Yea, don't think that happened I've never heard of it anyway. Doesn't mean it's not true though!
0
Nova_CI have the needThe need for speedRegistered Userregular
I'm playing this in the Rift and man some things in this game are impenetrable.
I mean, in terms of understanding how to play it. I finally got comfortable enough with flight control and navigating that I started playing properly, instead of just the training missions. The game starts you off with a mission. Okay, cool. Deliver data to this little survey station. Gotchya. I launch, jump to the destination system, fly to the station. It refuses to let me land. Like, no matter what I try, all landing requests denied. Google to find out that it's because all the landing bays are occupied, something that happens alot in busy systems? Anyway, switch to solo mode, land, turn in the mission, go looking for another. Only one mission is available to me that isn't much higher level. Accept it. Go to the galaxy map to plot a course. Can't plot a course. Doesn't say why, just, can't.
Probably your frameshift drive jump range is too low. Yeah, it's definitely a game that rewards those who are driven to do research outside of the game itself. Elite does not present a curated experience. It will let you make mistakes. Big ones. But don't shy away! Don't wipe and restart. Those big mistakes make for the best stories!
I believe Syngyne is correct. It's just related to how much data you have sold, and there is no extra data added from using an SRV. Though you can mine for FSD boost mats etc as you go.
Is this really correct? According to this Dev-update, Michael Brooks at least said that they would implement both the finding new rocks and driving adding to exploration data. I know that it says "New cartographic data added" or something like that when you pick up a new mineral, and I know people claim that driving distance contributes on the forums... was that never implemented then?
I'm playing this in the Rift and man some things in this game are impenetrable.
I mean, in terms of understanding how to play it. I finally got comfortable enough with flight control and navigating that I started playing properly, instead of just the training missions. The game starts you off with a mission. Okay, cool. Deliver data to this little survey station. Gotchya. I launch, jump to the destination system, fly to the station. It refuses to let me land. Like, no matter what I try, all landing requests denied. Google to find out that it's because all the landing bays are occupied, something that happens alot in busy systems? Anyway, switch to solo mode, land, turn in the mission, go looking for another. Only one mission is available to me that isn't much higher level. Accept it. Go to the galaxy map to plot a course. Can't plot a course. Doesn't say why, just, can't.
Rad.
As Zerocz said, that's probably since your range is so low that there are no possible routes. The game could indeed be more clear on these things in the beginning, there are so many details I only picked up by playing the game for a long time, or reading the forum. A good advice is to leave the starter system area as soon as possible. They are crowded, which can be fun, but also causes problems like you found out with the occupied pads. More importantly, the starter systems tend to attract seal-clubbers who like to gank newbs for the luls so get away from there until you have a better grasp of the game.
I'm playing this in the Rift and man some things in this game are impenetrable.
I mean, in terms of understanding how to play it. I finally got comfortable enough with flight control and navigating that I started playing properly, instead of just the training missions. The game starts you off with a mission. Okay, cool. Deliver data to this little survey station. Gotchya. I launch, jump to the destination system, fly to the station. It refuses to let me land. Like, no matter what I try, all landing requests denied. Google to find out that it's because all the landing bays are occupied, something that happens alot in busy systems? Anyway, switch to solo mode, land, turn in the mission, go looking for another. Only one mission is available to me that isn't much higher level. Accept it. Go to the galaxy map to plot a course. Can't plot a course. Doesn't say why, just, can't.
Rad.
Word of advice for right now: don't go to Hutton Orbital. It's a station that might come up, in Alpha Centauri, and it catches out a lot of new players because they don't know to check how far a station is away from the system's entry point. Hutton is one of the furthest away in the game (.22ly) and takes a looooong time to get to, if you even have the fuel.
On the other hand, every cmdr in Elite should visit Hutton Orbital at least once! :-) If I remember correctly, it takes about 80 minutes in supercruise to reach Hutton. The community goal about shipping scrap to Hutton was one of the more interesting ones I've taken part of!
