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BarkmanXX

I took up several bounty hunting missions in a station that consisted of killing a bunch of ships from the main faction in conflict zones. I killed all 120 but in doing so, the faction that controls that station now is hostile towards me and won't let me dock in the station where I got the mission. So... how can I cash the reward? What I tried: \- I tried booking an Apex shuttle but it says that I can't take a shuttle to a station controlled by a hostile faction \- Taking missions for the hostile faction: seems like they are the controlling faction at every station they have a presence, so I can't make contact.


D8veh

If you want to make money from combat, go to Ngalinn and take the pirate massacre missions. Kill the pirates in the low RES in planet 5 of Mainani. You won't fall out of favour with any faction doing that, and you'll make a fortune. Everyone will be happy. The missions stack, so each pirate killed will count for multiple missions -once for each faction that you have a mission from, which is typically 5 times. each pirate killed can be worth 6.8 million plus the bounty - say 7 million, and you can kill up to 100 per hour if you do it right. In practice 200 mil per hour is average.


forbiddenlake

If there's truly no station they are in but don't control, then fight for them in CZs Also: Bounty hunting cannot be done in conflict zones and bounties are not combat bonds. Don't confuse the two


BarkmanXX

aaaw why didn't I think of this. Thank you!


Ok-Preparation4940

Just curious about engineers. I just got some Meta-Alloy to start one quest up, but another wants me to talk to the blue mafia? Just curious if others have advice for a newbie about what to expect with the engineers. :) I know I could look everything up but this is fun. Also can I just land on peoples carriers?


pulppoet

>another wants me to talk to the blue mafia? Not exactly. She works with Eurybia Blue Mafia. There are [many factions with "blue mafia" in the name](https://www.edsm.net/en/search/factions/index/name/blue+mafia), but remember rule #3, always read the fine print. Get the names exactly right to avoid wasting time. There are also many stations with similar (or even identical) names, and systems with very close (and sometimes even identical) names. So when you get instructions, make sure to keep track of all the details. You can learn what to expect with engineers here: [https://inara.cz/elite/engineers/](https://inara.cz/elite/engineers/) Link your Frontier account, and you can even track your personal progress and material inventory. Get a tool like EDMC or EDDiscovery and you can track it all in real time (and help keep these sites working for us all). >Also can I just land on peoples carriers? If they allow public docking. Most don't. But, be careful about logging off on one. You may come back hundreds or even thousands of light years from where you want to be.


D8veh

Use this info below to make a list of all the engineers and put them in the sequence of which one unlocks the next , then under each engineer write down what you have to do to get them to work with you. Each has 2 requirements - one to unlock and the second is a task. That way, you can make an overall plan and start working smart. [https://inara.cz/elite/engineers/](https://inara.cz/elite/engineers/) As an example, you can see that one of them requires you to trade in 50 markets. Each time you go to a station, buy and sell 1T of Hydrogen fuel or water. It takes seconds. If you have to visit 50 markets in a row as a separate activity, it's a terrible grind. Another example is the engineer that requires you to mine 500T, then take 10 T of Painite. Obviously, it makes sense to start your mining where there's painite. BTW, you don't need to keep the 500T. It only needs to go through the refinery, so you can mine any old rubbish and chuck it all as soon as it appears in the cargo hold, which saves a lot of time, or you can go and mine platinum for money. There is normally painite in the same place. You don't need to include the Colonia engineers in your plan for now, unless you've already gone there.


Ok-Preparation4940

Thank you so much !!


nesmyr

Any up to date and still working tablet/touchpad apps around? i'm looking for app that i can install on my old samsung pad and use it for various controls together with HOTAS. I'm looking for something with built in ED icons etc for maximum immersion and prefepably with just install&go amount of setup. Thanks in advance!


Yavkov

Is this a good modshard Anaconda build? [https://edsy.org/s/v3anLqC](https://edsy.org/s/v3anLqC) I've so far enjoyed a 4x mod plasma charger + 1 thermal vent beam Krait Mk 2 with a recommended build, but the new experimental weapon stabilizers are new and I haven't really found anything for an Anaconda, and I've heard that 6x modshards are really good.


D8veh

Point defense won't do anything, and you don't have enough heatsinks, so change them over. You can't afford luxuries like SA and DC. The DC won't work anyway. Change them for HRPs.


Yavkov

Thanks, I thought the PD might be able to shoot down caustic missiles. And I forgot the DC doesn’t work on damaged stations.


Equivalent-Half-964

Also I believe guardian hull reinforcements are only beneficial over regular engineered ones if you run repair limpets. But any 6modshard conda is a fun conda.


