Seeking CMDRs For Missions

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Seeking CMDRs For Missions

Postby M00N-WATCHER » Mon Mar 08, 2021 5:32 pm

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Last edited by M00N-WATCHER on Sun Mar 14, 2021 8:03 pm, edited 2 times in total.
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Re: Seeking CMDRs For Missions

Postby Zetr0 » Mon Mar 08, 2021 11:48 pm

Greetings Commander M00N-WATCHER -o7-

If you are looking to buy the new and improved (double) Engineered FSD V1 there is a very fortuante way to obtain this. If you do this before the 12th of March you can obtain one for the following costs

10 Datamined Wake Exceptions
12 Chemical Provcessors
10 Electrochemical Arrays
10 Tellurium


How to get this direcly -

1. Goto Dav's Hope - Hyades Sector DR-V c2-23 [ Body A 5 ]
Land and collect all the manufactured goods that you can find - then log out to main menu, then log back in - repeat this about 10 times.


2. Goto Jamerson Crash site - HIP 12099 [ Body 1 B ]
Scan the planet with your Surface Scanna and then Land at the Jamerson Crash site, Deploy your SRV and drive to just behind the Crashed Ship - you should be able to target all four Comm-Stations - Scan them, then log-out to main menu and log back in. Scan again - repeat this about 10 times.

Take a momoment to read the records of the Crash Ship..... its worth it....

Once the Communication modules have been scanned of data you will recieve ( in varying amounts )

Atypical Encryption Archives (Grade 4)
Adapative Encryptors Capture (Grade 5)
Modified Consumer Firmware (Grade 2)
Cracked Industrial Firmware (Grade 3)

Most typical will be the Adaptive Encryptors Capture - you will fill up your storage with these in about 10 repeats / re-logs - which is extra handy as we are going to need those.


3. Get back to your vessel and select the Navigation Tab -
You will notice Geological Sites [ 1 - through - 10 ] - select the closest around 275km and then Launch your vessel straight up - 90d.... once you are stable enter "super cruise" - climb to 80-90KM and then spin round and you will see the Geological Site [ 1 ] that you selected - angled towards the target with reduced speed - ensure that your angle of decent is about 35-45d - you will enter glide mode about 50 - 100 Km pending your attitude.

The glide should carry you to about 8Km from the Target - drop landing gear look for a "close-ish" place to land.

Deploy your SRV again, check the Contacts lists ( left pannel ) - you should see out crop minerals such as Pieous Cobble, Crystal shards, clusters and "Needle Crystals" - these will be Tellerium - you get 3 of these per cyrstal you collected - to collect them - shoot them free with your SRV Lasers - there are also other elements here so if you have time grab some of them too for later.

You should be able to find enough here for what you need - if not skip the next Geological site ( its awkward to land at ) and go to the one after that in your Navigation list ( its a valley that opens up like a Beach when you land. )

Once you have enough Tellurium is now off to find a Material Trader so we can take those Scans you did here and cross-trade them for Datamined Wake Exceptions -


4. Travel to Ray Gateway in the Diaguandri system
This is a Materials trader that specilizes in Encoded Data, here you trade the Adapative Encryptors Capture to Datamined Wake Exceptions - Sadly there is a 6:1 ratio ( aka day light robbery ) but its quick and you should have more than enough.

Now you have atleast 10 Datamined Wake Exceptions your ready for the next bit.


5. Human Technology Broker
Travel to Tani Hub in the Ainunnicori System - here you will find the Human Tecnology Broker, and now that you have all the components you need you can now trade these in for a new and improved FSD drive for your Vessel

Please note this only comes in Class 5 so its unfit for anthing requring a higher class of FSD and simply wont fit in a lower class of FSD.

Commonly she will fit an AspX, DBX, Python, both Kraits and a T7 to name a few ( she does fit other vessels so have a look at the coriolis mainframe commander )

Now since you are based around Pikum - you will notice something when you are completed in this quest ;)


I did this with my Alt account on my un-engineered Asp Explorer ( AspX ) and was able to achieve this in just over an hour.


here is my *aproximated* AspX build ( Coriolis has not added the FSD V1 as a selectable Module so its just a standard G5 Long Range Engineered FSD - please note that FSD V1 has an additional 5% Jump Range, and once you unlocked Felicity Farseer you can apply the Effect "Mass Manager" to the module giving a further 9% jump distance compared to the Long Range G5 FSD with Mass Manager effect.