Hoss brought home enough haul from Sothis last night for me to hit Tycoon rank in trading. Pretty happy about that! Although, if I head to Sothis again anytime soon, it's probably going to be in my Python because it is very unhappy times up there. Everyone trying to kill everyone, near as I can tell (talking about the NPC factions being at war- not the players).
On the plus side, Hoss (my T-9) killed a Dangerous rank DBX pirate on that run. Seeker missiles are civilization!
I used the profit from that haul to buy a Federal Assault Ship. It's the next best thing to my dream ship- the Federal Gunship. I'm a Federal kind of guy. I've decided that I want my warships to look like tanks, not a Honda Civic (no offense to you imps out there). I'm thinking I'm going to roleplay that tank angle up. I've already got the military shielding, and I'm going to be improving that with engineers, as well as hull reinforcements. I'm also going to sturdy mount all my weapons, and maybe downgrade some modules to type B and use reinforcement mods on them as well.
I'm tempted to get dirty drives instead, but the urge to roleplay is strong. Plus, getting my thrusters shot out is no bueno. I figure if I can blow up npcs in a goddamn T-9 with 250ish MJ shields, then I can do it in a slightly sluggish FAS with tank mods out the wazoo.
Only problem I see right off the bat with the FAS (aside from shitty shields, which I guess is more a feature than a bug), is that the utility slots are all under the ship. Probably makes it very vulnerable to missiles, especially with the hull tanking. Good news there is that the roll speed is ridiculous. So I'm looking forward to flipping my ship like a beached whale when I see missiles inc and hoping the point defense does its job. Heh.
Is it heavy? Yes? Then it's expensive. Put it down.
Really though, what is it?
In other news, SRV driving does increase explorer rank. From my research, you get the increase immediately while driving (rather than after turn in like with scanning), and the amount you get increases the further distance you are from Sol. Doesn't affect money payouts in any way though.
That's cool, elite. Thanks for not letting me turn in 4m worth of missions. Even though I was at the stations with time to spare. It's not a long flight back to sothis or anything.
I believe Syngyne is correct. It's just related to how much data you have sold, and there is no extra data added from using an SRV. Though you can mine for FSD boost mats etc as you go.
Is this really correct? According to this Dev-update, Michael Brooks at least said that they would implement both the finding new rocks and driving adding to exploration data. I know that it says "New cartographic data added" or something like that when you pick up a new mineral, and I know people claim that driving distance contributes on the forums... was that never implemented then?
Ah that. Yes, you get some explorer rank the first time you pick up a new mineral. It's a one time only deal though.
Is it heavy? Yes? Then it's expensive. Put it down.
Really though, what is it?
A Matrix pod
I'm only going to be running two monitors for now, the main monitor and one mounted right below it.
+6
Nova_CI have the needThe need for speedRegistered Userregular
edited July 2016
Okay, I think I got this figured out. So, your FSD has a max range based on the FSD itself and your powerplant I think, so you can only fly to systems that are within that distance from another system that you can get to.
Makes sense.
I did a couple delivery missions and installed new weapons and a new powerplant. It was recommended to me that bounties are a fun way to make some cash - other than a kill warrant scanner, is there anything I should be looking to get to make bounties profitable?
I gotta say, the implementation of Rift support in Elite is, overall, pretty amazing. It does the things I would expect it to do in a lot of ways, particularly how it uses your view to decide focus. Most of the stuff is pretty easy to get to in-cockpit, and when you're looking around if you're looking at something that's going by, it'll bring up info about the thing you're looking at, which is super cool. Moving around a station to get to the landing pad is also more rad that you would think, just because the station feels like it's actually there and zooming close to it using thrusters to kind of skirt around the station is made more awesome that you can just look at whatever you need to look at.