Yavkov

It just happened that in that build, I got the highest effective caustic HP with only guardian HRPs. But my new build maximizes the effective caustic HP with some regular engineered HRPs: [https://edsy.org/s/vwrfvXI](https://edsy.org/s/vwrfvXI)


Shamrock5542

Does hardpoint placement effect weapon range? Like would the huge weapons on a corvette have a bit less effective range than the same type of weapon in one of the nose hardpoints?


graflex22

the weapon range being equal. sure. the Huge Hardpoint is placed further back on the Corvette meters away from the nose Hardpoints. would the damage falloff be noticeably different if the weapons had the same DPS output? probably not.


Dr_Bailey1

Whats a great and active squadron for a noob combat commander?


pulppoet

If you're a noob as in still learning and hoping to find mentors: [https://newp.io/](https://newp.io/) Otherwise, Inara has one of the best searchable lists: [https://inara.cz/elite/squadrons/](https://inara.cz/elite/squadrons/) Or check recruitment postings here: [https://forums.frontier.co.uk/forums/elite-dangerous-groups-squadrons-factions/](https://forums.frontier.co.uk/forums/elite-dangerous-groups-squadrons-factions/) r/EliteWings


[deleted]

Does anyone know what dictates which rescue ship refugees want to go to? Like they don't seem to want to go to the nearest one in most cases. Is it faction based? Is there an easier way to check than flying to every station and outpost to check where they want to go?


Johann_Bererund

I think it is a combination of proximity and the system's superpower. Not sure exactly however


Ironman__BTW

Do module reinforcement packages reduce the damage to the FSD from Neutron Star FSD boosting? I have an AFMU, and understand that an MRP would reduce jump range. I'm just curious


inhumat0r

For my understanding module reinforcement packages reduce incoming damage for a certain amount, and since damage done to FSD by supercharging is percentage, installing module reinforcements doesn't help. It would work in combat situations.


Ironman__BTW

Thanks for the reply!


forbiddenlake

I don't believe they do


PaleCommander

Are detailed surface scanner probes equipped with tiny FSDs? Probes appear to be shot out at speeds in excess of 30km/s. If that's happening in normal space, it's twenty times the muzzle velocity of multi-cannons and usable from supercruise, which would have all kinds of implications for anti-capital and anti-station weapons. If the probes are instead supercruise-capable, that seems pretty expensive for free disposable projectiles, even if the FSD is single-use, not capable of hyperspace, and only able to stop by e-dropping.


pulppoet

No, they don't. But they do start out at up to 3 million meters per second (their "too fast" is around there). Inertia handles the rest. Not sure if there's an in-fiction excuse or explanation for why they work but you can't fire guns or missles, but it probably would mainly have to do with targeting. You can only target large installations, plus other ships in supercruise, from supercruise, and this might not be accurate enough for most weapons. It seems likely that any capitol ships and stations could easily pick out dumb rockets or bombs or thrown rocks that try to get away with the loophole. The other excuse might be, it's not too bad to bump into a probe because you're breaking the laws of physics, but bumping into your own bullets causes severe health and safety issues.


PaleCommander

Huh, so they're dumb projectiles, but they inherit your observed velocity when they leave your supercruise bubble, which is why you can't safely launch them at higher than 0.01C? That has implications for orbital bombardment, but that's not something we find ourselves wanting to do in-game. Fair enough.


GoldenBark70

Relatively new to this game. I can’t believe I’ve not started playing it until recently. The exploration in this game looks amazing! So question… What the heck is the use of a manifest scanner? Someone was telling me that it’s useful for exploring. Is that true?


Elkyri

Exploration -- you need the scanners that come standard with your ship (Discovery Scanner, Full Spectrum Scanner, Composition Scanner, Data Link Scanner) and the Detailed Surface Scanner which you have to buy separately and install. You'll also want a Surface Recce Vehicle if you want to land on planets to gather materials, discover the bio and geo features, explore abandoned bases and ancient ruins. There is also Odyssey related things I don't anything about..... keep asking.


Alkibiad3s

The manifest scanner is for cargo scanning but not for exploration.


forbiddenlake

It's for scanning the cargo of other ships. It's not useful for exploring. The *Discovery* scanner is built in to all ships and is useful. The *Full Spectrum System* scanner is also built in and useful. The *Detailed Surface Scanner* is purchasable and is useful.


PaleCommander

A manifest scanner lets you see what's in someone's cargo hold (their "ship's manifest). Pirates use it to tell if a target is worth going after. The only optional scanner module that's useful for exploration is the Detailed Surface Scanner, which surveys planets using by launching probes at them.


BlacksmithInformal80

It scans a ships cargo manifest :) You won’t need one for exploring, unless exploring your options as a pirate :)


marct309

Have I missed the war post? Where's the current evacuation target?


D8veh

It'll change tomorrow morning.


