Elite: Dangerous Blog

News and events from the Elite Dangerous galaxy

Empty blog means full game

Why no updates?

For the last few weeks I've been working on the ship blueprints to the exclusion of all else (pretty much). Corrections to the French editions today and finishing the German versions now I have more translations is keeping me busy and I may also have corrections to do to the Spanish editions as well, so the task is ongoing.

I bought CorelDRAW X8 with some birthday money, so the documents are being merged into single files with language layers.

What else?

In game, I made the trip out to the Formidine Rift and carried out some exploration towards the Community Goal. When I got back to the bubble last week, I took my Corvette out bounty hunting and let of some steam with my ship launched fighter using matching ship skins and weapon colours!

This week I have been running missions for the various factions at Jameson Memorial in Shinrarta Dezhra to raise my reputation to "allied" across the board, the reason being you only get the juicy passenger missions from factions your allied with. Since my ships are mostly parked at Jameson, it made sense to get all popular at my home base, so I can set out with my Beluga (it has blue paint, so does that make it a Blue-luga?) and get a few high-paying trips under my belt.

In other news...

Ah yes, also Frontier have just announced Elite: Dangerous for the PlayStation 4. So welcome to the Galaxy PlayStation gamers, we look forward to seeing you out there!

CMDR Cosmo on the Frontier Forums pointed out the following items of interest in the trailer:

- 0:08 the player character stands in the ship at 0:08. Spacelegs confirmed?
- 0:15 Asteroid base
- 0:46 New Capital Ship, maybe a Generation Ship
- 1:27 multi-crew with faces and rank customization on the spacesuit.

Engineer workarounds

In previous posts I’ve pointed out the limitations of the Engineering element of the game and how particularly the mission reward commodities cause major road-blocks.

I have been chipping away at these obstacles and with the help of members of the community providing both cargo and practical advice, I have some solutions.

Commodity storage

This isn’t going be an option for most players, but it is an option all the same. One CMDR told me his son is a lapsed player, so he has been using his son’s Type 6 as commodity storage. How does that work? The player logs in on two PC’s using two different Elite accounts and goes to the same location and game mode, then drops the mission reward commodity on one screen, the (on the laptop in this case) the CMDR scooped up the canister in his son’s Type 6, then logged out.

He now has storage for up to 100T of cargo.

Obviously not everyone has access to a second account, but maybe you have a friend who can hold on to your cargo for a while?

Upgrading ships that don’t have cargo racks

My Federal Corvette is built for combat and doesn’t have any cargo racks. What’s more once my Python has picked up a mission reward, I have to sell those commodities before I can switch to my combat ship. A major pain if I need the said commodity to upgrade my Corvette’s FSD to a level 3. So what’s the solution? Well, I have an Anaconda, which does have cargo racks and has identical internals to the Corvette, so I can fly the Anaconda out to Farseer Inc and get the Class 6A FSD on that ship upgraded by the Engineer. I then fly back to where my Corvette is stored. Here comes the “tricky” part.

  • I have to sell the modified FSD and buy a lesser model.
  • This puts the modified FSD in the outfitting “cache”.
  • I can then swap ships to my Corvette, in outfitting, using the “buy back” grab the modified FSD.
  • I then swap back to my Anaconda and rebuy the vanilla 6A FSD.

My Corvette now has the better FSD and my Anaconda is none the worse for wear – neither is my bank account!

Why is that “tricky”? Because the server controls the outfitting cache and it resets every five (or maybe ten) minutes. This means if you start doing this at 14:39 (server time) and take longer than a minute when the clock strikes 14:40, the “cache” may reset and bye! bye! goes your modified FSD. So don’t start until 14:41 and get done before 14:44 to be safe! Avoid minutes divisible by 5.

This option is permitted by Frontier, but not officially supported, so while it works now, it may not always work.

Finding tricky mission reward commodities

I have slaved, explored, worked and jumped game modes. But I could not for the love of anything get a mission with Modular Terminals as a reward. I went to stations where people had seen them (or even were at that moment) but zip! The mission board is random and my dice were cursed.

So how to get that one final ingredient to the FSD Jump range spell?

Trading with other players.

CMDR TheArmysRedNeck mentioned to me that he had some Modular Terminals, but needed some Osmium and Praseodymium but didn’t have a mining ship to get them.

I did have a mining ship and knew the exact pristine ring system where these items were plentiful.

I gave him my location, went mining in the ring and by the time Red arrived, I had half what he needed already.

