X REBIRTH SHIP MANAGEMENT

General discussions about X Rebirth.

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dertien
Posts: 274
Joined: Tue, 22. Feb 05, 13:27
x2

Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Tue, 9. Mar 21, 21:52

If the missions are in your 'Active Missions' list you accepted, you are most of the time, no longer in the zone that you accepted the mission from, so the method you describe keeps you bound to that zone. With the method I outlined, neither you nor the Capship is required to be in the zone the missions were accepted.
Also, this means you need to stay there while your 2 or more capships fetch the commodity, while you are staying in the zone to scout out for the right drop off points IIUC.

With the method I outline, you are free to be wherever you wanna be.

Both methods are valid, but It would be easier if you could either:

- Have an extra filter in the 'Goods bought by stations' screen that lets you sort by 'Accepted Missions'
- Or that the station names that show up in the 'active missions' list would be shown in a different font color (green or so) on the 'Goods bought by stations' screen - a bit like the orange color for goods you don't have a license for.

Anyways glad we got a workaround for this and we can both have our cake and eat it :-)

Maybe an idea for a trading mod addition.

Dev disco
Posts: 33
Joined: Wed, 2. Dec 20, 16:35

Re: X REBIRTH SHIP MANAGEMENT

Post by Dev disco » Thu, 11. Mar 21, 13:34

Well, it seems those mission offers often aren't on the trade menu (shift-T), so there's little to filter.
You really need to go to the relevant trade port in that case, it seems.
When I started playing my first game I had to deliver a few URV's to Solar Energetics.
I checked the trade menu a million times over the next weeks, but this station never asked for them.
Then I went there, checked the right trade port, and it was done.
That's when I realised I had to deal with these missions straight away, instead of collecting them to deal with later.

Anyway.
I still don't get your point of not being in the same zone.
I assume you get the mission from the bulletin board.
So if you accept the mission you are in the right zone, otherwise you can't use the bulletin board (or am I missing something?).
Assign a ship (where ever it is) to buy the wanted goods with shit-T, fly to the trade port of the station (which is close-by in your zone), and use it to give a second assignment to sell the goods.
It takes a minute to do these three things, and after that you don't have to be in the zone. The tradeship does the work without you being around.
It is not that much different from doing shift-Y trade deals. No need to be in the same zone for those, right?

All of this assumes you bought a trade computer so you can plan more than one trip in a row!

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 11. Mar 21, 18:11

SUBTOPIC #22: FIGHTERS

There are many kinds of fighters on the market in shipyards, but they are not efficient fighters. What would make them efficient fighters is not just the pilots nor their superior, but their formation. These formations are in Single, Squad, Wing and Fleet.


Single Fighters

The Albion Skunk is an example of a single fighter. It's in fact a shuttle designed to protect VIPs and used as a transport for them to travel between stations and capital ships. Ren Otani is the captain of the discovered abandoned Teladi shuttle that was flown before Plutarch's time, but is also a private Marine General (he has a superslave chip inside his head that allow him to operate electronic devices mentally and only a few marines have them) and an acting private Navy Admiral on his capital ships plus a CEO of Otani Corp on his stations. The Albion Skunk is too loaded to be a fighter and could not have been sold in shipyards due to its high cost. It was made specifically for generals and admirals in the Teladi Navy. But there are small, medium and large fighters in the small class ship category. Each fighter has a unique fire output and speed. One important rule to remember is that small fighters fly faster while medium fighters fly slower. The same is true with large fighters compared to medium fighters which would make medium fighters faster than larger ones.

When deploying single fighters, the single fighters are not under the command of a superior. Which means they will each do their own thing in the battle. It may or may not work to their advantage because of the lack of coordination and firepower against larger targets or group of fighters. Therefore, it is best to have heavy fighters engage as single fighters in a wave followed by medium and then light fighters behind them when deploying single fighters.


Squad Fighters

Flying the Albion Skunk with two, four or eight other fighters in the squad is a different matter. In this example, you have fighters supporting as well as escorting you. The question is are they the right fighters to be in the Skunk's squad? I'd prefer each of them to be Albion Skunk, but there's only one of its kind and you're flying it. Therefore, either have them join your squad temporarily to follow you or assign them to a superior for longer period of time and follow them.

While in the squad, each fighter are capable to carry out individual commands as well as broadcast ones. This means they are your Skunk's extensions. In some cases, you may have to dispatch a fighter or two from your squad to deal with a certain situation within a situation. Knowing and understanding the invade (attack), evade (withdraw), orbit (a combination of invade and evade) and standby (hold position) commands would save your squad fighters. This is not including how many if you have a large squad of say 12 or 16 fighters following you.