I wasn't going to play any VR today because it's hot out and you're covering half your face with a device that generates heat while playing a game that taxes your computer so it's throwing out heat, but I was far too interested in playing Elite.
E: The cheap shit your used-ass ship came with. Slightly better shit that's made with lightweight materials.
C: Pretty average shit at a pretty average price.
B: Heavy duty reinforced shit but holy shit this shit is heavy.
A: Wow this shit is expensive.
I think A is the same weight as E, with D being lighter and B and C being the heaviest.
Honestly, almost always go with A or D depending on whether you want maximum jump range or not. Personally I A-fit wherever I can because the extra jump range isn't worth flying a shitbox.
The other thing to look for is module size. That's the number. You want to make sure that you're generally using the maximum size that will fit in that compartment. You can get away with a smaller power plant for example (if you're not running many modules), but it's going to heat up like crazy. Clunkers in this game really feel like clunkers.
The powerplant I bought was less mass. That makes even more sense.
Just another note about FSD range. It's suuuuper important to get it higher at first. Like 10% increases can cut the number of jumps you need to make in half or more and do even more for your fuel consumption. It starts to get a lot more linear once you're not constantly forced to take weird detours of close-packed stars instead of a relatively straight line.
I haven't played this in a year. Just realized I'm jonesing
While we are talking about FSD and route plotting, if you ever go to/near the core, or just to a place where the stars are more densely packed over longer distances, you will need to know about how the route planner algorithm works. In short, it's retarded and you will go crazy if you don't know how to deal with. When you plot a route approaching the maximum range, the planner will attempt to optimize the fuel usage for the last steps, and if there are many possibilites, you may never get a route. To make matters worse, the plot keeps getting calculated in the background and will make the game unresponsive. I found out about this when I went to Jacques, but there are ways to make it work. Check out this thread if you're having problems with routes taking forever to calculate:
I'm presently making my way back from Jacques. Spent two weeks out there, but nothing much seems to be happening. I'll take my time doing some sight-seeing on the way back, perhaps I'll make another trip with a Conda to be more well-rounded. Went with an Asp this time, but not enough room to fit everything needed (need a limpet controller to do any effective mining, and should also be reasonably set-up for bounty hunting work... to bad Frontier didn't enable more services faster at Jacques so you could refit there).
I think A is the same weight as E, with D being lighter and B and C being the heaviest.
Honestly, almost always go with A or D depending on whether you want maximum jump range or not. Personally I A-fit wherever I can because the extra jump range isn't worth flying a shitbox.
The other thing to look for is module size. That's the number. You want to make sure that you're generally using the maximum size that will fit in that compartment. You can get away with a smaller power plant for example (if you're not running many modules), but it's going to heat up like crazy. Clunkers in this game really feel like clunkers.
With mass also comes hit points. I think if you're going for a hull tank build, it might be wise to go with B modules in at least some cases. For example, if you want to PvP or are worried about it at all, you probably want to do everything you can to protect your powerplant. PvP players love to target that particular module, and it's not that difficult to work around a less than A powerplant on a hull tanker (you're not throwing a lot of power at shield boosters, after all).
So the other day I decided I'd run some goods for the Segovan CG, only to find one of my trips useless because the market had vanished. I found out this was because players had managed to get it shut down through actions affecting the background simulation, which was equally impressive and frustrating. And now here's a bit of a news report about the outcome of those events, from Eurogamer - http://www.eurogamer.net/articles/2016-07-15-elite-dangerous-players-accuse-frontier-of-god-modding
I think A is the same weight as E, with D being lighter and B and C being the heaviest.
Honestly, almost always go with A or D depending on whether you want maximum jump range or not. Personally I A-fit wherever I can because the extra jump range isn't worth flying a shitbox.
The other thing to look for is module size. That's the number. You want to make sure that you're generally using the maximum size that will fit in that compartment. You can get away with a smaller power plant for example (if you're not running many modules), but it's going to heat up like crazy. Clunkers in this game really feel like clunkers.
