2.6 cockpit manual for fresh Star citizen pilots

AlanFord

Posts: 15422

Posted:
Edited: by AlanFord
Posted: -
Old AC manual had some crucial info I remember helped me back in the days, but now it's heavily outdated. I made this thread to help new pilots like I once was, and to outline some of the things that old Arena Commander manual could have taught you if it existed today and if it was up to date. Also, trying to keep it as simple as possible I know.

Terminology with pictures

You may see these terms, and abbreviations in threads, so let's clear things up.
Axis_zpswlgm5ya9.jpg
Translations or transitions, when people refer to ship movements, mean dodge - strafe movements of the ship along it's transitional axis. There are 3 of them but double up for a total of 6 when we are talking about space 6doF flight (six degrees of flight). But you can see there are only 3 actually, and doubles are there because the ship can move along them in both ways (translate or transition = strafe/dodge), but it can also rotate around them (pitch, yaw, and roll).

Some basic elements you see when flying your ship.

--TVI or total velocity (or vector) indicator shows you the exact direction your ship is currently drifting to. It will go off screen when you're strafing along your transitional axis or in sharp turns. It should be directly in your crosshairs when you are coupled and moving forward. The little ^ going through it in the bottom indicates forward or reverse movement. (goes from ^ to v) I had to fabricate the TVI in the following picture for the purpose of this thread because the real one was off screen.

--Center crosshairs is where fixed weapons will fire at, if you have gimbals, you can offset this aim point manually with use of mouse IM (interactive mode) or LAM (look ahead mode). Gimbals give you the ability to move the guns around in their cone of convergence to fire off bore.
This means that gimbals don't necessarily need the ship's nose (center crosshairs) to be pointing exactly at their predicted impact points (pips), but fixed weapons do.

--AB (afterburner) & boost indicator should be self explanatory - shows your current fuel quantity for afterburner and boost. It is shared for those two components. The gauge below shows your current throttle setting. You can use either throttle, F/B strafe or both. F/B strafe will allow you to go backwards in decoupled, and in coupled mode provided that throttle is at 0. Some people use only one or the other, I use both.

--Quantum fuel, same deal only separate fuel type. It's used for fast travel in systems. Traveling between systems is not yet available but it is likely another type of fuel and requires going through specific points – jump points.

As of 2.6, all accelerations use AB/boost fuel slowly. The only way to recover your fuel in flight is by not maneuvering or be very subtle when doing it (flying straight - nose still). This counts for decoupled mode as well, though just rotating in flat decoupled to look around won't burn nearly as much as coupled maneuvering to turn around.

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Boost increases your maneuvering accelerations, AB increases your maximum forward speed, as well as acceleration but only on forward longitudinal axis. Boost alone will not affect your max speed. AB is main thrust property for now. This means you can't exceed SCM speed using any other axis except longitudinal, and only using AB. In other words you can not dodge sideways or any other way at faster than SCM max speed except forward in AB. Using any transitional thrust in decoupled AB, except forward, will immediately couple you until you drop down to SCM speed at which point your ship's nose current position will likely be your new decoupled total vector equaling max SCM speed. It's unclear if this is an intended feature or a bug.All of this has been fixed with 2.6.1 patch, you can reach max AB speed on all axis and decoupled won't bug out in AB.

--Relative speed indicator shows your current relative speed in the direction of your center crosshairs. This is important to understand because in order to see your real total speed, you need to align the center crosshairs to your TVI. (Normal if flying straight in coupled mode). Negative speed indicates you're moving backwards relative to your view (center crosshairs). Your relative speed can never show faster than your total speed, remember that when you lose sight of your TVI from the screen.

--Flight mode indicator shows what flight mode you're currently in. As of 2.6 that means SCM (space combat maneuvering) mode, PRE (precision mode) only works for landing - will toggle on when you deploy landing gear (default N on keyboard), caps at 50 m/s. AB and/or boost flashing indicates you're using afterburner or/and using boost. You can set AB to work as a toggle in game options menu.

--TDAS or simply radar is what it is. I don't see the need to say anything special about it, it's your standard 3d sphere radar that needs some attention to shine, to undoubtedly happen in the "near" future development.

--CMs stands for "counter measures" shows available type, currently selected, and count. Flames are flares, wifi icon is chaff, (may imply usefulness against CS missiles but chaff should be for both EM and CS missiles).