Choose which squad you want to lead: heavy, medium or light squad. Heavy squad consist of heavy fighters while medium squad consist of medium fighters and light squad consist of light fighters. A squad of mixed size may have certain disadvantage compared to a squad of same size fighters.

Finally, decide which generation of fighters you want in your squad or a superior's squad. A set of two fighters following you is the first generation. A set of four fighters, two assigned to support each fighters in the first generation, is the second generation. Too many generations in a squad will complicate the effectiveness of the squad even though the generations is the same as wing and fleet, but in this case we're dealing with fighters in the squad. Multiple generations, if needed, would require separate assignments where they manually act as additional generations.


Wing Fighters

Flying as a Wing Commander is no different than that of a Squad Commander. The function is the same except you're only focusing on the leading squad which consist of only one or more fighters instead of focusing on all single fighters in your squad and fighters in other squads. The Squad Commanders in other squads in the wing will worry about the fighters in their squad. But, sometimes you may have to watch the management of their fighters as a Wing Commander assuming those squad commanders are AI.

Again, the keyword here is firepower and you have that in your wing. The AI squad leaders should take care of the individual commands to their single fighters while you or your other wing commanders just worry about your squads or your other wing commanders worry about their squads respectively.

Next, is where you would have a mixture of squads from light to heavy fighters. I suggest wing command be in heavy squad of heavy fighters while other squads of different sizes are in the wing, hence generations. Two heavy squads, four medium squads and eight light squads separately (not assigned to any superior squad) under wing command of heavy squad is ideal.


Fleet Fighters

If you have at least 125 fighters of light, medium and heavy sizes and each to work with, and you've assigned them to certain squad command fighters and a group of squad under wing command(s) notwithstanding corvettes, frigates, etc., then you're a certified Fleet Commander. What was mentioned in Wing Command section above, is the same for fleet command, just change the words squad to wing and wing to fleet.

dertien
Posts: 274
Joined: Tue, 22. Feb 05, 13:27
x2

Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Wed, 17. Mar 21, 12:05

@ Devdisco

No, indeed, the missions are not on the trade menu, but as I found out it really doesn't matter. So let's say you accept a mission, I found out the only three things you have to remember is :

- 1) The station you need to do the mission for
- 2) The ware it was buying
- 3) The amount to finalize the deal and get your credit reward.

So let's say you accepted a mission that requires the delivery of 1000 Argnu Beef to a station and you didn't do it right away. Half an hour later, you find that this station has enough supplies and will only accept 500 Argu beef because an NPC did the deal faster than you.

Don't despair, you made a deal with the station and it will honor it.

Deliver the amount it will take, may it be for example 500 units, and at a later time, when the station needs some beef again, or you are in the neighborhood, keep delivering until your delivery quota is met - 1000 Units in this case, to receive the credit reward and finish the mission.

As for not being in the same zone I tend to move around a lot and since X-Rebirth gives us the luxury of hiring captains and doing deals 'manager wise' you could say I prefer to do the trading that way - via sheets and the map. I have the impression that when you are Out Of Zone, a lot less time is wasted waiting for NPC's to do their docking manoeuvres, which happen more slowly when you are actively 'keeping an eye on the proceedings'. I IRL don't like it either, when my boss is looking over my shoulder, who does?

The first trade computer is cheap so that should not be holding you back.


@Oceanway

If it's wings and formations you want why don't you try this mod?

If you're on Steam

https://steamcommunity.com/sharedfiles/ ... earchtext=

If you're on GOG:

Steam Workshop Downloader:

https://steamworkshopdownloader.io/

Steam .Dat Unpacker

viewtopic.php?t=388403

Cat.Dat unpacker

https://www.nexusmods.com/xrebirth/mods/342/

Or alternatively use the tool by Egosoft.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 18. Mar 21, 17:40

SUBTOPIC #23: FLYING THE ALBION SKUNK


Up until now managing single, squad, wing and fleet fighters was described. Managing the shuttle, the command ship, in commanding other ships was also described. Now the basics of flying the Albion Skunk is in this subtopic.


Accelerate, Stop and Reverse

Before you begin, check the Flight Assist Mode and see that it is activated. You can do this by strafing in any direction using the 'A' key for left strafe, 'W' key for up strafe, 'D' key for right strafe and 'S' key for down strafe. If you are drifting after letting go of the key, the Flight Assist Mode is not activated. To activate the Flight Assist Mode, press and hold down the #2 button on the number keypad to look down at the chair in the cockpit, left-click the second control device from the left with the mouse to bring up the Ship Interface platform on the spaceshield window. Left-click on #7 to activate the Flight Assist Mode. Some role players prefer to fly with the drifting feature and not activate the Flight Assist Mode. This is optional.