With mass also comes hit points. I think if you're going for a hull tank build, it might be wise to go with B modules in at least some cases. For example, if you want to PvP or are worried about it at all, you probably want to do everything you can to protect your powerplant. PvP players love to target that particular module, and it's not that difficult to work around a less than A powerplant on a hull tanker (you're not throwing a lot of power at shield boosters, after all).
Yup! This is what B modules are made for, or just general heavy PvP action. Otherwise the weight is probably not worth the trade off (in your mining roles, trading, etc)
Are there any good current guides on how to best set up Voice Attack in Elite Dangerous? I've found one from 2014 that seems pretty good, but I would expect that two years later some things might've changed or improved.
Thirith on
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
With my soon-to-be entry into combat, I was planning on buying a hauler for courier/smuggling and use my Cobra to fit for combat. Does this sound like it's a good idea? I don't want to use the same boat for both
While Zerocz is right that a Cobra makes a superior smuggler, if you're set on getting a separate small smuggling ship, may I suggest an Adder? I have a weak spot for the Adder, as it looks like what I imagine a smugglers ship would look like. Small, unlikely to attract attention (this MAY actually be a real mechanism in the game, at least it was talked about that an Adder would attract less attention than for example a Courier. Was it ever implemented? who knows...), and the Adder in my opinion just looks cool. It was a long time ago that I did any smuggling, and I'm not sure what type of smuggling you are planning to do, but this is something like my adder that I still have stored away and take out for a spin now and then:
In a Hauler, you will be easy prey for practically anything (although there was this time I took the mighty WARHAULER to a CG...fear the small rail!). An Adder on the other hand is a surprisingly nimble and effective low-level combat-ship, and the mines are actually deadly now. The build I linked should be able to get some kills as you run away and let the stupid npcs fly into the mines over and over again. Mine kills are the best kills!
Hm... now i kinda want to really pimp my adder and but all the level 5 engineer mods on it...
Nova_CI have the needThe need for speedRegistered Userregular
When did they remove the option for a joystick deadzone setting? I ended up using vjoy, a utility that overrides your joystick's output since Elite kept saying my joystick was slightly tilted right at all times (And it wasn't, and vjoy agrees that it wasn't, so it had something to do with the Thrustmaster driver I think). I was going to just increase the deadzone a bit, but there's no option to anymore and I've seen posts from people showing screenshots of options screens with deadzone sliders.
Why would they even remove that option? That's so weird.
When did they remove the option for a joystick deadzone setting? I ended up using vjoy, a utility that overrides your joystick's output since Elite kept saying my joystick was slightly tilted right at all times (And it wasn't, and vjoy agrees that it wasn't, so it had something to do with the Thrustmaster driver I think). I was going to just increase the deadzone a bit, but there's no option to anymore and I've seen posts from people showing screenshots of options screens with deadzone sliders.
Why would they even remove that option? That's so weird.
Quick gameplay question - how do I scan stuff?
Deadzone options are still there for me. There are some under flight rotation-click on the plus by the axis options.
To scan things in your ship, just point your nose at them and target. If you have a wake scanner or a bounty scanner (Kill Warrant Scanner), then you need to assign it to a fire group and use it like a weapon. (Hold the button down as it scans).
To scan things in your SRV, target it and use the 2nd fire button.
Really? Maybe I'm using wrong terms. I thought the ship I was looking at had a capacity of about 300! I'll have to recheck this
e: Definitely not the hauler. It's a type 9 is what I saw. I was just applying a "hauler" class to the ship not knowing it was its own name!
Eh... the Type 9 is not what I'd think of first when someone says "Smuggling-ship", and it's in a completely different class from a Cobra. An a-specced cobra is maybe 8 mil, a type-9 is maybe 150 mil? Besides, the type-9 is a specialised freighter, slow, cumbersome and vulnerable. The freighter equivalent to the Cobra is the type-6, which is actually a pretty nice ship for smuggling with good cargo and decent speed. The next step up from that is probably the Asp, and while I do not particularly care for the Asp myself, it's hard to deny that outside of combat it's probably the most versatile ship in the game.
