killed, Rookie

A fast way to get yourself killed in this game is to approach ANY station and enter it without permission. If you enter a station without a docking request, and then get scanned, you will be terminated quickly by station defenses. Bye bye. See ya later. Don't let the mail slot slap your remains on the ass as the Automechs scoop you out of the station.




Silent Running
If you want to enter a station without permission for some reason, doing so requires silent running to avoid being scanned. Details can be found on the wiki here:

Wikia Silent Running

How to Request Docking
As long as you have sufficiently good reputation with a station's controlling faction, you should be able to dock there. You just have to ask nicely. 

  • Get within 7.5 kilometers of the station
  • Open your left hand HUD, go to the Contacts tab, select the station, and then select "Request Docking"



At that point one of two things should happen:


1. Docking request denied: Your request can be denied for various reasons:
  • If you are outside 7.5 kilometers from the station
  • If all docking bays are currently occupied, you will not be cleared to dock; try again when you see a ship leave, or change your game instance to another mode (open, solo, private)
  • If the station does not have a landing pad big enough to fit your ship
  • If you do not have sufficient reputation with the station's controlling faction (they are "hostile" toward you)
2. Docking request granted: If there is an available landing pad that fits your ship's size, you will be cleared to dock and a ten minute timer starts to count down. When the timer expires, so does your docking clearance.

The docking bay number is displayed above the timer. Get yourself through the mail slot and get your belly on the bulls eye of your assigned dock.



My docking tips are here:

The Humble Docking Computer and Manual Docking

How to Launch
Once you are nestled safely in a landing bay, and have finished your station business, there are two options on your HUD below Starport Services:
  • Return to Surface
  • Launch


Return to Surface: This option simply returns your ship to the surface of the docking bay where you can see the inside of the station (or the space surrounding the platform). It does NOT launch your ship.

Launch: The launch option can be selected from either inside or outside your docking bay, and it will release your ship from the docking clamps. A five minute timer starts to count down. You don't want to still be in the station when the timer reaches zero. Docking control operators are dicks, and they will activate station defenses and destroy your ship if it is caught loitering in their air space. 


















Loitering at a Station too Long
If you decide to ignore the five minute countdown, here are the last six minutes and thirty-five seconds of your life as a pilot. The part of our ill-fated ship will be played by the Sidewinder I bought just for this purpose. We will name her Lucky Girl, and by the magic of my mind, we can hear her thoughts as you fumble around and get her murdered.

Lucky Girl during a happier time in her short life:
























"This is going to be so AWESOME! My first pilot assignment. 'Don't you want to be an Imperial Clipper?', they asked me at the factory. Hell no! All flash and no grit. Put my AI brain into a Sidewinder. The backbone of our galaxy. Put me in the trenches where I can help a new pilot learn to fly free. To be one with the galaxy and balance their chi. Undocking...here we go! I'm so excited I think I just flushed a little fuel."

LEAVE STATION - 4:49

"That's right. Ease me up, little buddy. You are so cute in your flight suit. I think I will call you Smoochie. Oh! I'm so proud. You remembered to retract my landing gear! Okay, now let's head for the mail slot. That's it...no...where are you going? The mail slot is the other direction. Okay, you just want to look around. I get it. ITO Orbital was converted by the Federation forty years ago into the agricultural station you see all around you. They supply enough food for five systems."

LEAVE STATION - 3:07

"Wait...no...Smoochie, we can't loiter above another landing pad like this. They are going to issue you a..."


"...yeah. A loitering warning. You have thirty seconds to move us away before the station opens fire. Okay, whew! You had me going on that one, Smoochie! I love how we kid each other like this. We are so muy simpatico! Now you might want to move us toward the landing slot so we can exit the station. That timer is getting lower. Oh, that? Yes, you just got a fine for blocking the landing pad. Chump change for a great pilot like you. Shrug it off and let's get a move on! Lots of galaxy to see outside there! Come on, buddy, let's go!"

LEAVE STATION - 0:43

"Smoochie, my com padre. I don't mean to be pushy. We only have forty seconds until you get fined for trespassing. Yeah, okay, I can see how a pilot might want to try and fly down into the agriculture holding pens like this, but there is a shield which keeps my hull from being able to...ow! Shit! Okay, that hurt a little bit, even with my shields on. Just ease me back...there you go. Um...we should really be..."

TRESPASS WARNING - 1:30

"Okay, see...there you go. Now I can see how a new pilot might be wanting to get the full experience of every possible station warning available to you. Run the gamut, so to speak. I would have done air quotes on that last one, if I had hands. But that warning you see right there is the last one we see before we die in a blaze of laser fire. "

TRESPASS WARNING - 0:21

"Hey, dick weed! They don't fuck around with that warning. Why are we just sitting here? It's like you have a death wish or something. Wait, do you have a death wish? They didn't teach us counseling techniques at the factory, but if I had to make an educated guess, I would say YOU ARE BAT SHIT CRAZY AND TAKING ME WITH YOU! Does this make you feel like a man? Killing an innocent ship for some perverted..."





































































Full disclosure: A sidewinder was seriously harmed during the photo shoot for this article.






The Humble Docking Computer and Manual Docking


I recommend that new pilots LEARN TO DOCK IN THE SLOTS. It is a coming of age ritual that you should have to experience. Just do it. Yes, it's embarrassing. The docking control operators will make fun of you. I took about five minutes just to get through the damn slot the first time I tried to dock my Sidewinder. The next day I found a stenciled outline of a mail slot with a red 'X' over it painted on the hull near my hatch.
Inside the cockpit I found a box of adult diapers.