This is well worth your time Commander as it has taken my non-engineered A(ish)-Rated AspX upto 52 Light Year Jump Range


Hope that helps and makes some sense Commander -o7-
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Re: Seeking CMDRs For Missions

Postby M00N-WATCHER » Tue Mar 09, 2021 12:48 am

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Re: Seeking CMDRs For Missions

Postby Zetr0 » Tue Mar 09, 2021 2:43 am

Greetings Commander M00N_WATCHER -o7-

LOL, sorry my friend, I didn't want to confuse you sir,

The D2EA tutorial to "unlock" the Guardian FSD Booster is not the same as the Double Engineered FSD V1 (Frame Ship Drive).

SYNUEFE JB-G B58-6 is a lot further away than Dav's Hope, even more so when you have a low Jump range, IMHO I would get the FSD V1 first by simply collecting materials from Davs Hope, Jamerson 's Crash Site and the Plannet that its on... since they are all within 150 Light Years.... SYNUEFE JB-G B58-6 is a LOT further away...

Once you have the FSD V1 the next part ( the Guardian FSD Booster ) becomes a lot eaiser to get too

You see, you don't need to travel all that far to "unlock" the FSD V1 since you only need *normal* materials - getting them as local as you can is the better way -

Interestingly you buy the FSD V1 module when you "unlock" it with "materials" at the Human Technology Broker. This means if you wanted 5 of them for your fleet you would have to have 5 times the materials require for 1.

You can only Trade Materials for the FSD V1 you do not "inlock it" in that sense ( blame FDev they called it unlock - what they ment was to trade for ) - its not a permanent unlock then allowing you to buy it fo credits...

You can ONLY get the FSD V1 from a HUMAN Technology Broker and only for those set Material(s) cost, no credits change hands and you have to do this for each one you want.


However in direct contrast you "Unlock" the Guardian FSD Booster with the materials you get from Guardian Sites, Guardian Skimmers and Obilisk Data, however you still have to buy the module from ship yards that sell them in the Outfitting menu with credits ( 5H costs about $4.8M ).

You only need to Unlock the Guardian Modual once - and its avaialbe to by in any applicable class from any station that stocks them.

As you see - when you trade the Materials for the FSD V1 Frame Ship Drive - you actaully get a Class 5A ( double Engineered ) FSD Drive with Grade 5 Long Range and Grade 5 Fast Boot Sequence all ready added to the device - this gives it a standard boost of about 5% over a normal Grade 5 FSD with Long Range + Mass Manager Effect

you can then equip this at the outfitters on the station / dock as it has become a stored module.

Now, you can take this "Double" Engineered FSD V1 either installed on your ship ( re transfer to your ship at the time of modification ) to Felicity Farseer ( among others ) and add the Mass Manager Effect to it - this then gives it an impressive 9.5% (ish) over the non FSD V1 ( with Grade Range and Mass Manager ) drive in terms of Range!

Guardian FSD Booster
In direct contrast to the "FSD V1" once you unlock the Guardian FSD Booster you will then have to buy it with credits from an appropriate station / dock for the class that you want ( from 5H to 1H ) - the components / materials for these can only be found at Guardian Sites and Monuments

But you only need to "unlock it" once, and its then always avaialbe to you for purchase
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Re: Seeking CMDRs For Missions

Postby M00N-WATCHER » Tue Mar 09, 2021 3:25 am

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Re: Seeking CMDRs For Missions

Postby Zetr0 » Tue Mar 09, 2021 9:57 am

Greetings Commander MOON_WATCHER -o7-

LOL, sorry Commander I started dribbling at 2:30 am ED Time -

Lets break this down - strap in with a coffee Commander =)

Trade-able module -
The Class 5A FSD V1 is a "NEW" module added to the game that you trade Materials for at the Human Technology Broker. you do not need to upgrade this or tinker with it at an Engineers Hide-Out to get its benefit of addidtional Long Range - as it comes pre-engineered - however you can add an extra effect to it when you want to through the use of an Engineer like Felicity Farseer.