Anyway, for anyone who has been thinking about going out to Jacques, the guys behind the Distant Worlds Expedition are organising an expedition to Jacques:
This might be interesting both for those who want to visit the only station outside of the bubble, for those who want to try out long-distance exploration, and finally for those who at some time want to unlock Professor Palin, the end-game engineer for thrusters. Palin requires that you have travelled at least 10000 ly to unlock, and a trip to Jacques will surpass that handily. From what I've heard, those who went with the Distant Worlds Expedition had a great time. I've already been out to Jacques one time, and I may make another trip soon-ish, if something happens out there (which Frontier seem to hint at).
Oooh I might actually get in on that. I've been telling myself to grind Federation rep to get my Sol permit (still never seen home, despite all my playtime on both Xbox and PC!), but heading out for a jaunt might be nice. Need to explore some and document some sights for a thing.
Really? I must be awful at picking the right missions or something, because it's felt way slower than that whenever I've tried to work at it. Might prioritise getting that done, then.
Maybe they rebalanced it since then? At the time I did trading missions until rankups came. Assassinations are the quickest I think, but they get rough
Yeah I've tended to stay away from combat missions after being sent to bring down an escorted Anaconda whilst flying a Viper. Bit above my skill level, that.
It's most likely I'm just doing it inefficiently or not running as many missions as I think before getting distracted.
Really? Maybe I'm using wrong terms. I thought the ship I was looking at had a capacity of about 300! I'll have to recheck this
e: Definitely not the hauler. It's a type 9 is what I saw. I was just applying a "hauler" class to the ship not knowing it was its own name!
Eh... the Type 9 is not what I'd think of first when someone says "Smuggling-ship", and it's in a completely different class from a Cobra. An a-specced cobra is maybe 8 mil, a type-9 is maybe 150 mil? Besides, the type-9 is a specialised freighter, slow, cumbersome and vulnerable. The freighter equivalent to the Cobra is the type-6, which is actually a pretty nice ship for smuggling with good cargo and decent speed. The next step up from that is probably the Asp, and while I do not particularly care for the Asp myself, it's hard to deny that outside of combat it's probably the most versatile ship in the game.
.
I was just looking at cargo capacity. I like changing up ships, maybe I'll try just a transporter 6 or 7.
Posts
I mean, in terms of understanding how to play it. I finally got comfortable enough with flight control and navigating that I started playing properly, instead of just the training missions. The game starts you off with a mission. Okay, cool. Deliver data to this little survey station. Gotchya. I launch, jump to the destination system, fly to the station. It refuses to let me land. Like, no matter what I try, all landing requests denied. Google to find out that it's because all the landing bays are occupied, something that happens alot in busy systems? Anyway, switch to solo mode, land, turn in the mission, go looking for another. Only one mission is available to me that isn't much higher level. Accept it. Go to the galaxy map to plot a course. Can't plot a course. Doesn't say why, just, can't.
Rad.
Is this really correct? According to this Dev-update, Michael Brooks at least said that they would implement both the finding new rocks and driving adding to exploration data. I know that it says "New cartographic data added" or something like that when you pick up a new mineral, and I know people claim that driving distance contributes on the forums... was that never implemented then?
As Zerocz said, that's probably since your range is so low that there are no possible routes. The game could indeed be more clear on these things in the beginning, there are so many details I only picked up by playing the game for a long time, or reading the forum. A good advice is to leave the starter system area as soon as possible. They are crowded, which can be fun, but also causes problems like you found out with the occupied pads. More importantly, the starter systems tend to attract seal-clubbers who like to gank newbs for the luls so get away from there until you have a better grasp of the game.
