Empty totes and Backpacks have an icon with an OPEN top. When anything is inside them, it has a closed top. Letting your airlock doors close before continuing through saves a TON of air. Typical ship clearing is started with clearing of baddies, but you generally want to make your way to batteries or reactor to get light up on the ship. Later you can bring your own battery to just install at the airlock. After that, a pass of clearing all the bins and lockers by pulling out interesting stuff and tossing it in the middle of the floor nearby. This lets you very quickly determine if there is anything not obvious of value. Last gather pass (either after re-airing your pressure suit, or on the return trip with your EVA suit), do uninstalls of stuff you want and leave them in place. Lastly you can come back with crates, bags, Handi Handtrucks and collect what you want. Eventually, especially with EVA suit access, you will do things like look for holes and atmo-controls so you can hop on and apply patches, then maybe air up the ship and work outside your suit (especially good for not having EVA suit using skills). Time is money and organized passes can save you a ton of time in determining if it has nothing of value or if it is worth staying and stripping it. Pumps dont get blocked UNLESS you put any air container there. If you put a EVA O2 bottle on the floor under it, or ANY of the large gas bottles(tanks) under the pump outlet, it will pump from one side into the other, often mixing air into the receiving tank.
Okay, never mind, I stated that I wouldn't watch more videos in this series, but I did anyway. There's a lot of good technical information in these videos, especially piloting and explaining what is good to salvage off of ships.
I agree with your other comment that part of the fun is figuring some of the things out. I try to walk a line between showing too much and not enough. Also, there's my own ignorance--I don't always know. :) Often, I'm just standing on the shoulders of the giants that came before me.
I will say, and maybe data just doesn't exists in this version as technically I have just started and am playing on 0.14, but leaving that ship without at least taking the navstation was basically passing on what can sometimes be a cool 20k if you sell the station and its data on the black market. even with the normal selling spot its at least 10k in my experience so I'd say even if nothing jumps out at you take the nav stations, and if you want you can take thrusters too those are extremely expensive for how little space they take up.
Very helpful info here on what would have taken me hours to figure out on my own, in the complicated, clunky, yet beautiful, addictive game haha. Cheers!
I will mention for whoever plays this game and runs into this problem. The starter ship Chad and Quill18 is running here needs a spare N2 hooked up on the right to keep atmos high, elsewise all the venting will get oxygen concentration too high.
@@mochad There's a button on the navigation screen of your ship where you can turn off the transponder. You can also use a switch to turn the power off on the ship, but that leaves the door open and will cost more air. both ways help you avoid getting detected by patrols.
even if you do visit a derelict and find a license that license is only for that ship if you look close you se the ships name and number on the license
There are some that are specific and some that are general. I also found out early on, the hard way, they have dates as well. So I blew open the space station out of frustration before realizing I'm just an idiot.
The license is no specific. You can find them on derelicts or even steal one if you find a courier gig that has one in it. You'll fail the gig and lose your deposit, but have a salvage permit.
Empty totes and Backpacks have an icon with an OPEN top. When anything is inside them, it has a closed top.
Letting your airlock doors close before continuing through saves a TON of air.
Typical ship clearing is started with clearing of baddies, but you generally want to make your way to batteries or reactor to get light up on the ship. Later you can bring your own battery to just install at the airlock.
After that, a pass of clearing all the bins and lockers by pulling out interesting stuff and tossing it in the middle of the floor nearby. This lets you very quickly determine if there is anything not obvious of value.
Last gather pass (either after re-airing your pressure suit, or on the return trip with your EVA suit), do uninstalls of stuff you want and leave them in place.
Lastly you can come back with crates, bags, Handi Handtrucks and collect what you want.
Eventually, especially with EVA suit access, you will do things like look for holes and atmo-controls so you can hop on and apply patches, then maybe air up the ship and work outside your suit (especially good for not having EVA suit using skills). Time is money and organized passes can save you a ton of time in determining if it has nothing of value or if it is worth staying and stripping it.
Pumps dont get blocked UNLESS you put any air container there. If you put a EVA O2 bottle on the floor under it, or ANY of the large gas bottles(tanks) under the pump outlet, it will pump from one side into the other, often mixing air into the receiving tank.
Thanks. Finally someone reasonable. I'm kinda getting tired of dudes making "tutorials" when they barely know the game. [facepalm]
Okay, never mind, I stated that I wouldn't watch more videos in this series, but I did anyway. There's a lot of good technical information in these videos, especially piloting and explaining what is good to salvage off of ships.
I agree with your other comment that part of the fun is figuring some of the things out. I try to walk a line between showing too much and not enough. Also, there's my own ignorance--I don't always know. :) Often, I'm just standing on the shoulders of the giants that came before me.
The Playlist order is wrong. Episode 6 comes after episode 4 at the moment :D
I will say, and maybe data just doesn't exists in this version as technically I have just started and am playing on 0.14, but leaving that ship without at least taking the navstation was basically passing on what can sometimes be a cool 20k if you sell the station and its data on the black market. even with the normal selling spot its at least 10k in my experience so I'd say even if nothing jumps out at you take the nav stations, and if you want you can take thrusters too those are extremely expensive for how little space they take up.
Can't you believe you found a laser welder, best tool in the game!
Very helpful info here on what would have taken me hours to figure out on my own, in the complicated, clunky, yet beautiful, addictive game haha. Cheers!
Great to hear it's helpful. I'll be working on a few more over the next week. No ETA just yet, but soon.
Surprised you didn't demonstrate the crowbar in this vid but glad the glitch uninstalling the door didn't kill you when the helmet came off!
Either you find a license ... or a crowbar. Either way problem gets solved via paperwork or Gordon Freeman style.
Thanks for the vidoe.
I will mention for whoever plays this game and runs into this problem. The starter ship Chad and Quill18 is running here needs a spare N2 hooked up on the right to keep atmos high, elsewise all the venting will get oxygen concentration too high.
Do you recommend aging your character up to purchase a salvage license at game start?
It definitely isn't required. But it's how I tend to start.
13:35-35 my mind just went Leet speak and the time went le:et-es "leet means Elite"
how do you auto set your character to repair things that need it?
Under Roster, you can select his/her ability to restore items.
can yyou change transponders to hide from the cops more less
Short answer is yes. They can be bought in the commercial district at the station.
@@mochad There's a button on the navigation screen of your ship where you can turn off the transponder. You can also use a switch to turn the power off on the ship, but that leaves the door open and will cost more air. both ways help you avoid getting detected by patrols.
even if you do visit a derelict and find a license that license is only for that ship if you look close you se the ships name and number on the license
I'm not seeing that. I see vessel listed as Any Permitted. There may be some tickets that are ship specific, though--good to know!
There are some that are specific and some that are general. I also found out early on, the hard way, they have dates as well. So I blew open the space station out of frustration before realizing I'm just an idiot.
The license is no specific. You can find them on derelicts or even steal one if you find a courier gig that has one in it. You'll fail the gig and lose your deposit, but have a salvage permit.
seems like you're a bit blind to good salvage