Press and hold down the 'X' key to accelerate and move forward. Press and hold down the 'Z' key to decelerate and move backward. If you are drifting, press the 'Back' button to stop. Press and hold down the 'Z' key again to reverse and move backward. Press and hold down the X key to inverse and stop. Press the 'Back' key if you are drifting.


Turning

There are two ways to turn: One is by using the mouse and the other is by using the arrow keys. The mouse is the preferred option since it has a scroll wheel for multi-directional movement of the head. Press the right arrow key or move the mouse to the right to turn right, left arrow key or move mouse to left to turn left, up arrow key or move mouse away from you to turn up and down arrow key or move mouse toward you to turn down.


Strafing

As mentioned above, you can strafe left, right, up and down by using keys A, D, W and S respectively.


Boosting

You can afterburn by pressing and holding down the Tab button. This come in handy when overwhelmed by enemies and need to travel long distance quickly. For longer continuous boosting, you need to fly a capital ship through a captain on it.


Rolling

Roll ship left by pressing and holding down the Q key and right by pressing and holding down the 'E' key.


Advance Maneuvering

Using a combination of the above basic functions, you can fly in ways not done in normal flight. For example, to fly like a helicopter, strafe up and tilt the nose down 45 degrees without using the 'X' key to accelerate. Anticipate the height from surface by pressing 'X' and 'Z' keys. Another example is engaging the enemy by left-clicking on the enemy to target it, press and hold down the Shift key and press the 'A' key while holding down the shift key for autopilot and then press Tab to boost toward it. The turrets will automatically target the enemy provided you keep the cursor on it. The rest of the maneuvers is up to your imagination. Don't forget to use the camera mode (F2) to view blind spots such as behind or underneath you and (F3) to view enemy and friendly ships up close after left-clicking on them. Good luck!

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 18. Mar 21, 17:52

dertien wrote:
Wed, 17. Mar 21, 12:05
@Oceanway

If it's wings and formations you want why don't you try this mod?

If you're on Steam

https://steamcommunity.com/sharedfiles/ ... earchtext=

If you're on GOG:

Steam Workshop Downloader:

https://steamworkshopdownloader.io/

Steam .Dat Unpacker

viewtopic.php?t=388403

Cat.Dat unpacker

https://www.nexusmods.com/xrebirth/mods/342/

Or alternatively use the tool by Egosoft.

This thread is for playing the X Rebirth without mods. Players who wish to modify can download mods through the Scripts and Modding thread. I'm not sure what tools by Egosoft you're refering to, but I'll look into it.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 25. Mar 21, 12:03

SUBTOPIC #24: WHO MAKES WHAT AND WHERE


Below is a list of wares made and sold in the market, the trade menu at Shift-T. Buying and selling wares cannot be done remotely in X Rebirth, they can only be done in person. However, if autotrade is set up, it would be done automatically.

Note that when you are in a zone and the trade menu of the market is opened, it will remember the wares on sale in that zone when you go to another zone. The market would be updated when you enter another zone.

When doing a delivery mission and was asked to retrieve a certain quantity of a ware by a client, search for the ware first by finding which station makes that ware and in which zones that station makes them. Once the zones of the stations is found, go to the zones and check for the ware's availability. If they are not available, that means that that ware is either being manufactured or that the station need resources to make it. If they are being made, you would find them in the market as soon as the station finish making it by checking the sales part of the trade menu. Purchase the ware as soon as it is available. Then deliver it to a zone where the client want you to deliver it. It could be in the same zone the mission was accepted or in another zone that is separate from the accepted mission zone.

Finally, the market in one zone is out of range of another zone.



