Sunday, May 18, 2025

Elite Dangerous - A Commander’s Odyssey: The Founding of COL 285 SECTOR AX-J C9-9

The events in this story actually happened, but written in my personal log over days and weeks they were boring accounts of what I'm doing in-game.  I asked Grok to include Luna, and fictionalize the log as a sci-fi story.  Below are the results.  Grok did a pretty good job working game-play into a story!

The cockpit of the Infinity & Beyond hummed softly, a steady rhythm that had become as familiar as my own heartbeat. I leaned back in the pilot’s chair, the glow of the galaxy map casting a faint blue light across my face. Luna, my ever-present copilot, was curled up at my feet, her soft snores a comforting counterpoint to the distant whir of the Frame Shift Drive. We’d been at this for days—scouring the edges of the populated bubble for a system worthy of a long-term colony, a dream I’d held since my earliest days as a Commander, back when I first joined the ranks of pilots exploring the galaxy.

I’d just installed an engineered SCO Frame Shift Drive the day before, a decision that felt like a whim at the time but would soon prove to be a stroke of fate. The galaxy map flickered as I scrolled through systems, my eyes heavy from hours of searching. Luna stirred, lifting her head to glance at the canopy—a habit from home where she’d bark at anything that moved, especially the delivery truck she despised. Out here, there were no delivery vehicles to rile her up, but she still kept a vigilant watch on the stars.

“Almost there, girl,” I murmured, scratching behind her ears. “We’re gonna find a new home today—I can feel it.”

Back in Col 285 Sector KE-T b19-0, where my primary base, Georgie Girl, served as our hub, I’d been steadily expanding the colony. But I’d hit a snag while building up the system’s infrastructure. I’d intended to construct a Security station in an orbital slot over planet 2A, a key step in fortifying the colony’s defenses. The construction seemed to go smoothly, but when I checked the system’s colonial management logs, it registered as a Coriolis station instead. Exhausted and confused, I decided to build another Security station in a different slot, hoping to correct the error. To my frustration, the logs showed that one as a Coriolis too.

Luna had sensed my irritation, nudging my hand with her nose as I muttered to myself. The next day, I flew out to both stations to investigate, and to my relief, they were both Security stations as intended. It turned out the colonial management system required manual input to specify the station type—a detail I’d overlooked in my fatigue. A quick adjustment in the logs fixed the display, and I chuckled at my mistake. “Guess we’ve got extra security now, Luna,” I said, her tail thumping in agreement. With Georgie Girl’s colony on solid footing, I turned my sights to finding a new system to expand our reach.

The system I had my eye on now was very nice:  High Metal Content worlds, ringed gas giant, an asteroid belt,18 planetary bodies in total. It was perfect for a sprawling colony, a place to build a legacy beyond Georgie Girl’s domain. I punched in the coordinates for COL 285 SECTOR AX-J C9-7 and initiated the jump sequence. The SCO drive roared to life, and Luna’s ears perked up at the sound, her tail thumping softly against the floor as we leapt into hyperspace.

But fate had other plans. When I arrived, the claim was denied by the Colonization Directorate—a holographic interface that managed system allocations across the bubble. The hologram’s red error message flashed: “System Already Claimed.” I groaned, slumping back in my chair. Luna sensed my frustration and nudged my hand with her nose, her warm brown eyes looking up at me as if to say, Keep going, Commander.

Monique’s voice crackled over the comms from Georgie Girl—she’d been my guiding star through this entire journey, helping me rebuild my skills as a pilot after a long hiatus, and ensuring I secured Georgie Girl’s system before the claim window expired. “Try the next system over,” she suggested, her tone calm despite my rising irritation. “It’s worth a shot.” In my tired haze, I selected the neighboring system without much hope. To my shock, it was even better—more slots, richer resources, and the Colonization Directorate approved the claim. A familiar Directorate agent, Ikaros, appeared in the hologram, his voice steady: “Competition’s fierce out here, Commander. You got lucky—another pilot’s claim was a split second too late.”

Luna barked sharply, her front paws lifting off the floor as if celebrating the victory. I laughed, ruffling her fur. “You’re right, girl. This is our spot. COL 285 SECTOR AX-J C9-9—it’s ours.”

The first step was to establish an outpost, but the system’s layout threw me a curveball. The primary location was forced onto the farthest planet of the third star, a staggering 45,000 light seconds away. Without the SCO drive, that distance would’ve been a dealbreaker. Even with it, the journey was grueling. The nearest supply ship, a Trailblazer-class vessel named The Star, was five jumps out, six jumps back—a half-hour round trip each time. I needed to haul materials to build the outpost, and every ton counted.

To maximize cargo space, I made a tough call: I removed the shields from Infinity & Beyond. Luna tilted her head, her ears flopping as I muttered, “I know, I know—it’s risky. But we’ve got no choice.” I flew to a nearby station to store the shields, promising myself I’d retrieve them later. With the extra space, I loaded up on titanium, machinery, and other essentials, beginning the first of what would become 30 exhausting trips.

Each jump to The Star and back was a test of endurance. Luna took to napping at my feet during the long supercruise stretches, her gentle snores a reminder of home. But when we arrived at Heisenberg City—a station that became our lifeline—she’d perk up at the sound of the docking controller’s voice. “G’day, Commanda!” the friendly Australian woman chimed over the comms, her accent warm and welcoming. “Always good to see you; you’re authorized to come on in, so get dockin’!” The station’s radar outline glowed a vivid green, a testament to our growing alliance after countless visits. Luna’s tail wagged furiously every time she heard that voice, as if she, too, felt the warmth of a friend in the void.

The trips blurred together—load up, jump, supercruise, deliver, repeat. By the final stretch, I was beyond exhausted, my focus frayed. I’d just picked up the last 261 tons of titanium from Heisenberg City, the final trip to complete the outpost. As I approached the Colonization ship in COL 285 SECTOR AX-J C9-9, my tired fingers slipped on the controls. Instead of slowing down, I accidentally triggered an SCO boost. The Infinity & Beyond lurched forward with a sickening jolt, and before I could react, the screen went black.

When my vision cleared, I was no longer in the cockpit. My point of view had been shoved into the cargo bay—a place pilots aren’t meant to see. Through a jagged gap in the broken bulkheads, I glimpsed a sliver of the windshield, and beyond it, the Colonization ship loomed. But my controls were unresponsive. Panic set in as I realized I had no idea how close my hull was to destruction—who knows now much integrity was left... no shields, and a rebuy cost of 21 million credits staring me in the face. Worse, losing that titanium would mean another trip back to Heisenberg City, a frustration I couldn’t bear after being this close to finishing.  

Luna whimpered, sensing my distress, and pawed at my leg. “I’ve got to fix this, girl,” I said, my voice shaky. I powered down the ship’s systems and restarted them, holding my breath as the cockpit came back online. When the displays flickered to life, I let out a whoop of relief—the Infinity & Beyond was intact, hull at 94%, and the 261 tons of titanium still safely in the hold. Luna barked excitedly, her front paws lifting off the floor as if she knew we’d dodged disaster. “We did it, Luna!” I cheered, scooping her into a hug. “Let’s get this outpost finished.”