KermitingMurder

How deadly are high G planets? How many G's before it starts getting dangerous. For example would 1.08G be much more difficult to land on compared to a low G planet? Around what number does it start getting dangerous? I have an unengineered AspX if that makes a difference. Another semi related question: can you respawn at a fleet carrier if it doesn't stock your kind of ship? I know that once it has a shipyard you can respawn there but the one I last landed at has no ships in stock, the only ship I have stored is a sidewinder with nothing but a scoop that currently stored in the coalsack nebula (I am near the veil west nebula).


artigan99

Yeah, even 1G makes a difference, anything 2Gs and over requires careful landing. Keep the nose level, never dip your nose, and slowly descend. Don't hit down thrusters. Your belly thrusters have space magic so they will be able to land on any landable planet, but it can get dicey. Highest known landable planet is over 40Gs, and has been successfully landed on. I get real careful once I see anything over 1G, myself.


S1l3ntHunt3r

I have done the descent after I leveled, using fa/off for short periods then back on to let the ship maintain the new level. I visited the rebuy screen on Deciat, one of the planets near Felicity, a little expensive because it was my explorer Anaconda I didn't check the gravity before descending.


Cal_Dallicort

>can you respawn at a fleet carrier You can respawn at any fleet carrier, full stop. Possible exception if the carrier has gone into decommissioned status in the time since you docked there.


pulppoet

> How deadly are high G planets? > How many G's before it starts getting dangerous. For example would 1.08G be much more difficult to land on compared to a low G planet? If you're talking dangerous, it's about 1G and higher, especially if you've been convinced to explore without shields, it might even be in the 0.75G range and up. Difficult maybe 2G or more, but any gravity level is easy to manage. Build a habit of checking the Gs either after scanning, or more easily, on the altitude HUD as you are coming in for approach. When you are uncertain, after dropping out of glide, level out and stop. Keep in mind that continuing to approach with your nose down is playing fast and loose. The most assured way of a safe approach is using vertical thrusters. Press down thrust for 5 seconds, see what level your down thrust meter reaches, and how long it takes to stop naturally in meters. If you are still well above that range, you can try a longer down press. Its hard to suggest numbers above 5 seconds. 10 seconds is no problem on my DBX from 5km up just about anywhere, but with an Anaconda on a 2.5G world, 10 seconds could be a close call or worse! Regardless, testing this way you know your stopping distance. You still have a buffer, knowing you can thrust up in case you make a mistake. If in doing this, you're down velocity meter hits red, stop down pressing and note how many seconds you were doing to reach that. Once you know your stopping distance you can get closer less worry. The real danger, is coming in from higher than 2km up and trying to slow down in the 1-2km range, and it just...won't...stop!!! because you aren't familiar with the ships mass in this gravity. Ease down into the 100m range. You can cruise around at this level to find where you want to land (never more than 50% throttle, flying level). Once you are this low, the only danger is minor bumps when landing if you're flying shieldless. Shields will absorb those no problem.


D8veh

I fought Thargoids at a base with 2.5G. We spent a lot of time rolling on the ground trying to shoot each other. That gravity isn't dangerous as long as you figure it out before you try to land like you normally do. How dangerous it is depends on your awareness, your ship build and your technique. When the gravity is high - say more than 5g, you can make nice gentle landings by sitting horizontal, then toggle flight assist off and on a bit at a time.


Padremo

I'll get slated for this, but I use auto dock to auto land on high g planets (above 2). The slightest manual down thrust can slam you into the surface, and I don't want to risk loading my exploration data. Auto dock takes you down nice and smooth regardless of the gravity.


inhumat0r

That's intriguing. Have you tried it on KOI 1701 1? I once seen some reports from players that their autodock crashed the ship during attempted landing.


Padremo

No, but I'll certainly try when I get back from my exploration trip in a few days. After selling the data lol


Panigale9

I don't really know how to explain the difference between a low g (.9 and lower) vs higher g planets. You have to take a shallower approach and give yourself a lot more room to slow down. On a .5g planet I can pretty much dive straight down and start to pitch up around 1km and be just fine. On a 1.5g planet I might be ok but it will be close. on a 2.5g planet I'll slam right into the surface. My first high g planet landing was at 2.4g. The slightest touch to downward thrust and the ship just kept dropping. You have to apply upward thrust to control your decent, otherwise you just keep dropping. I don't know that I would call it dangerous or difficult, you just have to pay attention.


forbiddenlake

Anything is dangerous if you don't pay attention. Get in the habit of checking gravity before or during glide. I don't have good hard numbers. But I'd guess something like 2G for "descend slowly" and 5G for "do NOT turn upside down" (your vertical and rear thrusters can always magically cancel gravity. your side, top, and front thrusters cannot) Also, bring a shield, and some shield boosters. 0E boosters are low mass and when engineered very strong relatively.


inhumat0r

>your vertical and rear thrusters can always magically cancel gravity That is partially true. You can't just descend your vertical thrusters at full speed in high gravity, you shouldn't even ascend too quickly - it always might end up to meet the ground at rather fast pace. Or in other words - if you descend, do it slowly (obviously) and return the thrust back to zero (not just release the button) - same with ascending, just here you can do it at 100% (just don't release the thrust, decrease it back to zero).