Antimatter Cells:

AES Cell Fab Matrix - AL - FO (Concealed Hideout)
AES Cell Fab Matrix - AL - FO (Woodland Pasture)
AES Cell Fab Matrix - AL - FO (Steady Mole)
AES Cell Fab Matrix - AL - AS (Shady Vault)
AES Cell Fab Matrix - AL - IW (Watergate)
AES Cell Fab Matrix - AL - IW (Cuspid Splint)
AES Cell Fab Matrix - AL - IW (Distress Reek)
AES Cell Fab Matrix - AL - IW (Crossroads)
AES Cell Fab Matrix - AL - LA (Azure Barrier)
AES Cell Fab Matrix - AL - LA (Auspicious Excavation)
AES Cell Fab Matrix - AL - LA (Distant Fume)


Astrobee Launcher:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Astrobee Swarmkillers (Equip Ammo):

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Bio-Optic Wiring:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
PMC Techno-Complex - AL - AS (Liquid Metal)
BER Tech Laboratory - AL - AS (Buried Treasure)
LI High Tech Fab - AL - AS (Buried Treasure)
BER Tech Laboratory - AL - AS (Forlorn Armoury)
LI High Tech Fab - AL - AS (Serpentine Driveway)
BER Tech Laboratory - AL - AS (The Third Duke)
PMC Techno-Complex - AL - IW (Periodic Blasting)


Cargolifter URV:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Chemical Compounds:

PMC Construction Shop - AL - AS (Forge-Welded Mail)
BER Tech Laboratory - AL - AS (Buried Treasure)
BER Tech Laboratory - AL - AS (Forlorn Armoury)
BER Tech Laboratory - AL - AS (The Third Duke)
PMC Construction Shop - AL - IW (Frozen Circuit)


Construction URV:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Crystals:

PMC Plutarch Exchange - AL - FO (The Big Empty)


Cut Crystals:

PMC Crystal Supplier - AL - IW (Cold Peaks)


Energy Cells:

AES Energy Array - AL - FO (Concealed Hideout)
AES Energy Array - AL - FO (Woodland Pasture)
AES Energy Array - AL - LA (Auspicious Excavation)
TU Overwatch - FO - SH (Verdant Profit)

Food Rations:

WF Staples Farmery - AL - FO (Gemstone Manufacture)
WF Foodstuffs Supply - AL - FO (Rising Star)
WF Staples Farmery - AL - LA (Even Temper)
TU Overwatch - FO - SH (Verdant Profit)


Force Field Projector:

PMC Arms Tech Fab - AL - IW (Watergate)

LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Fuel Cells:

HOA Cell Recharge Fac - AL - FO (Gemstone Manufacture)
HOA Cell Recharge Fac - AL - AS (Forlorn Armoury)
PMC Cell Recharge Fac - AL - IW (Watergate)
PMC Cell Recharge Fac - AL - LA (Wrecksville)
TU Overwatch - FO - SH (Verdant Profit)


Fusion Reactors:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
LI Ship Tech Fab - AL - AS (Forge-Welded Mail)
LI Ship Tech Fab - AL - AS (Buried Treasure)


Hailstorm/MA Turret:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


HIT/MA Turret:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Hydrogen:

HOA Lonely Giant - AL - FO (Exhaustless Mines)


Ice:

LI H2O Additives Fac - AL - IW (Frozen Circuit)
LI H2O Additives Fac - AL - IW (Cuspid Splint)
LI H2O Additives Fac - AL - IW (Distress Reek)


Interceptor URV Mk1 (Equip Drones):

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Interceptor URV Mk2:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Intrepid URV Mk1 (Equip Drones):

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Intrepid URV Mk2:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)


Ion Cells:

AES Cell Fab Matrix - AL - FO (Concealed Hideout)
AES Cell Fab Matrix - AL - FO (Woodland Pasture)
AES Cell Fab Matrix - AL - FO (Steady Mole)
AES Cell Fab Matrix - AL - AS (Shady Vault)
AES Cell Fab Matrix - AL - IW (Watergate)
AES Cell Fab Matrix - AL - IW (Cuspid Splint)
AES Cell Fab Matrix - AL - IW (Distress Reek)
AES Cell Fab Matrix - AL - IW (Crossroads)
AES Cell Fab Matrix - AL - LA (Azure Barrier)
AES Cell Fab Matrix - AL - LA (Auspicious Excavation)
AES Cell Fab Matrix - AL - LA (Distant Fume)


Ions:

Mined. No station sell this ware.


Meat:

WF Argnu Stockyard - AL - FO (Exhaustless Mines)
WF Floating Meadows - AL - FO (Exhaustless Mines)
WF Foodstuffs Supply - AL - FO (Rising Star)
WF Argnu Stockyard - AL - LA (Even Temper)


Medical Supplies:

NL Med Dispensary - AL - IW (Periodic Blasting)
NL Med Dispensary - AL - IW (Sinister Poem)
NL Med Dispensary - AL - LA (Smokestack)


Microchips:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
BER Tech Laboratory - AL - AS (Buried Treasure)
LI High Tech Fab - AL - AS (Buried Treasure)
BER Tech Laboratory - AL - AS (Forlorn Armoury)
LI High Tech Fab - AL - AS (Serpentine Driveway)
BER Tech Laboratory - AL - AS (The Third Duke)