Word of advice for right now: don't go to Hutton Orbital. It's a station that might come up, in Alpha Centauri, and it catches out a lot of new players because they don't know to check how far a station is away from the system's entry point. Hutton is one of the furthest away in the game (.22ly) and takes a looooong time to get to, if you even have the fuel.
On the plus side, Hoss (my T-9) killed a Dangerous rank DBX pirate on that run. Seeker missiles are civilization!
I used the profit from that haul to buy a Federal Assault Ship. It's the next best thing to my dream ship- the Federal Gunship. I'm a Federal kind of guy. I've decided that I want my warships to look like tanks, not a Honda Civic (no offense to you imps out there). I'm thinking I'm going to roleplay that tank angle up. I've already got the military shielding, and I'm going to be improving that with engineers, as well as hull reinforcements. I'm also going to sturdy mount all my weapons, and maybe downgrade some modules to type B and use reinforcement mods on them as well.
I'm tempted to get dirty drives instead, but the urge to roleplay is strong. Plus, getting my thrusters shot out is no bueno. I figure if I can blow up npcs in a goddamn T-9 with 250ish MJ shields, then I can do it in a slightly sluggish FAS with tank mods out the wazoo.
Only problem I see right off the bat with the FAS (aside from shitty shields, which I guess is more a feature than a bug), is that the utility slots are all under the ship. Probably makes it very vulnerable to missiles, especially with the hull tanking. Good news there is that the roll speed is ridiculous. So I'm looking forward to flipping my ship like a beached whale when I see missiles inc and hoping the point defense does its job. Heh.
That bottom box is heavy. Packed with steel tubing.
Really though, what is it?
In other news, SRV driving does increase explorer rank. From my research, you get the increase immediately while driving (rather than after turn in like with scanning), and the amount you get increases the further distance you are from Sol. Doesn't affect money payouts in any way though.
3ds friend code: 2981-6032-4118
Ah that. Yes, you get some explorer rank the first time you pick up a new mineral. It's a one time only deal though.
A Matrix pod
I'm only going to be running two monitors for now, the main monitor and one mounted right below it.
Makes sense.
I did a couple delivery missions and installed new weapons and a new powerplant. It was recommended to me that bounties are a fun way to make some cash - other than a kill warrant scanner, is there anything I should be looking to get to make bounties profitable?
I gotta say, the implementation of Rift support in Elite is, overall, pretty amazing. It does the things I would expect it to do in a lot of ways, particularly how it uses your view to decide focus. Most of the stuff is pretty easy to get to in-cockpit, and when you're looking around if you're looking at something that's going by, it'll bring up info about the thing you're looking at, which is super cool. Moving around a station to get to the landing pad is also more rad that you would think, just because the station feels like it's actually there and zooming close to it using thrusters to kind of skirt around the station is made more awesome that you can just look at whatever you need to look at.
I wasn't going to play any VR today because it's hot out and you're covering half your face with a device that generates heat while playing a game that taxes your computer so it's throwing out heat, but I was far too interested in playing Elite.
The powerplant I bought was less mass. That makes even more sense.
C: Pretty average shit at a pretty average price.
B: Heavy duty reinforced shit but holy shit this shit is heavy.
A: Wow this shit is expensive.
Honestly, almost always go with A or D depending on whether you want maximum jump range or not. Personally I A-fit wherever I can because the extra jump range isn't worth flying a shitbox.
The other thing to look for is module size. That's the number. You want to make sure that you're generally using the maximum size that will fit in that compartment. You can get away with a smaller power plant for example (if you're not running many modules), but it's going to heat up like crazy. Clunkers in this game really feel like clunkers.
Just another note about FSD range. It's suuuuper important to get it higher at first. Like 10% increases can cut the number of jumps you need to make in half or more and do even more for your fuel consumption. It starts to get a lot more linear once you're not constantly forced to take weird detours of close-packed stars instead of a relatively straight line.