In fact the Class 5A FSD V1 is really great for new Commanders as you don't need to visit an Engineer at all, all you do is trade some materials for this at the Human Technology Broker - you even save on the $5,000,000 price tag of a Class 5A Frames Ship Drive!! - Just the Materials Cost - and boom your ASPX will gain some very note worth jump range -

To get the most out of it - D-Rate the Sensors and Life Support, you should D-Rate the Power Dist as well... I would also drop the Power Plant to a class lower and A-Rate the module for both lighter mass and heat effcientcy.

Currently you only need the following materials ( untill the 12th of March 3307 )

12 Chemical Provcessors
10 Electrochemical Arrays
10 Datamined Wake Exceptions
10 Tellurium


You can get 12 Chemical Processors and 10 Electrochemical Arrays from farming Dav's Hope a few times ( about 8-10 )
You can get 10 Tellurium before you leave the Planet ( HIP 12099 [ Body 1 B ] ) from Geological Sites

You can get 60 Adaptive Encryptions Capture by farming Jamerson's Crash Site - and cross trading these with a Materials Trader for 10 Datamined Wake Exceptions

While Dav's Hope is simple ( as you have done this before ) the other might are a little different - once you land and explore the Jamerson Crash site - you then scan the communication nodes ( there are 4 of them ) they give you high-grade encoding materials that once you are full up on you will eventually use a Materials Trader to Cross-Trade with the material Type (e.g. Eoncoded data ) for other Encoding types.

So, you farm up the encoded materials at Jamerson's Crash site( about 10 ish times and you are full of Grade 5 encoded data ). you then cross trade this encoded data for Datamined Wake Exceptions at the Encoding Materials Trader ( closest would be Ray Gateway in the Diaguandri System) - but before you leave - it turns out that the Crash site happenes to be on a Tellurium Rich planet with many Geological Sites - so before you head off - go to a couple of Geological sites to grab some Tellurium from Needle Crystals that are at there.


Now lets quickly talk about Engineering in general -

Engineering - 101
There are many "Engineers" within the Universe they all have their specialities range from weapons to internal modules and utilities. Engineers have Requirements that you need to meet in order to be invited to meet them. Once you have met these requirements you can then start to use their services.

Initially the Engineer wi start off at Grade 1 Access that when you "Engineer" modules with them - this increases - as you Engineer modules.. you "spend" Materials that you gather to Engineer Modules - there are three types RAW, ENCODED and MANUFACTURED - with the excpetion of RAW which only goes to Grade 4 materials - both Encoded and Manufactured go to grade 5 materials. Depending on the Engineering and the level of the upgrade you want to do - will determin what collection of materials you need to achieve it.

You can also increase the Engineeres Access level ( Upto Grade 5 ) by Trading commodites at their base - however, more often, just upgrading a couple of modules a few levels will Achieve Grade 5 Access. A thing to note is Blueprint Pinning

Blue Print Pinning
You can "pin" an Engineers Blueprint to what ever level you have unlocked them too - this means that you can be the otherside of the Galaxy and "Engineer" a moduel to that Grade - however you will need to Visit an Engineer to apply the Effect to that module

So in the case of FSD Engineering -
Felicity Farseer ( among others ) can upgrade your current FSD ( of any class and rating ) using materials that you posess. in regards to this you only get to choose 1 upgrade path ( lets say Long Range ) - once you have achieved Grade 1 module upgrade you can then add an Effect ( with Class 5 and Higher FSD you get better results *in regards to range* with Mass Manager ) - you only get to add 1 Effect and its persistant through the Upgrades of the Module so you can add the effect at Grade 1 and continue to up grade the Module.

Now lets say you "Pin" this modules blue print, you only had enough materials to get it to Grade 3 and add the Experimental Effect of Mass Manager - now that its Pinned, the next time you get some materials you can go to any station / carrier and by using the Remote Workshop continue the upgrade - to the maximum of your Engineers Access Level.