Narcotics:

NL Med Dispensary - AL - IW (Periodic Blasting)
NL Med Dispensary - AL - IW (Sinister Poem)
NL Med Dispensary - AL - LA (Smokestack)


Newtonian V Crushers (Equip Ammo):

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Nividium:

PMC Plutarch Exchange - AL - FO (The Big Empty)


Nividium Cubes:

PMC Crystal Supplier - AL - IW (Cold Peaks)
TU Foundry - FO - SH (Postern Gate)
TU Foundry - FO - SH (Sanctuary)


Novadrones:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Ore:

PMC Plutarch Exchange - AL - FO (The Big Empty)
PMC Badlands Colony - AL - LA (Dormant Bear)


Overrun URV Mk1:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)


Overrun URV Mk2 (Equip Drones):

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)


Plasma Cells:

AES Cell Fab Matrix - AL - FO (Concealed Hideout)
AES Cell Fab Matrix - AL - FO (Woodland Pasture)
AES Cell Fab Matrix - AL - FO (Steady Mole)
AES Cell Fab Matrix - AL - AS (Shady Vault)
AES Cell Fab Matrix - AL - IW (Watergate)
AES Cell Fab Matrix - AL - IW (Cuspid Splint)
AES Cell Fab Matrix - AL - IW (Distress Reek)
AES Cell Fab Matrix - AL - IW (Crossroads)
AES Cell Fab Matrix - AL - LA (Azure Barrier)
AES Cell Fab Matrix - AL - LA (Auspicious Excavation)
AES Cell Fab Matrix - AL - LA (Distant Fume)


Plasma Flow Regulators:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
LI Ship Tech Fab - AL - AS (Forge-Welded Mail)
LI Ship Tech Fab - AL - AS (Buried Treasure)


Plasma/JET LR Turret:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Plasma/MA Turret:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Podkletnov Generators:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
LI Ship Tech Fab - AL - AS (Forge-Welded Mail)
LI Ship Tech Fab - AL - AS (Buried Treasure)
TU Overwatch - FO - SH (Verdant Profit)


Quantum Tubes:

PMC Techno-Complex - AL - AS (Liquid Metal)
BER Tech Laboratory - AL - AS (Buried Treasure)
BER Tech Laboratory - AL - AS (Forlorn Armoury)
BER Tech Laboratory - AL - AS (The Third Duke)
PMC Techno-Complex - AL - IW (Periodic Blasting)


Refined Metals:

PMC Construction Shop - AL - AS (Forge-Welded Mail)
PMC Metalworks Yard - AL - AS (Liquid Metal)
PMC Metalworks Yard - AL - AS (Serpentine Driveway)
PMC Construction Shop - AL - IW (Frozen Circuit)
PMC Metalworks Yard - AL - IW (Distress Reek)
PMC Metalworks Yard - AL - IW (Cold Peaks)
PMC Metalworks Yard - AL - LA (Azure Barrier)
PMC Metalworks Yard - AL - LA (Dwarfish Tinderbox)
PMC Metalworks Yard - AL - LA (Wrecksville)


Reinforced Metal Plating:

PMC Construction Shop - AL - AS (Forge-Welded Mail)
PMC Arms Tech Fab - AL - IW (Watergate)
PMC Construction Shop - AL - IW (Frozen Circuit)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Scanning Array:

PMC Civ Ship Parts Lot - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
PMC Techno-Complex - AL - AS (Liquid Metal)
LI High Tech Fab - AL - AS (Buried Treasure)
LI High Tech Fab - AL - AS (Serpentine Driveway)
PMC Arms Tech Fab - AL - IW (Watergate)
PMC Techno-Complex - AL - IW (Periodic Blasting)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Scoop Collector URV Mk1:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Scoop Collector URV Mk2:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Silicon:

PMC Plutarch Exchange - AL - FO (The Big Empty)
PMC Badlands Colony - AL - LA (Dormant Bear)


Silicon Wafers:

PMC Metalworks Yard - AL - AS (Liquid Metal)
PMC Metalworks Yard - AL - AS (Serpentine Driveway)
PMC Metalworks Yard - AL - IW (Distress Reek)
PMC Metalworks Yard - AL - IW (Cold Peaks)
PMC Metalworks Yard - AL - LA (Azure Barrier)
PMC Metalworks Yard - AL - LA (Dwarfish Tinderbox)
PMC Metalworks Yard - AL - LA (Wrecksville)