I haven't played this in a year. Just realized I'm jonesing
https://forums.frontier.co.uk/showthread.php/151389-Route-Plotting-in-the-Core-an-explanation
I'm presently making my way back from Jacques. Spent two weeks out there, but nothing much seems to be happening. I'll take my time doing some sight-seeing on the way back, perhaps I'll make another trip with a Conda to be more well-rounded. Went with an Asp this time, but not enough room to fit everything needed (need a limpet controller to do any effective mining, and should also be reasonably set-up for bounty hunting work... to bad Frontier didn't enable more services faster at Jacques so you could refit there).
With mass also comes hit points. I think if you're going for a hull tank build, it might be wise to go with B modules in at least some cases. For example, if you want to PvP or are worried about it at all, you probably want to do everything you can to protect your powerplant. PvP players love to target that particular module, and it's not that difficult to work around a less than A powerplant on a hull tanker (you're not throwing a lot of power at shield boosters, after all).
http://www.eurogamer.net/articles/2016-07-15-elite-dangerous-players-accuse-frontier-of-god-modding
Yup! This is what B modules are made for, or just general heavy PvP action. Otherwise the weight is probably not worth the trade off (in your mining roles, trading, etc)
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
Steam: Archpriest
Streaming games and playing music
SmugglAdder
In a Hauler, you will be easy prey for practically anything (although there was this time I took the mighty WARHAULER to a CG...fear the small rail!). An Adder on the other hand is a surprisingly nimble and effective low-level combat-ship, and the mines are actually deadly now. The build I linked should be able to get some kills as you run away and let the stupid npcs fly into the mines over and over again. Mine kills are the best kills!
Hm... now i kinda want to really pimp my adder and but all the level 5 engineer mods on it...
Really? Maybe I'm using wrong terms. I thought the ship I was looking at had a capacity of about 300! I'll have to recheck this
e: Definitely not the hauler. It's a type 9 is what I saw. I was just applying a "hauler" class to the ship not knowing it was its own name!
Steam: Archpriest
Streaming games and playing music
Why would they even remove that option? That's so weird.
Quick gameplay question - how do I scan stuff?
Deadzone options are still there for me. There are some under flight rotation-click on the plus by the axis options.
To scan things in your ship, just point your nose at them and target. If you have a wake scanner or a bounty scanner (Kill Warrant Scanner), then you need to assign it to a fire group and use it like a weapon. (Hold the button down as it scans).
To scan things in your SRV, target it and use the 2nd fire button.
Eh... the Type 9 is not what I'd think of first when someone says "Smuggling-ship", and it's in a completely different class from a Cobra. An a-specced cobra is maybe 8 mil, a type-9 is maybe 150 mil? Besides, the type-9 is a specialised freighter, slow, cumbersome and vulnerable. The freighter equivalent to the Cobra is the type-6, which is actually a pretty nice ship for smuggling with good cargo and decent speed. The next step up from that is probably the Asp, and while I do not particularly care for the Asp myself, it's hard to deny that outside of combat it's probably the most versatile ship in the game.
Anyway, for anyone who has been thinking about going out to Jacques, the guys behind the Distant Worlds Expedition are organising an expedition to Jacques:
August Exodus
This might be interesting both for those who want to visit the only station outside of the bubble, for those who want to try out long-distance exploration, and finally for those who at some time want to unlock Professor Palin, the end-game engineer for thrusters. Palin requires that you have travelled at least 10000 ly to unlock, and a trip to Jacques will surpass that handily. From what I've heard, those who went with the Distant Worlds Expedition had a great time. I've already been out to Jacques one time, and I may make another trip soon-ish, if something happens out there (which Frontier seem to hint at).
It's most likely I'm just doing it inefficiently or not running as many missions as I think before getting distracted.
I was just looking at cargo capacity. I like changing up ships, maybe I'll try just a transporter 6 or 7.
Steam: Archpriest
Streaming games and playing music