M5 will train faster than a TS without micromanagement. The trainings don't happen untill they dock someplace. A slow TS can very easly go over 10 hours flying time shortly after undocking someplace and it won't send you a message untill it docks at it's next waypoint. This could very well be an hour, or more down the road. Yes, you can work around this by watching the pilots like a hawk, but that defeats the point (convenience) of running the training school.
The discoverer M5 fitted exactly how the guide lays out will go 197m/s and will have max rudder tuneings. There will be very few auto pilot issues. I want to say there will be no auto pilot issues as I've never lost a trainee to a collision in over two years. Those random, and highly annoying, Kha'ak scouts are what kills these poor guys in my experience.
Your method works great for me, thanks. I do have one minor annoyance you might have a solution to? When I move a pilot to another ship and start a different script, e.g. EST, the new ship still shows up on the CLS console even though they are not currently running CLS. Is there a way to clear the "memory" of being a CLS pilot so he will only show up on the EST console?
question, how to you fully use CLS1 software? right now i've just used external logistics and setting up waypoints for all my traders but i would be very intrested in how to get the CLS1 software to work and CAG as well.
How to use CLS1 software? Turn Savage Spur into a massive ore mineing operation and have a 1-2 ships useing CLS1 truck the ore to multiple complexes of yours. Same thing can be done with silicon, food and crystals.
I level my CLS pilots up by getting them to collect from mobile miners within a sector and deliver to a homebase there. Seems really fast and is safe as houses provided you choose the right sector.
How do you do that? How do you assign CLS to pick up items from a mobile target? what equipment do you need? never though about this. My mobile miners tend to be sellers themselves too.
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.
I also use CLS to collect from my mobile mining ships so they effectively never stop mining.
I have it set up in external. Just go to waypoints and choose select ship instead of station. I think the collecting ship may need the transporter though,
Except they are all within one sector. Which can be so far out of the way nothing even thinks about going there, and even if they do, you can choose one with one gate so defending them is a piece of cake.
Plus once CLS pilots get to a certain rank they avoid sectors with red ships in. Those ships may not be a threat, or even thinking about attacking your stuff but your CLS will sit on standby regardless untill you go and sort them out. This counts for pirates even when you have max rep with them. And this is why damn pirates have been annoying me. Even if they are not actively attacking me, they are messing up my trade D=
Plus, and this may only matter to me. If they level up through mining collection, they doing something useful, at peak efficiency even when training. But thats probly me just being anally retentive
Infekted, you're not the only one that thinks like that.
But to add to the thread...
Spoiler
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You don't need to train pilots unless you want pilots that need to make a lot of stops. Like stopping at all places that sell microchips.
To get qualified pilots that can use a jump drive (and can make 15 stops) is, dock at the trading station in Herron's Nebula. Start CLS2. If the pilot is not a Cargo Messenger, fire the pilot and start the command again.
Once you get a Cargo Messenger, then you can put him to work. He now is qualified to press the jump drive button.
15 stops is kind of limited. But he'll train up much sooner to top pilot, then he can have unlimited stops.
For example, if you want to use CLS2 to fetch microchips from AI stations, you would get a top pilot and a larger TS ship. Put lots of energy on the ship. Like 10,500 units on a Demeter Super Freighter XL. Saving just a little space to load the first microchips. Then generate waypoints for all stations in 40 jumps for microchips buying at half price. He'll burn up energy cells jumping around to get the chips and open more space for chips. The very last stop should be your Hub to unload chips and refuel jump energy. You'll also need to set supply conditions to 0% for loading. Fire and forget. Well, you might need to check on him occasionally to verify he's safe and has plenty of fuel.
"The difference between fiction and reality? Fiction has to make sense." - Tom Clancy
Please don't spam up the thread with overly complicated and/or expensive alternitives. If you feel that strongly about it make your own guide. This guide is focused on simplicity, scalability and the lowest cost possible.
First of all, Kor'ah, you have no right to ask some to not post in a thread on this forum, whether you started it or not, especially if it's on topic.
Second, his tip about Herron's Nebula actually makes it a lot easier and much less complicated to get a qualified CAG/CLS pilot. I'm suprised you didn't mention it in your guide.
So please play nice.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
I read the rest of his post and that was what I was responding to. Good alternitives shouldn't be buried in threads where they'll be overlooked. There are some workable alternitives here as not everyone needs, or even wants, to crank out these trained pilots in such large numbers.
The Herron's Nebula tip, that's already on page one, was evaluated long ago and not included for three reasons.
First, it requires playing hire/fire games untill you get the correct pilot rank since what pilot level you get is random. It becomes way too much effort when block training 10 pilots at the same time. Even when not playing the hire/fire games you have a bunch of trainees all over the place on the rank table. Can't look at just one and know the others, be it 1 other or 10 others, are also ready and need to dock up.
Second, is Terran space. Everything needed to get started here is in Omicron Lyre SY. Terran Rapiers, starting with the four free ones, can be subsituted for the discoverers. Herron's Nebula being 20 jumps away is hardly convenient for this.
Third, is the exact same tip is in the documentation threads for all three scripts. It's kinda hard to miss already.
I am still figuring out the full potential of CLS and CAG, but your Training Run is a very handy way to provide fully trained commercial pilots, thank you for providing it.
Started a new game on friday, I don't have a single factory yet but after getting 1M credits I purchased the Discoverers, 5 of them.
Now I have 13 CLS Mercurys running about in sectors surrounding Argon Prime, Queens Space and Seizewell, flying between AI stations delivering ore, ecells, silicon, food and bio. The 5 Discoverers are still doing their job as trainers, once each pilot is ready I'll move him to a fresh Mercury to go and trade.
Money is coming in nicely and soon I'll be able to start planning my own complexes and start taking over the market.
Well I tried the guide and it worked very nicely. Only one thing I haven't figured out yet. How to reassign the pilot to a new ship? I have both ships docked at my station but when I try to reassign the pilot there is no ship in the list?
I fired the pilot in the TS but it still won't allow me to re-assign the guy from my Buster. Going to buy a transported device now to see if thats the reason... other than that I have no clue.
Well, I finally reached a point in my Humble Trader start where I felt the need to try CAG/CLS. Using this guide has gotten me very nicely setup and I even have CLS2 Pilots for help with the Hub. Thank you Kor'ah!
I'm not sure if I am doing something wrong - perhaps someone can help. I've only ever used CAG before and trained them up slowly using short runs to an Ore mine in Aladna Hill. Realising I needed more pilots and quick, I gave the Argon sector training run ago.
The problem is that the Discoverers have been flying around for 4 hours now and don't seem to level up. I haven't assigned a home base - is that the problem?
At the moment they just fly round the racetrack docking at stations. Should they buy and sell stuff?
Do I just leave them for 10 hours and then transfer them over to my CAG ships and then they will level up?
Thanks for your help.
No, they should already be leveling, the main advantage of a Homebase in this instance is that you can dump their Wages & Training fees to it & not have to worry about having sufficient in your personal account when it comes due.
Check that you have "Take Trainings" enabled under "Trader Settings".
Also check their "Flight Time" as registered by the CLS script, also under "Trader Settings" I believe, ISTR each level comes after 2 hours of flight-time.