We then made a simple exchange and were both on our way with what we needed for our respective blueprints.

So my advice is, if you have an excess of Praseodmium or you have a bunch of mission reward commodities you don’t want, advertise the fact! Go to FaceBook groups, the Frontier forums – wherever and let others know you want to trade.

Beta than before

The first thing I do with a new BETA of Elite, and I’m sure everyone does this, is to buy all the new ships and weapons. Then go crazy pew-pewing everything in sight. Then I go exploring a bit, then start looking at the mundane stuff.

So what is 2.1 like? Well, so much has changed it is difficult to point at one thing.


The graphics for planets, both from orbit and on the surface have been visually improved and the performance is better, giving much higher FPS on my GTX 970. Planets look so amazing from orbit, I doubt anyone could see better currently without joining NASA. Stations look a little different too; not sure if some fog has been added, but it looks better.

As you approach stations, traffic control hails you in a wide variety of voices (depending on system), with your ship designation – in my case “Core Dynamics Alpha Romeo India”. It is a small thing, but adds a huge level of immersion into the Elite universe. You feel like you’ve arrived at a space station. And if you cut throttle down and listen carefully, you can hear – very faintly – radio squelch in the background, inaudible conversations between the station and other ships.


Obviously there are the new engineer modifications (I’ll get to those) but the main change for both 1.6 and 2.1 are the addition of large multi-cannons and huge multi-cannons, beam lasers and pulse lasers. I fitted my FAS with large multi-cannons and medium pulse lasers, then took it for spin. The multi-cannon performed very well on the ship, but it didn’t feel like it was an overpowered mega-weapon, it just inflicted more damage than the smaller class version. Overall, very satisfactory. Gratifying audio too.

So following that, I switched to my Corvette and tried the huge beams, multi-cannons and pulse lasers. The beams looked damn sexy, but I found the pulse lasers have the most effective results. Mainly because of the new NPC AI.


While people on the forums were raging about the NPCs running away, I found that some had a low “cowardice” threshold while others stuck around a little longer before bugging out, but overall, they displayed human-player-like behaviour. When their shields were down, once damage was done, they would run to 6-7km distance and wait for shields to come back up before returning to the fight. If damage got really low, they’d high-wake.

How did this affect combat? Well, my Corvette in the weapon configuration I started with was useless against small ships. As soon as they took damage, they’d run and a Corvette is not a ship you can chase anyone with. The FAS was far more successful, as I could keep ships in range long enough for a clean kill. With this in mind, I changed the Corvette’s weapons for short-burst high-damage weapons and had far more success. So the dynamic is moving towards that you'd see in PvP.


I have only tried one mission and due to time constraints, I failed it (had to log off and sleep). Yeah, I’m rubbish, I know. The missions are defined far better than ever before, with a detailed overview and list of required equipment. The mission giver was rather obsequious towards me (an Elite pilot) basically being a kiss arse. All this makes the mission feel more tangible.

The job was to kill 7 smugglers, some not-so-wanted mission targets amassed a bounty on my head in Nuenets. So yesterday, I logged on for a bit of bounty hunting in a RES site on the new ice ring RES at Fong Wang and I was interdicted by a bounty hunter NPC – an Elite Anaconda – so I let him shoot first, making HIM wanted and began to fire back. The NPC flew the HELL out of that ship, using shield cells, chaff, missiles, flight assist off. My Corvette had the advantage in both weapon and manoeuvrability, but it was still a battle royale; this guy was my match.
Then security turned up and it was over for him. By then he was on 10% hull anyway and the Viper that showed up distracted the Anaconda enough for me to make the kill.

So if you do something illegal, expect trouble to follow you.


Now when a ship is destroyed, it isn't just cargo and scrap left floating, but also components which can be traded with Engineers for upgrades. Basically, every enemy is now a Pinata. This means most people are going to want a collector limpet controller on combat ships and the cargo rack for limpets.

Good or bad?

I'd say this is good. With ship AI changes, my game had to adapt. I'd pick an NPC and do enough to make him flee. Then I'd hit another, the finish off NPC 1 while NPC 2 licked his wounds. Overall my kill rate didn't suffer any. While the Corvette lost some of it's effectiveness on small ships, with the right load-out I was okay. Big ships however, took more effort - especially if they had high rank. But that, in my opinion, is how it should be.

In my next post, I'll talk about enhanced thrusters, meeting Engineers and what to do with the loot.