Spacefuel:

WF Staples Farmery - AL - FO (Gemstone Manufacture)
WF Foodstuffs Supply - AL - FO (Rising Star)
WF Staples Farmery - AL - LA (Even Temper)
UA Haunt - FO - SH (Hissed Syllable)


Spaceweed:

NL Spice Plantation - AL - AS (Serpentine Driveway)
NL Med Dispensary - AL - IW (Periodic Blasting)
NL Med Dispensary - AL - IW (Sinister Poem)
NL Med Dispensary - AL - LA (Smokestack)
UA Haunt - FO - SH (Hissed Syllable)


Spices:

WF Floating Meadows - AL - FO (Exhaustless Mines)
WF Foodstuffs Supply - AL - FO (Rising Star)
NL Spice Plantation - AL - AS (Serpentine Driveway)


Surface Miner URV Mk1:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Surface Miner URV Mk2:

PMC URV BTO Line - AL - AS (Five Ways)
PMC URV Parts Supply - AL - AS (Shady Vault)
TU Overwatch - FO - SH (Verdant Profit)


Sunstalker Missiles:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Teladanium:

TU Foundry - FO - SH (Postern Gate)
TU Foundry - FO - FP (Sanctuary)


Unknown Ware:

CAR Den - FO - SH (Silent Night)
CAR Den - FO - SH (Scaleplate Pact)
CAR Den - FO - FP (Risky Deal)
UA Den - FO - SH (Serpent's Tail)
UA Den - FO - SH (Shadow's Heart)
UA Den - FO - FP (Corsair's Gambit)


V Launcher:

PMC Arms Tech Fab - AL - IW (Watergate)
LI Arms Tech Supply - AL - IW (Distress Reek)
LI Arms Tech Supply - AL - IW (Sinister Poem)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Warhead Components:

PMC Techno-Complex - AL - AS (Liquid Metal)
PMC Arms Tech Fab - AL - IW (Watergate)
PMC Techno-Complex - AL - IW (Periodic Blasting)
LI Arms Tech Fab - AL - LA (Straining Coppice)


Water:

LI H2O Additives Fac - AL - IW (Frozen Circuit)
LI H2O Additives Fac - AL - IW (Cuspid Splint)
LI H2O Additives Fac - AL - IW (Distress Reek)
TU Water Collector - FO - FP (Sea-green Oasis)


Wheat:

HOA Valley Plantation - AL - FO (Exhaustless Mines)
WF Floating Meadows - AL - FO (Exhaustless Mines)
WF Foodstuffs Supply - AL - FO (Rising Star)
WF Valley Plantation - AL - LA (Even Temper)
Last edited by oceanway on Mon, 12. Apr 21, 00:44, edited 3 times in total.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Fri, 9. Apr 21, 03:21

SUBTOPIC #25: MANAGING WEAPONS


Primary Weapons

To deal with enemies effectively with the Primary Weapon, or PW for short, is to be able to know how to use the targeting system, manual and auto pilot functions and PW switching system.

Let's start with selecting enemy ships from friendly ships. Press and hold down left 'Shift' key and press the 'E' key. This selects all enemy ships. To follow one automatically is to press and hold down left 'Shift' key and press the 'A' key. This will follow a selected enemy ship automatically. To simultaneously select and follow enemy ship automatically is to press and hold down the left 'Shift' key and press the 'E' key, then the 'A' key. This will quiclly maneuver the shuttle into a different direction and out of kill box or ambushed position. Finally, to accelerate into enemy's range, press and hold down the 'Tab' key while locked onto the enemy and following it automatically. This will boost the shuttle into PW range against the enemy ship. However, boosting will decrease the shield, so boost about a quarter of shield in expense. Don't worry about the loot, pick them up when the enemies are cleared if you can't do so safely when surrounded by them.

Now that targeting and following enemy ships is out of the way, let's get into Primary Weapons. There are six PWs: They are Pulsed Maser, Particle Repeater, Plasma Cannon, Inertia Hammer, Mining Laser, Heavy Laser and Railgun. The Pulsed Maser has a range of 2,380-3,000 meters or m for short and 1,400-10,500 damage per second or dps for short, the Particle Repeater has a range of 1,320-1,440 m and 8,400-9,600 dps, the Plasma Cannon has a range of 2,880-3,040 m and 5,600-6,400 dps, the Inertia Hammer has a range of 1,560 and 7,200-8,400 dps, the Mining Laser has a range of 3,200-1,800 m and 196.9-700 dps, the Heavy Laser has a range of 1,500 m and 10,000 dps and the Railgun has a range of unknown m and unknown dps. The Railgun has yet to be discovered. Each of these PWs can be modified to greater or lesser extent depending on your preference through a mechanic.