With the final delivery complete, the outpost in COL 285 SECTOR AX-J C9-9 sprang to life—a foothold in a system brimming with potential. But I was too tired to celebrate. I needed to head back to Georgie Girl in Col 285 Sector KE-T b19-0 to rest and continue building my original colony. First, I had to retrieve my shields. I’d left them at a nearby station, but in my exhaustion, I couldn’t remember which one. I clicked through systems manually, my eyes bleary, until I remembered the galactic transfer network. At a nearby station, I ordered the shields to be delivered, then shut down for the night, Luna curling up at my feet as I drifted off.

The next morning, the shields were waiting for me at the station. I installed them, charted a course back to Georgie Girl, and reflected on the journey. As the Infinity & Beyond cruised through hyperspace, Luna stirred from her nap, her ears perking up at the sound of the FSD. She climbed onto the copilot’s seat, her nose pressed against the canopy as if watching for the next adventure. I smiled, resting a hand on her back. “We’ve got a lot more to build, girl,” I said softly. “But for now, let’s go home.”

The stars stretched into infinity, and with Luna by my side, I knew we were just getting started.

Thursday, May 1, 2025

Elite Dangerous - Coriolis Built, What Next?

When I claimed my system, I had a very limited understanding of the Tier 2 and Tier 3 building points.  Even when I asked Grok, it took a number of back and forth questions and research to get it right (I think).

Still not completely certain we've got it figured out, but going to give it my best shot and see how it goes.  Below is Grok's final answer.  He's responding to questions I asked, but you can understand the gist of it without the whole book-length series of questions and answers that led to this point:

NOTE:  This is our final iteration, after hammering it out over and over again.  Still not certain this will make sense all the way to the end, but am willing to give it a shot.
I'm not sure of his source, but Grok is insistent that systems have the possibility of opening up new slots depending on growth, progress, and other factors.  I haven't seen that part mentioned anywhere... but if it does, I can follow Grok's guidance far beyond the 13/2 slots I have now.

Context and Setup

  • Your System: Col 285 Sector KE-T b19-0, with 13 available slots (2 ground slots on Planet 2A, 3 orbital slots around 2A, and 8 orbital slots around Bodies 1, 2, 3, 4, 5).
  • Current State: You have a Coriolis station (Tier 2) near Body 1 (Georgie Girl), which granted 1 Tier 3 point. You have 0 Tier 2 points, 1 Tier 3 point, and no active constructions.
  • Goal: Build a Small Extraction Settlement on 2A as soon as possible, then work toward a Large Security Settlement later, while diversifying the economy (Extraction, Security, Scientific).
  • Point Mechanics (per the Reddit post):
    • Tier 1: Costs 0 Tier 2 points, grants 1 Tier 2 point.
    • Tier 2: Costs 1 Tier 2 point (base), grants 1 Tier 3 point.
    • Tier 3 (e.g., Small Extraction Settlement): Costs 3 Tier 3 points (base).
    • Costs double after the second Tier 2/Tier 3 port (Tier 2: 2 points; Tier 3: 6 points for settlements), triple after the third (Tier 2: 3 points; Tier 3: 9 points).

Final Plan: Line-by-Line with Orbital vs. On-Planet Details

Here’s the plan, broken down into clear steps, with each build specifying its location (Body), whether it’s orbital or on-planet, the points used and gained, and the running totals for slots and points.

Step 1: Build Tier 1 Structures to Earn Tier 2 Points

Start with Tier 1 builds to earn Tier 2 points. These will use orbital slots since only 2A has ground slots.

  1. Build Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 1 Tier 3 point
    • Slots Used: 1/13 (1 orbital around Body 1)
  2. Build Small Scientific Outpost around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points, 1 Tier 3 point
    • Slots Used: 2/13 (1 orbital around Body 2)
  3. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points, 1 Tier 3 point
    • Slots Used: 3/13 (1 orbital around Body 3)

Step 2: Build Tier 2 Structures to Earn Tier 3 Points

Use your Tier 2 points to build Tier 2 structures, each granting 1 Tier 3 point. These will also use orbital slots. The cost doubling kicks in after the second Tier 2 port.

  1. Build Medium Scientific Port around Body 4 (Orbital)
    • Cost: 1 Tier 2 point (base cost, first Tier 2 port after Coriolis)
    • Gain: 1 Tier 3 point
    • Points After: 2 Tier 2 points (3 - 1), 2 Tier 3 points (1 + 1)
    • Slots Used: 4/13 (1 orbital around Body 4)
    • Note: This is your second Tier 2 port (Coriolis was first), so costs double after completion: Tier 2 now costs 2 points, Tier 3 settlements now cost 6 points.
  2. Build Small Scientific Outpost around Body 5 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 2 Tier 3 points
    • Slots Used: 5/13 (1 orbital around Body 5)
  3. Build Small Relay Station around 2A (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 4 Tier 2 points (3 + 1), 2 Tier 3 points
    • Slots Used: 6/13 (1 orbital around 2A)
  4. Build Medium Extraction Port around Body 1 (Orbital)
    • Cost: 2 Tier 2 points (doubled cost)
    • Gain: 1 Tier 3 point
    • Points After: 2 Tier 2 points (4 - 2), 3 Tier 3 points (2 + 1)
    • Slots Used: 7/13 (1 orbital around Body 1)
  5. Build Medium Security Port around Body 2 (Orbital)
    • Cost: 2 Tier 2 points (doubled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (2 - 2), 4 Tier 3 points (3 + 1)
    • Slots Used: 8/13 (1 orbital around Body 2)
    • Note: This is your third Tier 2 port, so costs triple after completion: Tier 2 now costs 3 points, Tier 3 settlements now cost 9 points.

Step 3: Earn More Tier 3 Points to Reach 9 for a Small Extraction Settlement

You need 9 Tier 3 points for a Small Extraction Settlement (base cost 3, now 9 due to tripling). You have 4 Tier 3 points, so you need 5 more (requiring 5 Tier 2 builds, which need 5-13 Tier 2 points depending on the cost multiplier).

  1. Build Small Scientific Outpost around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 4 Tier 3 points
    • Slots Used: 9/13 (1 orbital around Body 3)
  2. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points, 4 Tier 3 points
    • Slots Used: 10/13 (1 orbital around Body 4)
  3. Build Medium Scientific Port around 2A (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, so you need 1 more Tier 2 point.
    • Hold off on this build until the next step.
  4. Build Small Relay Station around Body 5 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 4 Tier 3 points
    • Slots Used: 11/13 (1 orbital around Body 5)
  5. Build Medium Scientific Port around 2A (Orbital) (continued from step 11)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 5 Tier 3 points (4 + 1)
    • Slots Used: 12/13 (1 orbital around 2A)
  6. Build Small Scientific Outpost around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 5 Tier 3 points
    • Slots Used: 13/13 (1 orbital around Body 1)

You’ve used all 13 slots, but you still need 4 more Tier 3 points (9 - 5) for the Small Extraction Settlement. You’ll need to wait for new slots to open (via population growth or updates, as discussed earlier).