--IFCS safeties indicator shows which of the IFCS (intelligent flight control system) safeties are on or off. In the pictures, only my Comstab is off.
Coupled mode turns to decoupled mode when you toggle it off. More on this subject later.. Will greatly affect the way the ship flies.
G-safe helps you to reduce faint or red out from pulling hard Gs. Will affect the way your ship handles.
Comstab automatically decelerates the ship when making turns. Will affect the way your ship handles.
ESP helps you not to over shoot when leading your pips by hindering the rotational rates of your ship as you get pips closer to the target. Will greatly affect your aiming experience. Will also slightly hinder your rotational acceleration because of the way it works but only when you have a target selected. If the pips are not showing up for selected target, the target is still too far out of gun range. Or it could be that your weapons are off (default toggle key 4).

Out of those 4, decoupled/coupled mode really needs some further explanation so I'll save it for later. For now, know that if you're fainting often, you can help yourself with G-safe but know that it can lead to unwanted side effects in ship control. If you find it difficult to control your throttle and drift in AB, try Comstab, but know that it is very aggressive, fuel hungry, and can be either helpful or make you a sitting duck if you're not paying attention or forget it's on. If you have trouble aiming, check that the ESP is on (mostly relevant to stick users) ESP stands for "enhanced stick precision".
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  • AlanFord

    Posts: 15422

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    Lead_zpszhnncmw8.jpg
    --To fight something, you first need to target it. Notice that the stuff that's not targeted has a small circle with an arrow indicating their current heading. The target I am fighting is targeted (selected), and weapons pips show up only when you do so. Additionally, a targeted ship shows as a rectangular reticle instead of a small circle. Orange for enemies, green for friendlies. There are many targeting controls so I suggest you check the keybindings for them, but the most basic ones are - target closest enemy (T), target focus reticle (R), and target friendlies (U). Target focus reticle will target whatever is currently nearest to your crosshairs.

    --Incoming missile warning means that you have a missile after you. They show as red x on the radar. The flashing icon on HUD tells you the type of missile. Red flame for IR (heat seeking), red bolt for EM (electromagnetic), and red wifi symbol in this case stands for CS (cross section missile). To launch a missile, you need to lock it first (tap MMB for lock, hold to fire once locked).

    --All but ship's main MFD screens can show whatever you select by interacting with them. To eliminate shuffling stuff with the use of enter key (chat), leave the MFD interaction mode from main screen. Click on weapons tab in the main MFD before you let go of Z after you're done with your setup.

    --Ship's main MFD screen is where you can usually set your fire groups, power profiles, and some other stuff but it's mostly broken currently, and in dire need for an update. To access the main or other MFDs, hold Z (or Y depending on keyboard layout), and use w, a, s, d keys to shuffle between the screens. There's a brief focus delay. You can interact with the mouse. Main screen is fixed, but you can change what to display on the other MFDs. (this may reset when you exit and re-enter your ship). For 2.6, the HUD and MFD functionality is broken so there's little you can do there until it's further developed.

    --LAG/LEAD pips is simply an aiming method preference that you can toggle between to suit your own. Nothing is fundamentally different in them except the obvious fact that LEAD pips place your aiming focus on the pips and crosshairs, while LAG pips place your focus on the target since you have to align the pips on the target reticle. With LEAD, you must align the center crosshairs on the pips. In LAG - pips are ''lagging'' behind the crosshairs, in LEAD – the pips are in ''lead'' of the target :)
    If you compare the two pictures, you'll notice that my crosshairs position didn't moved much with LAG or LEAD pips, and that's because you are still aiming at the same point, it's just your focus that changes. Default toggle for LEAD/LAG is RAlt+K. I've stressed the term ''center crosshairs“ across the thread because if you're using gimbals, the gun crosshairs unlock from the center cross because of convergence – becomes the new crosshairs.

    Ok so..

    What the hell are pips, and what do they mean?

    If you haven't guessed already, they are predicted impact points for your guns - the spot where you need to shoot in order to intercept a moving target with that bullet or energy bolt. This is why weapon projectile velocity is very important. If you have 2 or more weapons of different projectile velocities, you will get 2 or more pips apart from each other depending on the velocity difference between their respective weapons. This deviation gets more drastic the bigger the difference between weapon velocities, and as engagement vector resolutions get more extreme. That's why you might see terms like "mono-boating", it means all your weapons have the same projectile velocity. If all your weapons have the same or roughly the same projectile velocity, you will be aiming at one spot - you'll have one pip to aim at because all bullets will have equal time to intercept the target. Consider the dotted line connecting the crosshairs with pips in LAG as time. The longer it gets, the more time your shots need to travel to reach the pip – intercept an enemy. (absence of this dotted line in LEAD is a bug).