It is suggested to select a PW that has highest range and if possible, highest damage per second. As you're approaching the enemy, the range decreases. Therefore, you'd want to switch to a PW that has the range equivalent to the current range, but has the highest available damage per second. In other words, you'd want to hit the target at long range and make the most damage at closest range. A sniper would use a combination of PWs that has the highest matching range and switch to one with the highest damage per second when closer to the target. Your modified PW should tell you the current range in meters and damage in dps its given.

An example of how to deal with the enemy: I select and follow the target with boost. As I reach 3k, I select and fire the Plasma Cannon against the enemy. Then I switch to Pulsed Maser at 2.5k making sure I'm hitting the target. After reaching 1.4k, I switch to Particle Repeater and finish the job. This is managing Primary Weapons.


Missiles

To deal with enemies effectively with missiles is to be able to know the missiles' range and what they can do in order to position the shuttle appropriately for maximum damage effect.


Guided Missiles: These missiles are smart missiles. They can track and follow the enemy target where they can turn when the enemy turns. They come in light, medium, and heavy sizes. They are Starflash, Sunstalker and Hellbuster respectively. Each of them can only hit one target at a time.

Unguided Missiles: These missiles are straight forward. they do not track nor follow the enemy. they are literally fired from the launcher the same way a bullet is fired from a gun and have greater chance of missing the target except for Novadrones. They come in light Newtonian V Crusher, medium Meteorite and heavy Novadrone missiles.


Specialty Missiles

There is only one special missile available and that is the Constrictor missile. This missile inhibits the booster function in the drive thus preventing the enemy ship from boosting. The Shield Disruptor and EMP Striker would handled by drones. This is managing missiles.


Drones

To deal with enemies effectively with drones is to be able to know the drones' specialty and what they can do in order to free the shuttle from damage or harm at sniper distance. There are three type of drones: They are scanner, fighter and hacker.


Scanner: The scan drone which is the Beholder can detect and decode information. This is the only type of drone that can scan.

Fighter: There are six kind of fighter drones. They are Assassin, Defense Grid, Shield Support, Interceptor, Intrepid and Overrun. The Assassin drones track and destroy fast targets, Defense Grid drones mimic a wall in space, Shield Support drones temporarily restore shuttle's shield, Interceptor drones in large numbers swarm and confuse enemy target, Intrepid drones cause considerable damage to ships and stations and can be used as assault drones after interceptors and Overrun drones can launch Newtonian V Crusher missiles and finish the job after intrepid drones.

Hacker: The hack drone which is the Trojan can manipulate electronic devices in enemies' ship and shut them down. This is the only type of drone that can hack.

Drone Abilities: With all the drones installed in the shuttle's cargohold, handling almost kinds of situations at long range is possible. To access the drones, open the menu and press '8' key on the keyboard or in your cockpit, look down and click on the Drone Interface panel second from the right on the chair. Important thing to remember: The cargohold cannot carry all of the missiles, marines and drones if you have too many of any one or more. Sell some to carry a little of each so that the shuttle can be armed to the teeth and nails for all situations.


This subtopic covers management of weapons on the shuttle.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Mon, 27. Feb 23, 03:06

SUBTOPIC #26: TRADING

The Teladis are trading experts. Therefore, they would not fly a ship that does not have a system that can record trade markets into its database. That makes the
Teladi fighter called Albion Skunk more than a fighter: It's also a Market Exchange Information Vehicle. Normal fighters would not have such system on their starboard.

Therefore, to obtain market information, you will need to press the Shift and R keys simultaneously and fly close to a station. The station information will show on the monitor in the cockpit. Point the mouse on the monitor and left-click it. You will see a window indicating Station Menu appear. Click on (or press #2) Trade Offers. This is where you can sell goods only to that station that wants them in demand. Click on (or press #2 again) To Sales. This is where you can buy goods only from that station that's selling goods in supply.

Furthermore, if you press the Shift and T keys simultaneously, you will see goods to buy from multiple stations. Click on 'To Offers' and you will see goods to sell to multiple stations. The difference between a Station Menu and a Trade Menu is that you can buy and sell goods to one station locally at the station and buy and sell goods to multiple stations remotely without being at the station. The Station Menu allow you to see what that station has to sell (To Sales) and to buy (To Offers) to and from you as if in person. The Trade Menu however, allow you to see goods for sale and goods in demand from stations you have previously been to, and also allow you to buy and sell goods remotely wherever you are currently positioned.