Please note, using the Remote Workshop ( that the module blue prints ) will not increase the Engineers level when you upgrade - you need to be at their "Base" for that - you can only upgrade to a maximum that you have access with of the Engineer.

phew.... sorry Commander - I often forget how much there is to learn in the Universe


Now a brief bit about Guardian Modules -

Guardian Unlockable Module(s)
There are three types of Guardian unlockable modules
    Weapons
    Guardian Weapon Blueprints
    Core / Optional Modules
    Guardian Module Blueprints
    SLF ( Ship Launched Fighters )
    Guardian Ship Blueprints

A point to note here is that different Guardian Sites offer different Blueprints theres blueprints are NOT cross-tradeable

How the "unlock" works -

The Guardian FSD Booster is a technology module you *unlock" at the Guardian Tecnology Broker. This needs you to investigate an apprpriate Guardian Ruin and essentially loot the area - you will need to Scan Obilisks for Obilisk Data, get Guardian Materials from both the Structure and Guardian Skimmers that you shoot down - you then drop a Guardian Relic ( you get these in the area ) on to the main-pad of the Guardian Device and then Scan the glowing ball thing to obtain a Guardian Module Blue Print. Once you have these ( you will need a lot of data scans so have a look at other structures on the planet ) you then trade the Guardian Materials in to unlocked the Guardian Module - once you have done that you can then purchese these at statations.

There are several Guardian Modules you can Unlock

Guardian Frame Ship Drive Booster
Guardian Power Plant
Guardian Power Distributer
Guardian Shield Booster
Guardian Hull Upgrade
Guardian Module Upgrade

I go into a little more detail in the one from last post in this threae Click Here

Once you unlock these with the Guardian Technology Broker you can then buy these in an Appropriate Class as stations that stock them.
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Re: Seeking CMDRs For Missions

Postby Zetr0 » Tue Mar 09, 2021 10:57 am

So a TL;DR Commanders

To get the Class 5A FSD V1 - you don't need to unlock Engineers, just Materials.

1. You can get these Materials quickly from Davs Hope and Jamersons Crash Site and the Geological Sites on that planet.

2. You cross-trade some Encoded Data at the Materials Trader at Ray Gateway[ in the Diaguandri System
3. You Travel to Tani Hub in the Ainunnicori System to trade the materials for the Class 5A FSD V1 module
4. You go to the Outfitting Menu and then install the module using the transfer from storage

5. Profit!



*NB -
Personally I thought it a bit lost with FDev calling it an Unlock when in fact its a purchase not an unlock, as you swap materials for the Module and not credits - its really bad writting - but if I was going to go on about it, I could think of other areas to start as well - so don't think of the FSD V1 as an unlock think of it as a direct trade for Materials as that is what it is.

The Guardian Modules however, now that IS an Unlock as you still have to pay good money to get them after you have "unlocked" that technology.

I just did a test build with my Asp X - and with a 5H Guardian FSD Booster and the new Class 5A FSD V1 - you can have a jump range of just over 65 Light Years without unlocking a Single Engineer!

The "Newbie" Asp Explorer ( non-Engineered 65LY+ Edition )

Core Internals
4A Power Plant
4A Thrusters
5A FSD V1
4D Life Support
3D Power Distributer
5D Sensors
5C Fuel Tank

Optional Internals
5D Fuel Scoop
5H Guardian FSD Booster
3E Cargo Rack
3D AFMU ( Auto Field Maintenace Unit )
3D Shield
1D Colletor Limpet Controller
2G Vehicle Hanger Bay
1l Detailed Surface Scanner

Hardpoints
2D Mining Laser

Utility Mounts
01 Point Defense

Cost: $16,666,301 Credits ( Rebuy : 833,315 Credits ) - very cost effective too


With that setup you would be able to "Jump to Colonia" some 24,554.60 Light Years from Pikum in 112 Jumps - most by Neutron Star Charging - hence the need for an AFMU - ( you have to subtle repair the FSD when using Neutron Star Juice ) but 112 Jumps thats about 3 and bit hours... to get to the other side of the Galaxy!
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Re: Seeking CMDRs For Missions

Postby DeviateSquirrel » Tue Mar 09, 2021 5:45 pm

Dang... that’s a good post. o7 cmdr Zetr0


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