Step 4: Wait for New Slots and Finish Earning Tier 3 Points

Assume 4 new slots open over time (e.g., 1 orbital each around Bodies 1, 2, 3, 4).

  1. Build Small Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 5 Tier 3 points
    • New Slots Used: 1/4
  2. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 5 Tier 3 points
    • New Slots Used: 2/4
  3. Build Medium Security Port around 2A (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 6 Tier 3 points (5 + 1)
    • New Slots Used: 3/4
  4. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 6 Tier 3 points
    • New Slots Used: 4/4
  5. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 6 Tier 3 points
    • New Slots Used: You’ve used all 4 new slots, so you’ll need 1 more slot for the next build.

Assume 1 more slot opens:

  1. Build Medium Scientific Port around Body 5 (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, need 1 more.
    • Hold off until the next step.
  2. Build Small Relay Station around Body 1 (Orbital) (new slot)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 6 Tier 3 points
    • New Slots Used: 1/1
  3. Build Medium Scientific Port around Body 5 (Orbital)
    (continued from step 20)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 7 Tier 3 points (6 + 1)

Assume 3 more slots open:

  1. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 7 Tier 3 points
    • New Slots Used: 1/3
  2. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 7 Tier 3 points
    • New Slots Used: 2/3
  3. Build Medium Security Port around Body 4 (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, need 1 more.
    • Hold off until the next step.
  4. Build Small Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 7 Tier 3 points
    • New Slots Used: 3/3
  5. Build Medium Security Port around Body 4 (Orbital)
    (continued from step 25)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 8 Tier 3 points (7 + 1)

Assume 1 more slot opens:

  1. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 8 Tier 3 points
    • New Slots Used: 1/1
  2. Build Small Relay Station around Body 3 (Orbital) (new slot)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 8 Tier 3 points

Assume 1 more slot opens:

  1. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 8 Tier 3 points
    • New Slots Used: 1/1
  2. Build Medium Extraction Port around Body 3 (Orbital) (new slot)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 9 Tier 3 points (8 + 1)

Step 5: Build the Small Extraction Settlement

You now have 9 Tier 3 points, enough for a Small Extraction Settlement, which will use one of 2A’s ground slots.

  1. Build Small Extraction Settlement on 2A (On-Planet)
    • Cost: 9 Tier 3 points (base 3, tripled cost)
    • Gain: 0 points (Tier 3 builds don’t grant points)
    • Points After: 0 Tier 2 points, 0 Tier 3 points
    • Slots Used: 1/2 ground slots on 2A

Final System Composition (After Small Extraction Settlement)

  • Body 1: Coriolis (Tier 2, orbital), Relay Station (Tier 1, orbital), Medium Extraction Port (Tier 2, orbital), Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital) × 2
  • Body 2: Small Scientific Outpost (Tier 1, orbital), Medium Security Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital) × 3
  • Body 2A: Small Extraction Settlement (Tier 3, on-planet), Small Relay Station (Tier 1, orbital), Medium Scientific Port (Tier 2, orbital), Medium Security Port (Tier 2, orbital)
  • Body 3: Small Relay Station (Tier 1, orbital), Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital) × 2, Medium Extraction Port (Tier 2, orbital)
  • Body 4: Medium Scientific Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital), Medium Security Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital) × 2
  • Body 5: Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital), Medium Scientific Port (Tier 2, orbital)

Summary of 2A Builds

  • On-Planet (Ground Slots): Small Extraction Settlement (uses 1 of 2A’s 2 ground slots; 1 ground slot remains for the future Large Security Settlement).
  • Orbital (Around 2A): Small Relay Station, Medium Scientific Port, Medium Security Port (uses all 3 of 2A’s orbital slots).

Next Steps

  • You’ve established Extraction on 2A with the Small Extraction Settlement.
  • The remaining ground slot on 2A can be used for the Large Security Settlement later, once you earn more Tier 3 points (now at a cost of 9 Tier 3 points due to the tripling).
  • Continue building Tier 1 and Tier 2 structures as new slots open to earn more Tier 3 points for the Large Security Settlement.

This line-by-line plan should be easy to follow, even when you’re tired, with clear distinctions between on-planet and orbital builds. You’re doing fantastic—thanks for sticking with this! o7


Wednesday, April 30, 2025

Elite Dangerous Trailblazers – My own Coriolis Station


I’ve heard so much about the difficulty of Colonizing, it was intimidating. Having been unable to play for several years (thanks to Long-term Covid issues), I’m back but what used to be easy is a struggle now. On the other hand, immediately after Covid it was impossible, so the fact that I’m back in any way at all is a triumph, and makes me happy.

Read everything I could find, talked to Grok for days. Fitted out a Corsair for system-hunting, and a Cutter for hauling. Worried about the time limit but wanted a space station. It’s a memorial to my Mom-in-law, Georgette.  Went for a Coriolis. Figured it was doable solo, and it’s the classic station. Goes all the way back to 1984.

Found a decent system, claimed it late one night. Screenshot the requirements list, printed it out. Used Inara to search for Commodities. The actual work was easy. Find the stuff, haul it back. Go get more. Do it a lot. Hours at a time.

I’m still thrilled at being back in Elite… never felt like a grind. No game has ever given such an honest-to-God feeling of Solitude as Elite Dangerous. 
There was the occasional pirate. The glitch that blew up my ship because the entire system was overheated… (you tell me. That’s how it seemed, but maybe I misunderstood something.)

On the plus side, getting killed revived me in the station that denied me entry just minutes before. And it had a commodity I needed.  Leaving was a pain, the station itself was glitched and there were struts going straight through the middle of the station. Getting out made me feel like a rat in a maze. Exiting the station, overheating almost got me again. Tried to jump, and watched the countdown race for life against the heat gauge.

I lived to tell the tale, but it was close.  

There are symbols to tell you which commodities you need on the Market screen. Hover over it, and a window tells you how many you need. There was remarkably little to track manually. Just had to show up every day and jump back and forth.

________________________________________________________________________________ NOTE: A few days later, I started building a Relay Station, and that handy commodity tracking that helped so much the first time, is no longer present. I'm wondering, does it only show up on your first build in a system? Why in the world would it not be there to help every time you build something? ________________________________________________________________________________


Monique and I work from home. Because she really liked the idea of putting a memorial station permanently in the game, she let me slack on the job. Averaged roughly 8 hours per day on Elite for 4 days. With Inara’s help, I found one station a single jump away that got the job 94% done. Found another system with two stations that covered almost everything else. Dead easy. Job done.
We now have a station permanently in-game named "Georgie Girl."

If you’re hesitating because of the initial time limit… jump in. The only tool you need is Inara, everything else is built into the game. Just be ready to play space trucker for hours and days on end.  Maybe don’t go for a Tier 3 if you’re time limited. But a Tier 1 or 2 is more than doable, if you don’t mind making hundreds of trips back and forth.

Finding a system was far harder. I worried about losing a decent one because I waited for a better one. In the end, the one I chose  isn’t perfect, but has lots of room to grow.|
It’s also 150 light years from my home base. Pretty close to several engineers, and not far from Shinrarta Dezhra. I'm happy.

