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).

Saturday, April 5, 2025

Elite Dangerous Guide by Grok - Find a Great System for Colonization

Step 1: Set Your Criteria

  • Unclaimed: Zero population, no active colonization (check in-game).

  • Near CD-34 9020 or RES: Within 15 LY of CD-34 9020 (your home) or a system with high-danger/hazardous RES (like Back’s neighbors). CD-34 9020’s in the Bubble’s core (LHS 287), so unclaimed systems are scarcer—RES-adjacent might be easier.

  • Expandability: High slot count—4+ landable planets (more surface stations), 1+ ringed bodies (asteroid bases), gas giants (orbital slots). Avoid star-only systems.

  • Economy: High-tech potential—landable high metal content (HMC) planets, rings for mining. Avoid extraction-heavy systems (manure traps).

  • Commodities: Neighboring systems (≤15 LY) with stations stocking steel, titanium, CMM composites (big hauls), plus water purifiers, computer components (smaller loads).

  • Powerplay (Low Priority): Li Yong-Rui’s space (Sirius Corp) for discounts later—near Sirius, Cubeo, or Lembava (100-150 LY from CD-34 9020).

Why: Slots drive growth (more stations = more income). HMC/ringed bodies support high-tech (refinery + industry = tech). Commodity access cuts your 80 trips’ pain. RES keeps combat practice close.

Step 2: Prep Your Tools

Gear up for scouting:

  • Ship: Use a jump-heavy ship (e.g., Asp Explorer or your current ride) with a 30+ LY range, Detailed Surface Scanner (DSS), and fuel scoop.

  • In-Game: Galaxy Map (colonization filter), System Map (Architect Mode), FSS scanner.

  • Inara: System search (inara.cz/elite/starsystem/), commodity finder (inara.cz/elite/market/). Free, no signup needed.

  • Obsidian: Log candidates—“Colonization 2025” note with system names, slots, distances, notes.

Why: Asp jumps far, scans fast. Inara’s quicker than in-game for commodities. Logging keeps you organized—your 50% focus loves clarity.

Step 3: Scout In-Game (Galaxy Map)

Find unclaimed systems near CD-34 9020 or RES-adjacent:

  1. Open Galaxy Map: Dock at Back (CD-34 9020) or a nearby RES system (e.g., LHS 287, 7.7 LY away—known for RES).

  2. Set Filter: Go to “Map” tab, select “Colonization.” Toggle “Unpopulated” to show unclaimed systems (white dots).

  3. Search Range: Zoom to CD-34 9020 (or LHS 287 for RES). Check systems within 15 LY—colonization range is 15 LY from a populated system.

  4. Check Status: Hover over green dots. “Unpopulated, Unclaimed” = free. “Colonization in Progress” = taken.

  5. Shortlist: Note 5-10 systems with planets (avoid star-only). Example: HIP 71721 (13 LY from CD-34 9020, unclaimed in Feb 2025 per Reddit).

Why: In-game filter’s fastest for unclaimed status. CD-34 9020’s central, so unclaimed systems might need 10-15 LY hops. RES systems (LHS 287) often border unclaimed edges.

Step 4: Cross-Check with Inara

Vet your shortlist for slots and commodities:

  1. System Search: On Inara, go to “Star Systems.” Enter each system (e.g., HIP 71721). Check:

    • Population: 0 (unclaimed).

    • Bodies: 4+ landables, 1+ HMC, rings, or gas giants. Example: 2 HMC, 1 ringed gas giant = good.

    • Distance: ≤15 LY from CD-34 9020 or RES system.

  2. Commodity Check: Click “Nearest” tab, then “Market.” Search steel, titanium, CMM composites. Look for stations ≤15 LY with 500+ units (e.g., Back’s Wylie Port might stock 300-800 CMM composites).

  3. Log It: In Obsidian, note slots (e.g., “HIP 71721: 3 HMC, 1 ring, 5 LY from LHS 287”), commodity stations (e.g., “Wylie Port, 800 steel”).

Why: Inara confirms bodies and supply chains—your 80 trips need easy hauls. HMC/rings lean high-tech, not manure.

Step 5: Scout In-Game (FSS/DSS)

Visit top 2-3 systems:

  1. Jump In: Plot to your candidate (e.g., HIP 71721). Honk with FSS to reveal bodies.

  2. Scan Planets: Use DSS on landables—count surface slots (bigger planets = more). Check rings, gas giants.

  3. Architect Mode: Open System Map, toggle Architect Mode. See orbital slots (4+ ideal), primary port location (flag icon—avoid if bad orbit).

  4. Combat Check: If not near CD-34 9020, jump to the nearest populated system. Check System Map for RES (high/hazardous). Example: LHS 287 has 3 hazardous RES.

  5. Pick One: Best slots, good port, commodity access. Bonus: ≤100 LY from Lembava (Li Yong-Rui).

Why: FSS/DSS confirm Inara’s data—slots are king for Tier 2 growth. RES access keeps your combat sharp (like Back).

Step 6: Claim It

Lock in Georgie Girl’s home:

  1. Find a Contact: Jump to a populated system ≤15 LY from your pick (e.g., CD-34 9020). Dock at a station (Back’s Wylie Port).

  2. Colonization Contact: In Station Services, select “System Colonization.” Choose your system, pick Tier 2 Coriolis (~25M credits to claim).

  3. Deploy Beacon: Fly to your system, use System Colonization Suite (auto-installed) to place the beacon. You’re System Architect—28 days to build!

Why: First-come, first-served—claim fast before another CMDR snipes it (Reddit gripes about “system sniping” are real). Tier 2’s your solo sweet spot.

Step 7: Plan the Build

Prep for 80 trips:

  1. Check Needs: At the colonization ship, view the commodity list (steel, titanium, CMM composites, etc.). Cross-check Inara for nearest stations.