You never know when you might find yourself in a ship that does not yet have a docking computer, so you need to be prepared. Stick with it until you can do it. It's the responsible thing to do for your ship, and, if your ship is big enough, for the passengers you might carry who do not respond well to hull damage.





Some recommendations for good manual docking:

1. Slow down. You need a little speed just to match the station's velocity as you approach the slot and rotate to line up with it. You have to keep rotating your ship to match the station's rotation rate. As soon as you get lined up and into the slot itself, throttle back. A slower approach to your pad is going to give you time to line up.

2. Deploy your landing gear. That's right. I said it. Kind of hard to land without the gear. Deploying gear also helps you slow down.

3. Just use roll thrusters to line up. As soon as you clear the slot, find your landing pad, and use your roll stick to align the bottom of your ship to the pad. Try not to pitch up or down yet. If you don't see your pad number right away when you enter the station, pop out to the camera suite and see if it is below your line of sight. Then pop back in and make adjustments.

4. Use vertical jets to lower the ship down. As you approach the pad, use your vertical jets to move the ship straight down toward the pad, rather than pitching the nose down. If you have only used your roll and vertical thrusters, your alignment to the pad should be in pretty good shape at this point. Some cockpits don't provide a downward view, so a little pitch forward might be necessary to see where you are going. (or the camera suite)

5. Slow down some more. When you are over the pad, you should be moving very slowly as you move forward and down.

6. Use the docking HUD. The docking HUD kicks in when you get close and shows your ship's alignment to the docking pad, along with the bulls eye for hitting the mark. It is very helpful. If you hit the deck, but have gone too far and missed the mark, just go with the embarrassing sizzle-slide on the deck. That's right, bitches. Just testin' my shields. Nothin' to see here. Reverse your thrusters and try to slide back to the bulls eye to lock in the landing.




After you are able to dock without embarrassment, buy yourself a docking computer. 

There are plenty of pilots who scoff at those of us who use docking computers. Ignore them. A docking computer is cheap, and if you are not good at docking, it will save you time. 

Objections pilots give to using docking computer:

  • It takes up a valuable internal ship slot. True. If you don't have space for it, don't buy one. 
  • It wastes time, especially in high traffic systems. Yes, if you continually go to a station with a high volume of traffic, then your docking computer obediently puts you in the queue. If you want to be impatient, you can always keep the throttle set at speed and guide the ship in the slot yourself. The docking computer only takes over at zero throttle.
Version 2.4 Update: If you have not tried the docking computer since 2.4 was released, you might want to revisit it. It is MUCH FASTER at putting ships on the deck now. My current docking method is to request docking, but keep the throttle up and pilot manually into the slot. This helps avoid any queue delays that might happen. Then I throttle back once I'm in the station and the docking computer gets the ship landed faster than I could manually.

With my Voice Attack interface, I get within 7.5 clicks of a station, then just say two commands to Eden:

1. "Request docking" [wait for confirmation and pad number]
2. "Stop engines."



When you throttle back the engines to zero, the docking computer takes over. While the computer takes care of getting me into the station, I can enter the camera suite to get nice views of my ship entering the slot and landing. Or I can look at my pilot stats, or research my next mission. It also gives me time to take a quick piss before I let the passengers out of their cabins and fawn over them as they exit my ship. Got to have those good pilot reviews on Galnet.


Bookmarking Your Way Through the Galaxy

I've met new pilots and helped them where I could. Many have a glassy-eyed look, confused about where they started and where they are going. Sometimes they look at me desperately, saying, "I found a base that had an Asp Scout for sale, but now I can't find it again! I have to get out of this Hauler! The boxy piece of shit is driving me crazy!".

So stay calm, and when you first get started, open the galaxy map and find the bookmarks tab on the big menu on the left. This is where you should save systems you might want to return to later.



For any highlighted system in the map, the little pop up menu next to the system icon has a bookmark option to save it.



But don't just save the system name - you won't remember later why you added it! In the bookmarks tab of the main menu - take the option to edit the bookmark and type up some notes about it - such as "Rhea - ITO Orbital - Type 9!".

Also, it might help to bookmark your very first system - since one of the requirements to get an invitation from one of the hermit engineers is to "travel x light years from your starting system". That might help you map which way to fly to get the required distance under your belt.

Hauling Your Way to a Better Life

I'm a cargo hauler. I'm not a fighter pilot. I can hold my own in a dogfight, but if you want fighter training, go find some grizzled nerf herder at the George Lucas station in Leesti. I'm not a miner, either. Mining is about as fun for me as scraping scorch marks off my ship's hull. May the Seven Gods bless the pilots who have the patience to mine in the frozen rings. But fuck 'em. I'm a hauler.



And don't come asking me about the black market. I run clean, just like my parents were clean Federal enforcers. You want some tips on clean hauling? Read on.

Are you impatient and just want to speed through the galaxy as fast as possible to get a bigger ship? Check with the Reddit scholars for the systems that are currently ridiculously profitable for cargo runs. (See journal update for market crash - cargo hauling is not as profitable any more. Passenger hauling is where the credits are)

But that's not my life. I prefer a quiet system like Rhea, where I can gain Federal rank while making my cargo runs, and little interference from pirates.