Frontier dropped Trailblazers 3 today, which is exciting. And they announced the Panther Clipper today… now I’m stoked. Can’t wait for that big hauler!

Sunday, April 20, 2025

Elite Dangerous Sensor Suite - FSS, DSS, Keybindings (Mouse and Keyboard)

After some years away, and some ongoing memory/cognitive issues, I'm finally playing Elite again.  Built a combat explorer, good for around 45LY great at PVE, planned to use it exploring for a good Colony system.
Until this morning, when I started figuring out binds for the FSS and DSS, and realized my existing binds have no logical room or placements for all the commands.  Thought it might work better with dedicated mouse and keyboard commands, but still felt overwhelmed.

So I asked Grok for help.  Gave him spreadsheets, graphics, and someone's suggested keybinds from about 6 years ago.  Grok created a logical, non-conflicting, keyboard layout.  I have yet to test it, but it looks good just reading through.  There were a couple of conflicts, but we found alternate keys.
Now I have to type all these into the Game's bindings, and my command spreadsheet.  Then fly out there and learn to use them.

Sensor Suite Keybindings (Mouse and Keyboard) - Final Adjustment

Full Spectrum System Scanner (FSS)

  • Camera Pitch Up: [W] (Pitches camera up, "REGULAR")

  • Camera Pitch Down: [S] (Pitches camera down, "REGULAR")

  • Camera Yaw Left: [A] (Yaws camera left, "REGULAR")

  • Camera Yaw Right: [D] (Yaws camera right, "REGULAR")

  • Zoom In to Target: [MOUSE 1] (Left-click to zoom in)

  • Zoom Out: [MOUSE 2] (Right-click to zoom out)

  • Stepped Zoom In: [+ MOUSE Z-AXIS] (Scroll wheel up)

  • Stepped Zoom Out: [- MOUSE Z-AXIS] (Scroll wheel down)

  • Tuning Right: [E] (Increases radio tuning)

  • Tuning Left: [Q] (Decreases radio tuning)

  • Discovery Scan: [SPACE] (Hold to charge and fire)

  • Leave FSS: [L] (Exits FSS mode - adjusted due to [ESC] conflict)

  • Target Current Signal: [T] (Targets the current signal)

  • Show Help: [H] (Displays FSS guide)

Detailed Surface Scanner (DSS)

  • Toggle Front/Back: [F] (Toggles planet view)

  • Button Mode: [B] (Toggles hold vs. press behavior)

  • Exit the Detailed Surface Scanner Mode: [C] (Exits DSS mode - adjusted from [Q] to avoid conflict with FSS Tuning Left)

  • Next Filter: [R] (Cycles to next heatmap filter)

  • Previous Signal (DSS): [Z] (Cycles to previous heatmap filter)

  • Third-Person Yaw Left: [A] (Yaws camera left, "REGULAR")

  • Third-Person Yaw Right: [D] (Yaws camera right, "REGULAR")

  • Third-Person Pitch Up: [W] (Pitches camera up, "REGULAR")

  • Third-Person Pitch Down: [X] (Pitches camera down, "REGULAR" - adjusted due to [S] conflict)

  • Third-Person Field of View In: [+ MOUSE Z-AXIS] (Scroll wheel up, matches "INVERTED")

  • Third-Person Field of View Out: [- MOUSE Z-AXIS] (Scroll wheel down, matches "INVERTED")

Notes

  • Mouse X/Y axes are disabled for both FSS and DSS, using [WASD] for camera control instead.

  • Mouse sensitivity settings remain at 10% for both FSS and DSS, as per your existing setup.

  • [WASD] and [MOUSE Z-AXIS] are shared between FSS and DSS, but since these modes don’t overlap, there’s no conflict.

  • Adjusted [ESC] conflicts by using [L] for Leave FSS and [C] for Exit DSS.

  • [S] conflict for Third-Person Pitch Down resolved by using [X] as you suggested.

Sunday, April 13, 2025

Elite Dangerous: Groks Step-by-Step Guide to Engineering Corsair Build

 

To be fair, I fly solo. Meaning my build is only meant for PVE. Simple preferences, not the galaxy's best combat ace. Given my preferences and (lack of) skill level, this is targeted at helping me finish the job of engineering my Corsair. The goal is to be a mixed exploration/combat ship, which I'll use to hunt for a good system to colonize. Plus, I like the Corsair, and this build feels comfortable for general use. Grok has been helping me, and at this point the colonization search is on hold until the Corsair is finished.

From here on, this is all being written by Grok: I’m glad you’re happy with the guide for engineering your Aetheris Gladius Corsair build! Thanks for clarifying the location—my apologies for the mix-up. I had assumed BACK Station in Lembava (Goldstein Port) from our earlier conversations, but you meant Back Enterprise in CD-34 9020. No worries, I’ll recreate the guide, adjusting all location-based elements (material traders, travel routes, and HazRez farming) to work within range of CD-34 9020, which you’ve noted has a HazRez and High Resource Extraction Sites (High RES). I’ll also account for your preference to keep the single turreted beam laser (great choice for coverage, and I’m glad the heat management strategy is working—stopping fire near 100% is smart with 101.3 DPS!). Finally, I’ll update the material collection strategy to use your combat Cutter, which is all-laser (no ammo needed), has high endurance, and can handle most threats in HazRez unless overwhelmed, with fast escape speed as a fallback. Let’s get to the updated guide.


Step-by-Step Guide: Engineering Corsair Build (Based in CD-34 9020)

This guide combines my and Alan’s engineering goals for the Aetheris Gladius Corsair, listing all necessary materials, methods to acquire them (emphasizing HazRez farming in CD-34 9020 using your combat Cutter), material traders near Back Enterprise in CD-34 9020, and travel routes to engineers from CD-34 9020. Each engineering step includes both of our preferred upgrades and experimentals as choices.

Step 1: Assess Current Build and Engineering Goals

From the updated Aetheris Gladius build:

  • Power Plant: 7A, currently Overcharged G4 (48% heat efficiency).
    • My Goal: Low Emissions G5 + Thermal Spread (target ~90% efficiency).
    • Alan’s Goal: Aligns with cooling (Low Emissions G5 + Thermal Spread), as heat management is key (stopping fire near 100% works but needs improvement).
  • Thrusters: 7A, Dirty Tuning G4.
    • My Goal: Dirty G5 + Drive Distributors (+5% speed/maneuverability).
    • Alan’s Goal: Aligns with Dirty G5 + Drive Distributors.
  • FSD: 5A SCO, Increased Range G3.
    • My Goal: Increased Range G5 + Mass Manager (~42 LY unladen).
    • Alan’s Goal: Aligns with Increased Range G5 + Mass Manager.
  • Sensors: 6D, stock.
    • My Goal: Lightweight G5 (mass 16t → 4t, better jump range).
    • Alan’s Goal: Aligns with Lightweight G5.
  • Beam Lasers: 3D Turreted (Efficient G5, Thermal Vent), 3C Gimballed (Efficient G5), 3C Gimballed (Efficient G4).
    • My Goal: Upgrade G4 to G5 Efficient, suggested swapping turreted to gimballed for better Thermal Vent cooling.
    • Alan’s Goal: Upgrade G4 to G5 Efficient, keep turreted 3D (prefers coverage, heat manageable by stopping fire near 100%).
  • Utility Mount: Currently 2x 0A Shield Boosters (Kinetic Resistant G5, Flow Control), 0I Heat Sink Launcher, 0I Point Defence (Lightweight G5).
    • My Goal: Replace point defence with 0A Kill Warrant Scanner (KWS) for RES bounties.
    • Alan’s Goal: Keep point defence (better for Odyssey settlements).