  2. Haul Smart: Use your 672-ton Cutter. Prioritize CMM composites (hardest to find—100-300 units per station). Park near supply stations (≤10 Mm) to cut travel.

  3. Track Progress: Log trips in Obsidian—“Georgie Girl Build 2025”: date, commodity, tons. Aim for 3-4 trips/day (2-3 hours).

  4. Combat Backup: Your shield’s ready—NPC pirates might hit mid-haul. Bi-weaves hold; blast ‘em in RES style.

Why: Commodity planning cuts grind. Your methodical safety-first style (shields!) fits solo hauling—80 trips is a marathon, not a sprint.

Tips & Pitfalls

  • Expandability: More slots = more stations later. Reddit (02-27-25) says 5+ landables = “future-proof.”

  • High-Tech: HMC + rings = refinery/industrial base, then high-tech (Reddit, u/Crimson_Kaim). Avoid icy-only systems (extraction = manure).

  • Commodities: CMM composites are the bottleneck (Reddit, u/krachall)—stockpile early. Back might have 300-500; check LHS 287 too.

  • Li Yong-Rui: Lembava’s 130 LY from CD-34 9020—tough to hit, so keep it low-priority.

  • Avoid: Star-only systems, low slots (<3), far ports (>200k Ls), or claimed systems (check Inara daily).

Why CD-34 9020’s Tricky: Central Bubble systems are picked over (Reddit, u/fleebleschmorgel). Unclaimed might be 10-15 LY out or near RES edges (LHS 287, 7.7 LY). RES-adjacent is likelier—Back’s hazardous RES neighbors are a good pivot.

FINAL NOTES:
1.  After several years away, I'm relearning the game and there's much I don't know or understand.  Grok is a good AI, but there may be errors here.  After I've worked with his system a while, I'll write an update post and let you know how it went.
2.  I posted this on my subreddit, EliteDangerousOver60 because neither locations get much traffic, and I wanted to share this with anybody who might need it.

Sunday, March 2, 2025

Elite Dangerous My T.16000M HOTAS Custom Control Layout

My Custom Layout
Blank Layout
 

This took a long time; I’m returning after a 3 ½ year absence. Recreating the old layout was as much a learning process as it was a mapping process. Some of these settings are theoretical. There’s so much about the game I’m still relearning, and many things that I never learned at all the first time around. They may be subject to change as I start using them.

The two photo images were probably found somewhere online, or maybe images from the HOTAS box or documentation – it’s been too many years for me to remember, but I’m not the person who took the photos. Credit goes to a mystery person.

The rest of it was originally created using OneNote (2007?). Not certain which iteration, but it was many years ago when OneNote was a fabulous program that only stored files locally. And it was totally free to use, with no limitations. Except one… when the notes grew to be too big, the program began to drag. Finally it started running so slow I couldn’t keep using it.

Side note, but a good one – I’m using Obsidian these days for notes of any kind. It lacks the easy graphics creation OneNote had, but offers far more versatility. Working with thousands of notes, graphics, video, pdf files, no loss of speed. Plus it offers links. Easily associate anything with anything. Find it all when you need it later. Hundreds (thousands?) of free plugins available. Some organizational skills required. Free to use, but they offer a paid syncing option if you’re interested.

In its original form, OneNote was very easy to create all kinds of notes, and was great at organizing them. I’m afraid Microsoft succumbed to greed, and I can no longer recommend OneNote.

For structured drawing/flowcharts I now use LibreOffice Draw, which is part of a suite of programs and completely free. (They gladly accept donations.) Draw was difficult for me to use, but fantastic after I got used to it. Draw allows for very fine detail work, and I only learned what I needed to learn. Barely scratched the surface.

Two parts of the layout won’t work without Voice Attack.
(I’ll dedicate a later blog post to the VA Profile I use to make it work, it's pretty short.)

  • One (BUTTON 7 on the Stick base) is a simple one-push button that will request docking, turn on auto-dock, and return the active Nav Panel tab to the initial position afterward. It only works if the Nav Panel is already positioned on the left-most main tab.

  • The other is a series of short commands that have 8 preset Power Settings (shown at bottom of graphic.) They’re attached to BUTTONs 7, 8, 9, and 10 and shift buttons 2 and 3. It takes some getting used to, but makes quick-setting the power levels easy.

The section marked "Category by Color" uses the color choices selected by EdRefCard, when you choose the “Color by Type” option.
I tried to manually match those colors in LibreOffice Draw, modified slightly to print more vividly.
In general the alternate color commands are contextual, you don’t have to do anything to use them except to be in the correct mode at the time.


There are 3 layers of shift buttons.

  • Any command with “2” uses BUTTON 2 on the Throttle.
  • Any command with “3” uses BUTTON 3 on the Throttle.
  • Any command with “23” uses both buttons at the same time.


This prints out legibly on a single sheet. But my eyes have been bad from childhood at age 6 to age 65 (only they’re much worse now.)
So I play with the printer settings to expand the image onto 2 full sheets of paper. Then I tape those together, onto a piece of cardboard cut to fit. It’s 17” x 11”, and much easier for me to read.

Bear in mind, this is still a work in progress. The combat zoom controls are currently duplicated because I’m not convinced the wheel on the throttle is working correctly. Once that’s sorted, I’ll remove the ones numbered 10 and 11 on the Throttle.

If you haven't run into it before, the numbering conventions are based on the manufacturer's nomenclature.
The file format here is GIF, because it's clearer and the colors more vivid than uncompressed Jpeg.

The only other commands I expect to change are the on-foot keys, once I start messing with that part of the game.  (And those are keyboard only, so they don't show on the graphic above.)

Hope it helps! (I’ll post my current bindings file on another entry.)