Finally, you must have a ship in a zone in order to see what the stations are buying or selling in that zone. If you do not get any information including the details, go to the zone and hover close to the station to get the actual information.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Sun, 12. Mar 23, 19:56

SUBTOPIC #27: DISTANCE FINDER

When you want to know the distance between the Albion Skunk and an object in space, you can target the object by selecting it on the CDR and double-left click it to get the target image which is a white circle surrounding the pointer or crosshair in the HUD indicating its location. Another way to do that is by simultaneously pressing the Shift + F keys and then scroll using the PageUp and PageDown keys to get the object you're looking for (the Home and End keys are for scrolling enemy objects) or the target. Lastly, the third way is to point the cursor on the object and then double-left click it. The distance in kilometers will show on the HUD next to the target image.

If you travel beyond the target range in the same zone, you will have to use the secondary target indicator. Select a ship on the Property Menu, press #4, then #3 and then #1, to get the secondary target indicator. It is in orange color, listed in mission, and will show how far you are from the target ship when you look at the distance in kilometers on its left side. This distance will also indicate how far the undiscovered or empty zone you're currently positioned or traveling through. You can also track the target ship after it jumped using the secondary target system.

Finally, if you want to find and locate the station in the zone, select a station in the map by left clicking on it, press #4, then #3 and then #1, to get the target indicator or image surrounding the station which is the four points. Auto pilot (Shift + A) or manually fly to it.


Below is the distance from the center to the side, or radius for short, of the CDR beginning with zero magnification or absolute zero zoom. The distance on the map
will increase or decrease by 4k at a time when you roll the wheel on the mouse. Forward roll or away from you is positive and backward roll or toward you is negative.

Up to 13 in meters
2: 2k
1: 6k
0: 10k (Standard)
- 1: 14k
- 2: 18k
- 3: 22k
- 4: 26k
- 5: 30k
- 6: 34k
- 7: 38k
- 8: 42k
- 9: 46k
- 10: 50k
- 11: 54k
- 12: 58k
- 13: 60k

The above +/- zoom magnification measurement will help measure the distance of almost any object in space within or beyond a zone from you.

NOTE: XL and L ships will not boost beyond 7000k from the hub (center of sector) in each sector. See Subtopics 1, 5 and 6.
Last edited by oceanway on Tue, 13. Jun 23, 20:20, edited 1 time in total.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Tue, 13. Jun 23, 20:13

Subtopic #28: TRACKING SHIPS

Pirate freighters are funny and unpredictable. As soon as you spot and boost your way to them, they jump before you get to them. Another is while you're subduing and
capturing them by firing their turrets and force field projectors, they disappear right before your eyes. You say to yourself: 'Damn, I had them!' Well, there's a way to still capture them after they disappear into space.

The Secondary Target System that was mentioned in the previous subtopic can be used as a tracking system. It's how ships are found in 'I missed my ride!' plot missions,
but only slightly different. You would have to select them and turn them into Generic Mission ships before they jump. Here's how to do it:

While you are subduing and capturing a pirate freighter, you noticed a blue-green glow under it indicating it's about to jump. This is where you must quickly move a
few kilometers away from it, select it by single clicking on it on the CDR (Camera Drone Radar), press #4 (Details), then #3 (Plot Course) and then #1 (Guidance) keys
to make it a mission to track it in the Generic Mission list. Once it jumped, your ancient Teladi fighter known as Albion Pride will track it and all you have to do is autopilot to or manually follow it.

The captain on their assigned ship will also follow the target while you use the highway system if you're not on it. You would command the captain to follow it if you
choose to dock onto it by opening the CDR and then press #2 key for systems. You would see the yellow highlighted sector indicating that the target has jumped to the
zone where the jump beacon is located in that sector. Tell the captain either to take you to the zone by pressing 'C' for comm on CDR or right-click on the captain to talk', select #2 for 'New Order', #1 for 'Fly To' and #4 for 'Fly to Position'; then move the drone in the CDR by pressing and holding down the left button on the mouse and move the mouse to the target located, zoom in on the target by scrolling the wheel on the mouse, left-click crosshair on the target and then confirm it to take you directly to the target within the zone rather than 'to' the zone. Also, if the target boosts instead of jumping, you can move closer to it, left-click target for primary target indicator, press autopilot (Shift + A) and ride along with it rather than follow it.

When you have reached your target, the STS will turn off automatically after you are close to it. You can then continue to finish subduing and capturing your pirate freighter.

Good hunting.

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