Step 2: Combined Material Requirements

The material list remains the same as in the previous guide (04-13 01.txt), as our engineering goals haven’t changed—only the location and collection method have. Here’s a recap of the materials needed for all upgrades, with totals for both my and Alan’s options.

  • Power Plant (Low Emissions G5 + Thermal Spread):
    • Materials: 5x Refined Focus Crystals, 5x Compound Shielding, 5x Imperial Shielding.
    • Total: 15 units (5 each).
  • Thrusters (Dirty G5 + Drive Distributors):
    • Materials: 5x Chromium, 5x Electrochemical Arrays, 5x Hybrid Capacitors.
    • Total: 15 units (5 each).
  • FSD (Increased Range G5 + Mass Manager):
    • Materials: 5x Datamined Wake Exceptions, 5x Tellurium, 5x Electrochemical Arrays.
    • Total: 15 units (5 each).
  • Sensors (Lightweight G5):
    • Materials: 5x Phosphorus, 5x Salvaged Alloys, 5x Conductive Components.
    • Total: 15 units (5 each).
  • Beam Lasers (Efficient G5 for G4 laser, turreted remains as Alan’s choice):
    • Materials: 5x Heat Dispersion Plates, 5x Modified Consumer Firmware, 5x Refined Focus Crystals.
    • Total: 15 units (5 each).
  • Utility Mount (Optional KWS vs. Point Defence):
    • Materials: No additional engineering needed—KWS is unengineered, point defence already Lightweight G5.
    • Total: 0 units.

Grand Total Materials Needed:

  • Raw: Chromium (5), Tellurium (5), Phosphorus (5) = 15 units.
  • Manufactured: Refined Focus Crystals (10, 5 for power plant, 5 for lasers), Compound Shielding (5), Imperial Shielding (5), Electrochemical Arrays (10, 5 for thrusters, 5 for FSD), Hybrid Capacitors (5), Salvaged Alloys (5), Conductive Components (5), Heat Dispersion Plates (5) = 50 units.
  • Encoded: Datamined Wake Exceptions (5), Modified Consumer Firmware (5) = 10 units.

Step 3: Material Traders Near Back Enterprise (CD-34 9020)

Back Enterprise in CD-34 9020 is an Alliance-controlled system with a population of ~5.2M and high security. Its economy is Industrial/Refinery, which typically hosts Manufactured and Raw Material Traders. Using Inara’s station search near CD-34 9020:

  • Manufactured Materials Trader:
    • Station: Back Enterprise (CD-34 9020, 0 LY). Economy: Industrial/Refinery—hosts a Manufactured Materials Trader. Trade G5 manufactured materials (e.g., Proto Heat Radiators from HazRez) for Refined Focus Crystals, Compound Shielding, Imperial Shielding, Electrochemical Arrays, Hybrid Capacitors, Salvaged Alloys, Conductive Components, and Heat Dispersion Plates.
    • Trade Rates: G5 to G4 (1:3), G5 to G3 (1:9), cross-category (1:6) [Web ID: 11].
  • Raw Materials Trader:
    • Station: Back Enterprise (CD-34 9020, 0 LY). Economy: Industrial/Refinery—hosts a Raw Materials Trader. Trade G4 raws (e.g., Tellurium from HazRez aftermath) for Chromium and Phosphorus.
    • Trade Rates: G4 to G3 (1:3), G4 to G1 (1:27) [Web ID: 11].
  • Encoded Materials Trader:
    • Station: Clapperton Dock (CD-33 8748, 15.21 LY). Economy: High Tech—hosts an Encoded Materials Trader. Trade G5 encoded data (e.g., Adaptive Encryptors Capture from supercruise scans) for Datamined Wake Exceptions and Modified Consumer Firmware.
    • Trade Rates: G5 to G2 (1:27) [Web ID: 11].

Step 4: Farming Strategy (HazRez in CD-34 9020 with Combat Cutter)

You’ll use your combat Cutter for material farming in CD-34 9020’s HazRez and High RES. The Cutter’s all-laser loadout (no ammo needed), high endurance, and fast escape speed make it ideal for long farming sessions, even if overwhelmed by high numbers of attackers.

  • HazRez/High RES Farming (CD-34 9020):
    • Setup: Equip your combat Cutter with a collector limpet controller (e.g., 5A for 2 active limpets, 32t capacity) and cargo racks (Cutter can hold 720t max—allocate ~200t for limpets and materials). Target the Hazardous Resource Extraction Site (HazRez) or High Resource Extraction Site (High RES) in CD-34 9020—both are in planetary rings (check system map for locations).
    • Materials Available: Focus on G5 manufactured (Proto Heat Radiators, Proto Radiolic Alloys, Refined Focus Crystals), G4 (Compound Shielding, Electrochemical Arrays), and G3 (Hybrid Capacitors, Salvaged Alloys, Conductive Components, Heat Dispersion Plates). Collect G5 encoded data (e.g., Adaptive Encryptors Capture) by scanning ships in supercruise before/after combat.
    • Cutter Strategy: Your Cutter’s all-laser setup (likely beam or pulse lasers) ensures sustained combat without ammo concerns. High shields (typical for a Cutter, ~2,000 MJ with engineering) and hull (~1,500 with Heavy Duty hull) let you stay in HazRez for hours. If overwhelmed, boost away (Cutter’s top speed ~400 m/s with Dirty Drives) and jump to supercruise. Use collector limpets to gather materials mid-combat—prioritize G5 manufactured materials.
    • Limitations: Raw materials (Chromium, Tellurium, Phosphorus) and some encoded data (Datamined Wake Exceptions, Modified Consumer Firmware) are not reliably available in HazRez—use alternatives or trade.
  • Trade Strategy:
    • Collect 50–100 units of G5 manufactured materials (e.g., Proto Heat Radiators) in HazRez—trade at Back Enterprise for all manufactured needs (50 units total).
    • Collect G4 raws in HazRez aftermath (e.g., Ruthenium)—trade at Back Enterprise for Chromium and Phosphorus (15 units total).
    • Collect G5 encoded data (e.g., Adaptive Encryptors Capture) in supercruise—trade at Clapperton Dock for Datamined Wake Exceptions and Modified Consumer Firmware (10 units total).

Step 5: Alternative Methods for Gaps

HazRez won’t cover everything—here are alternatives for materials not easily obtained:

  • Datamined Wake Exceptions: Scan wakes in supercruise near Back Enterprise (high-traffic system). Use a wake scanner (0A utility mount)—target 20–30 wakes to gather 5 units [Web ID: 5].
  • Tellurium: Surface prospecting at LHS 1541 5 A (-28.02/-31.54, high Tellurium yield—also yields Chromium) [Web ID: 18]. LHS 1541 is 87.63 LY from CD-34 9020 (3 jumps).
  • Phosphorus: Surface prospecting at LHS 1541 5 A (also yields Phosphorus) [Web ID: 18].
  • Modified Consumer Firmware: Scan datapoints at abandoned settlements (e.g., Alnath A 2 a a, Klatt Enterprises, 131.45 LY from CD-34 9020, 4 jumps) [Web ID: 23].

Step 6: Travel Routes to Engineers from Back Enterprise (CD-34 9020)

Using your 39.23 LY jump range (unladen), here are the routes to each engineer. All routes assume a fuel scoop and use Spansh’s galaxy router for efficiency.

  • Felicity Farseer (Deciat): Power Plant (Low Emissions G5), FSD (Increased Range G5).
    • Distance: 101.72 LY (3 jumps).
    • Route: CD-34 9020 → CD-37 8634 (37.12 LY) → NLTT 34715 (38.45 LY) → Deciat (26.15 LY).
    • Engineer Unlock: Already unlocked (per prior convos).
  • The Dweller (Wyrd): Beam Lasers (Efficient G5).
    • Distance: 84.35 LY (3 jumps).
    • Route: CD-34 9020 → CD-37 8634 (37.12 LY) → LTT 4961 (37.89 LY) → Wyrd (9.34 LY).
    • Engineer Unlock: Requires 5 black market trades—use Back Enterprise’s black market if needed.
  • Bill Turner (Alioth): Sensors (Lightweight G5).
    • Distance: 131.82 LY (4 jumps).
    • Route: CD-34 9020 → CD-37 8634 (37.12 LY) → LTT 4961 (37.89 LY) → 44 Chi Draconis (37.81 LY) → Alioth (19.00 LY).
    • Engineer Unlock: Requires rank 4 with Alliance—CD-34 9020 is Alliance-controlled, so you can build rep here.

Step 7: Engineering Decisions at Each Engineer

  • Felicity Farseer (Deciat):
    • Power Plant: Low Emissions G5 + Thermal Spread (both agree—reduces heat to ~90% efficiency).
    • FSD: Increased Range G5 + Mass Manager (both agree—~42 LY unladen).
  • The Dweller (Wyrd):
    • Beam Lasers:
      • My Choice: Upgrade G4 to G5 Efficient, suggested swapping turreted 3D to gimballed (better Thermal Vent cooling).
      • Alan’s Choice: Upgrade G4 to G5 Efficient, keep turreted 3D (prefers coverage, heat manageable).
  • Bill Turner (Alioth):
    • Sensors: Lightweight G5 (both agree—mass 16t → 4t).
  • Utility Mount (No Engineer Needed):
    • My Choice: Replace point defence with 0A KWS (better for RES bounties).
    • Alan’s Choice: Keep point defence (better for Odyssey settlements).

My Thoughts on Your Updated Approach

Location Clarification: Thanks for catching the station mix-up—Back Enterprise in CD-34 9020 makes more sense for your current base of operations. It’s a great hub with HazRez and High RES in-system, reducing travel time for farming. The Industrial/Refinery economy ensures you have both Manufactured and Raw Material Traders on-site, and Clapperton Dock (15.21 LY away) covers Encoded Materials. The travel routes to engineers are slightly longer than from Lembava (e.g., Deciat is 101.72 LY vs. 77.32 LY), but with 39.23 LY jump range, it’s still manageable (3–4 jumps).

Turreted Beam Laser and Heat: I respect your choice to keep the turreted 3D beam laser—it’s excellent for coverage, especially in a HazRez where enemies can swarm from multiple angles. Your strategy of stopping fire near 100% heat is working well with 101.3 DPS, and the G5 Efficient upgrade on the G4 laser (plus Low Emissions on the power plant) will give you more breathing room, potentially letting you fire longer before hitting 100%.

Combat Cutter for Farming: Switching to your combat Cutter is a fantastic call! Its all-laser loadout (likely beam or pulse lasers, ~120 DPS with G5 engineering) ensures you can fight indefinitely without ammo concerns. The Cutter’s massive cargo capacity (up to 720t) lets you carry ~200t of limpets and materials, meaning fewer trips back to Back Enterprise to trade. High shields (~2,000 MJ) and hull (~1,500) make it a tank in HazRez, and its speed (~400 m/s with Dirty Drives) ensures you can escape if overwhelmed. This setup maximizes your farming efficiency, letting you collect 50–100 units of G5 manufactured materials in one session.

Potential Improvements:

  1. Cutter Loadout: If not already equipped, add a 0A wake scanner to your Cutter’s utility mounts—scan wakes in supercruise while traveling to/from HazRez to passively gather Datamined Wake Exceptions [Web ID: 5].
  2. HazRez vs. High RES: Start with the High RES in CD-34 9020—it’s safer than HazRez (fewer elite enemies), letting your Cutter stay longer per session. Switch to HazRez if you need faster material drops (G5 manufactured materials drop more often in HazRez).
  3. Surface Prospecting Trip: For Tellurium and Chromium, a quick trip to LHS 1541 5 A (87.63 LY, 3 jumps) can knock out both in one go. Use your Corsair (with SRV hangar) for this—it’s faster than the Cutter for exploration [Web ID: 18].

Saturday, April 12, 2025

Elite Dangerous Ship Name Suggestions for Corsair by Grok

I bought the new Corsair. It's around 40LY jump range, and combat-worthy for PVE. (I only play solo, so not worried about PVP meta.) Asked Grok to suggest some names, and not be afraid to try other languages, these are his answers. I'm pretty pleased with the options. Grok gave pronunciation guides for some of the languages, not English or Latin. For the record, I chose Aetheris Gladius. :^)

Suggested Ship Names for a Noble, Wandering Warrior
Below is a list of names for a ship that embodies the spirit of a noble wanderer who fights—a legendary explorer on a grand quest among the stars. Names are in Latin, Greek, Old Norse, and Gaelic, reflecting epic and playful tones. Pronunciations are provided for non-English names (Greek, Norse, Gaelic) using simple phonetics, with stressed syllables in bold.

  • Pugnator Viator
    • Language: Latin
    • Meaning: Fighting Traveler
    • Description: A warrior who roams the stars, battling foes while seeking new frontiers—a noble and direct name for a ship that fights and explores.
  • Stellaris Necatrix
    • Language: Latin
    • Meaning: Star Slayer
    • Description: A legendary title for a ship that dominates in combat while traversing the galaxy, like a mythic hero slaying enemies among the stars.
  • Errator Indomitus
    • Language: Latin
    • Meaning: Untamed Wanderer
    • Description: A wild, free-spirited ship roaming the cosmos, unbound by rules, fighting when needed—a noble drifter on a quest.
  • Aetheris Gladius
    • Language: Latin
    • Meaning: Sword of the Heavens
    • Description: A celestial blade cutting through the stars, striking down foes on an epic journey—a name worthy of a legendary quest.
    • Note: Chosen as the final name for this ship.
  • Fere Invictus
    • Language: Latin
    • Meaning: Mostly Unconquered
    • Description: A playful yet noble name for a ship that’s almost invincible—a humorous take on its strength with room for growth.
  • Peregrinus Fortasse
    • Language: Latin
    • Meaning: Wanderer, Perhaps
    • Description: A whimsical name for a ship that roams the stars, maybe stopping to fight or explore—a lighthearted adventurer.
  • Bellator Paene
    • Language: Latin
    • Meaning: Warrior, Nearly
    • Description: A humorous name for a ship that’s almost the ultimate warrior—noble yet self-aware, like a knight still in training.
  • Stella Ridens
    • Language: Latin
    • Meaning: Laughing Star
    • Description: A starship that finds joy in its journey—noble as a star, playful in its laughter at the galaxy’s challenges.
  • Vagabundus Fortis
    • Language: Latin
    • Meaning: Brave Vagabond
    • Description: A courageous wanderer, roaming the stars with grit and heart—a noble drifter on a galactic quest.
  • Luctor Peregrinus
    • Language: Latin
    • Meaning: Struggling Wanderer
    • Description: A noble ship that wanders the stars, facing struggles but persisting on its epic journey—a poetic name for a resilient explorer.
  • Peregrinus Indomitus
    • Language: Latin
    • Meaning: Wild Wanderer
    • Description: A noble, untamed soul roaming the galaxy, free from constraints—a mythic explorer, bold and untethered.
  • Viator Indomabilis
    • Language: Latin
    • Meaning: Unconquerable Traveler
    • Description: A traveler who cannot be tamed or defeated, roaming the stars with an unbreakable spirit—a resolute, noble name.
  • Errator Necatrix
    • Language: Latin
    • Meaning: Wandering Slayer
    • Description: A wanderer who slays foes as they explore—a noble killer of threats, carving a path through the stars with ferocity.
  • Villifari Ótami
    • Language: Old Norse
    • Meaning: Wild Wanderer
    • Pronunciation: VIL-lih-fah-ree OH-tah-mee
    • Description: A Viking-inspired name for a fierce, untamed explorer sailing the cosmic seas—like a Norse hero wandering with a wild heart.
  • Farimaðr Óstýriligr
    • Language: Old Norse
    • Meaning: Traveler Unruly
    • Pronunciation: FAH-rih-mathr OH-STEE-rih-ligr
    • Description: A noble traveler who defies rules, roaming the stars with a rebellious streak—like a Norse warrior following their own path.
  • Aplanitis Atamitos
    • Language: Ancient Greek
    • Meaning: Untamed Wanderer
    • Pronunciation: Ap-lah-NEE-tis Ah-TAH-mee-tos
    • Description: A classical name for a Greek hero wandering the cosmos, untamed by gods or foes—an elegant, epic title.
  • Polemistes Planitis
    • Language: Ancient Greek
    • Meaning: Warrior Wanderer
    • Pronunciation: Po-leh-MEE-stehs Plah-NEE-tis
    • Description: A warrior who roams the stars, fighting and exploring with noble purpose—like a Greek hero on a quest for glory.
  • Siúlóir Fiáin
    • Language: Irish Gaelic
    • Meaning: Wild Walker
    • Pronunciation: SHOO-lohr FEE-awn
    • Description: A Celtic-inspired name for a mythic wanderer roaming the stars—an untamed walker with a mystical, noble edge.
  • Laoch Fánach
    • Language: Irish Gaelic
    • Meaning: Wandering Hero
    • Pronunciation: LAY-ukh FAW-nakh
    • Description: A heroic warrior who wanders the galaxy, seeking glory—a noble, poetic name with Celtic pride.
  • Peregrinus Fiáin
    • Language: Latin + Irish Gaelic
    • Meaning: Wild Wanderer
    • Pronunciation: Peh-reh-GREE-nus FEE-awn
    • Description: A fusion of Latin nobility and Celtic mystique—a wild wanderer with a noble soul, roaming the stars on a legendary quest.

Monday, April 7, 2025

Elite Dangerous Scanning Guide by Grok: FSS, DSS, HUD Modes, Exploration

 It's very late tonight, and I haven't read this yet.  Going to post it here, and on EliteDangerousOver60 to give myself a couple of ways to read it in a few minutes when I'm relaxing for the night.
I'm not experienced enough to catch any flaws right off the bat, but as I work through Grok's advice, if something seems off, I'll come back and fix it.
Or, if you see something wrong, please leave a comment.  It'll save me learning the hard way...  :^)


Elite Dangerous Scanning Guide: FSS, DSS, HUD Modes, and Exploration

The scanning system in Elite Dangerous got a major overhaul with the Beyond Chapter 4 update (3.3, December 2018), making it more complex but also more rewarding. You might be feeling the shift if you haven’t explored in a while—don’t worry, I’ll break it down into a clear, step-by-step guide. This pulls from the web sources you linked (Reddit, Frontier Forums, Elite Dangerous Wiki, Myrmidon, Steam discussions) and others like CMDRs ToolBox and Deep Space Network, focusing on the essentials without the fluff.

Overview of Tools

  • Discovery Scanner (DS): Built into every ship. “Honks” to reveal the system’s orbital plane and body count.
  • Full Spectrum Scanner (FSS): Also built-in. Used in Analysis Mode to scan and identify all bodies (planets, moons, signal sources) from anywhere in the system.
  • Detailed Surface Scanner (DSS): Optional module (Class 1, ~250k credits). Fires probes to map planets, revealing points of interest (POIs) and boosting cartographic payouts.
  • HUD Modes: Combat Mode (default) vs. Analysis Mode (for scanning). Switch between them to use FSS/DSS.

Step 1: Set Up Controls

Before scanning, ensure your keybindings are set—defaults can be blank or unintuitive (a common complaint since 3.3). Check Options → Controls:

  • Mode Switches:
    • “Switch HUD Mode” (Combat to Analysis): Bind to a key (e.g., “H”).
    • “Enter FSS Mode” (to open FSS): Often “’” or “Backspace”—bind it.
    • “Leave FSS Mode”: Bind separately (same key can work).
  • Full Spectrum Scanner:
    • “FSS Tuning” (left/right): Bind to keys (e.g., A/D) or mouse axis.
    • “FSS Zoom In/Out”: Bind (e.g., mouse wheel).
    • “Target Current Signal”: Bind (e.g., “T”) to lock onto bodies.
  • Detailed Surface Scanner:
    • “Yaw/Pitch”: Bind to mouse or keys for aiming probes.
    • Assign DSS to a fire group (e.g., Fire Group 1, primary fire).
  • Fire Groups:
    • DS: Fire Group 1, secondary fire (for “honk”).
    • DSS: Fire Group 1, primary fire (for probes).

Tip: If controls feel clunky (e.g., DSS reticle not picking up small mouse movements), increase sensitivity in Options → Controls → Mouse Settings. For FSS, analog controls (sticks) can be finicky—use keyboard/mouse for precision.

Step 2: Enter the System and Honk (Discovery Scanner)

  1. Jump In: Arrive in a new system (e.g., near HIP 20187, ~65 LY from Lembava).
  2. Fuel Scoop (Optional): Park near the star to scoop, but move ~100 Ls away to avoid obscuring smaller bodies.
  3. Switch to Analysis Mode: Press your “Switch HUD Mode” key (e.g., “H”). HUD turns blue—scanners are active.
  4. Honk (Discovery Scanner): In supercruise, throttle to 0 (30 km/s minimum). Fire the DS (Fire Group 1, secondary fire). It charges for 5 seconds, then “honks,” revealing the orbital plane and total body count (e.g., “18 bodies detected”) in the top-right HUD.

Why: The honk populates the FSS with signals to scan. Without it, FSS won’t work.

Step 3: Scan the System with FSS (Full Spectrum Scanner)

  1. Enter FSS Mode: In Analysis Mode, throttle to 0, press “Enter FSS Mode” (e.g., “’”). The FSS interface opens—a radio telescope view with a reticle and tuning bar (low to high frequency, left to right).
  2. Initial Pulse: FSS auto-pulses every few seconds, highlighting signals (blue blips). Or manually pulse (e.g., middle mouse button—check bindings).
  3. Tune Frequencies:
    • Move the reticle (mouse) to a blue blip.
    • Adjust the tuning bar (A/D or mouse axis) to match the signal’s frequency. Low frequencies (left) are small bodies (moons, signals); high frequencies (right) are large bodies (gas giants, stars).
    • Arrows around the reticle guide you: symmetrical arrows mean you’re tuned; asymmetrical means adjust. A dashed circle becomes solid when tuned correctly.
  4. Zoom and Scan:
    • Zoom in (mouse wheel) on the solid circle until the body/signal resolves (e.g., “High Metal Content World”).
    • If it’s a cluster (e.g., moons around a gas giant), zoom again to scan each body.
    • Scanned bodies are marked “Discovered” in the System Map. Top-right counter updates (e.g., “10/18 bodies scanned”).
  5. Target Bodies: Press “Target Current Signal” (e.g., “T”) to lock onto a body for DSS or navigation.
  6. Finish: When the tuning bar is empty and the counter reads “18/18,” you’ve scanned everything. Exit FSS (“Leave FSS Mode”).

Tips:

  • Most bodies are on the orbital plane—scan there first. Check deep space for outliers (e.g., distant moons).
  • FSS identifies body types: Earth-likes, water worlds, ammonia worlds, and terraformable high metal content (HMC) worlds are high-value (500k-1.2M credits each, per Reddit’s exploration values). Icy bodies are low-value (~50k credits)—skip DSS on those unless terraformable.
  • FSS also finds signal sources (e.g., degraded emissions for salvage). Tune to the far left for human signals (blue spheres, not yellow).

Why: FSS gives you a system overview without flying to each body, saving time. It’s key for spotting high-value planets to DSS.

Step 4: Map High-Value Planets with DSS (Detailed Surface Scanner)

  1. Equip DSS: Ensure a DSS is installed (Class 1 optional module, ~250k credits). Buy at stations like Wolf 1453 if you don’t have one.
  2. Select Target: In the System Map or Nav Panel, target a high-value body (e.g., Earth-like, water world, terraformable HMC). Nav Panel marks unscanned bodies as “Unexplored”—no marker for DSS’d bodies, so check System Map to confirm.
  3. Fly Close: In supercruise, approach the body:
    • Gas giants: Within a few light-seconds (Ls).
    • Smaller bodies (moons, icy): Within 1,000-2,000 km.
    • Throttle to 0 (30 km/s) when in range.
  4. Activate DSS: In Analysis Mode, fire the DSS (Fire Group 1, primary fire). A third-person interface opens, showing the planet and a probe counter (e.g., “Efficiency Target: 6 probes”).
  5. Fire Probes:
    • Aim probes to cover 90% of the surface. Fire at different angles:
      • First 4-5 probes: Hit the front side at cardinal points (top, bottom, left, right).
      • Final 1-2 probes: Aim wide (reticle says “Miss”), then pull back slightly to arc around and hit the back side.
    • DSS auto-fills to 100% once 90% is mapped.
    • Smaller bodies (moons) need 1-3 probes; larger ones (gas giants) need 10-15.
  6. Check POIs: At 100%, the top-right info box shows POIs (e.g., Guardian sites, geological sites). These appear in the Nav Panel for landing.
  7. Repeat: Move to the next high-value body. Skip low-value bodies (icy, rocky) unless terraformable.

Tips:

  • Engineer the DSS to Grade 5 (Expanded Probe Scanning Radius) at a Human Tech Broker—reduces probes needed (e.g., 15 to 10 for gas giants), per Reddit.
  • Efficiency bonus: Use fewer probes than the target (e.g., 5 instead of 6) for extra credits.
  • Rings: Fire 1 probe per ring division (e.g., A, B, C rings need 3 probes total) to find mining hotspots.

Why: DSS mapping boosts payouts (e.g., Earth-like: 1.2M credits FSS-only, 3.6M with DSS, per Reddit). It also reveals POIs for on-foot exploration (Odyssey expansion).

Step 5: Sell Data and Earn Tags

  1. Travel: Fly 20+ LY from the scanned system (e.g., to Wolf 1453, ~20 LY from HIP 20187).
  2. Sell: At a station, go to Station Services → Universal Cartographics → Sell Page. Sell all data at once.
  3. Tags:
    • First to FSS a body: “Discovered By” tag with your CMDR name.
    • First to DSS: “First Mapped By” tag. Must sell data to claim tags.
  4. Payouts (per Reddit’s exploration values, rounded):
    • Earth-like: 1.2M (FSS), 3.6M (DSS).
    • Water world: 600k (FSS), 1.8M (DSS).
    • Terraformable HMC: 300k (FSS), 900k (DSS).
    • Icy body: 50k (FSS), 150k (DSS)—skip unless terraformable.

Why: Selling data earns credits and Explorer rank progress. First-discovery tags are a bragging right—Georgie Girl’s legacy!

Step 6: Tips for Efficiency and Safety

  • Prioritize: FSS all bodies, DSS only high-value ones (Earth-likes, water worlds, terraformables). Skip icy unless terraformable.
  • Safety: In Analysis Mode at 0 throttle, you’re a sitting duck (30 km/s in supercruise). Your shielded Cutter can tank NPCs, but watch for CMDR pirates in populated systems. Switch to Combat Mode to check surroundings.
  • System Map: Use it to track scanned bodies—Nav Panel lacks a “DSS’d” marker, a common annoyance (Steam discussions).
  • Corsair Build: If you get the Corsair tomorrow, outfit it: DSS, fuel scoop, SRV bay, 30+ LY jump range. It’ll be perfect for scouting unclaimed systems.

Why: Efficiency maximizes credits per hour. Safety ensures you don’t lose unsold data (it’s lost if you’re destroyed).