    Here are all but one pip symbols you will encounter while playing. This immage is actually original taken from the old AC manual, but it still applies.
    Pips_zpscsmvr2bm.jpg
    There's one more - a bigger pip that looks like a crosshairs with a circle around it. It may appear when you use more types of weapons, or when their pips are aligned. It's called a "unified pip".

    Since there are no weapon stats visible anywhere in the game currently or on the RSI site, we depend on our community members like Malogos to mine that info from the game files. Use this link to check out all available info on weapons, and other stuff in the game.
    Most importantly, use it to see what weapons pair well by comparing their velocity. If there's minimal difference, the pips are still manageable.
    https://docs.google.com/spreadsheets/d/11B81QpGLgc2GeFsfLnVQLxGrqIfhKDKW1BiZ44E2HV8/edit#gid=998208401
    http://starcitizendb.com/

    That's it for now. Let me know if this is helpful and if you want me to continue on decoupled mode, SCM and IFCS because as I said, that part should be simple to understand but complex to explain. I would try to keep it as simple as possible..
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  • AlanFord

    Posts: 15422

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    IFCS

    --IFCS stands for ''intelligent flight control system''. It's avionics software that supervises all your inputs when flying a ship, and helps in many different ways. All of its features are on when you're flying in coupled mode, and have all other safeties on as well (coupled, G-safe, Comstab, ESP, even LAM). Most its features will be off when all safeties are off, and you're in decoupled mode. Without the IFCS, a pilot would need to be an octopus, and have fine control over every individual thruster on the ship. In 350r for example, this would relate to having 14 individual joysticks with 3 axis each, and managing all of them at the same time in all 6 degrees of ship movement.

    SCM

    --SCM means ''space combat maneuvering''. This is an IFCS setting that inhibits main thruster speed capacity to match maneuvering thrusters max output. SCM is a mode optimized for space combat. In SCM, you can reach max SCM speed cap on all axis of your ship in both coupled, and decoupled mode. SCM speed cap was 2x higher prior 2.6 patch so the new reduction results in a much stiffer ship control in SCM.

    Coupled

    --Coupled mode is a very complex IFCS algorithm which dictates the nature of flight. In this mode, your ship is rigged to always fly nose-forward like a traditional airplane would fly – your rotations (yaw, pitch, roll) is what sets your heading vector unless you are using strafe. TVI will always try to align itself with the center crosshairs – ship's nose. Further more, all thrust inputs are consolidated by the IFCS algorithms that compute output curves, and act on all necessary thrusters on your ship accordingly to maximize the efficiency of an intended maneuver/input automatically. There's your octopus right there in a form of a program. To go backwards in coupled mode, throttle must be at 0, and you must use forward/back strafe instead. You can set your throttle or any other axis at desired level, and the IFCS will make sure you get to that setting as fast as possible. It automatically applies required thrust or retro thrust for you to accelerate/decelerate to new setting (current position of your input – controller).

    Coupled

    In plain words if you set your F/B strafe at 50%-100%-0%, you'll fly at 50%-100% speed, and then stop moving at 0%.

    Same applies for both coupled and decoupled mode for ship rotations but not transitions. This is the fundamental difference between coupled and decoupled mode. Read on..

    Decoupled

    This is octopus' time off, and he's got only half of his tentacles doing their job as opposed to coupled mode. IFCS no longer interferes with transitional thrust, only still keeps rotations under control. (yaw, pitch, roll do not require you to contra them in order to stop rotating or rotate slower/faster) Rotations are still managed by IFCS even in decoupled mode.
    In coupled mode – IFCS interferes with both rotations, and transitions to maximize your control over all thrust keeping in line with that nose-forward centric flight style.

    In decoupled mode – IFCS interferes only with rotations, not translations so the IFCS will not attempt to decelerate you if you lower your F/B strafe by a % unless you pass the 0 to other side . It won't automatically set to that % corresponding speed. And if you are decoupled and not applying any transitional thrust, this allows you to rotate your ship in any direction while traveling on a straight line. I like to call this ''flat decoupling''.

    Decoupled

    In plain words if you deflect your F/B strafe by 50%-100%-0%, you'll fly at 50%-100% speed, and then continue drifting at 100% speed when you get to 0% on your F/B strafe input.

    Everything you get ''for free'' in coupled mode, you lose half of it in decoupled mode because you have to do half of the work your IFCS was doing for you in coupled mode. (much less than half of the work really but irrelevant if we're to keep it simple).
    Trans_zpsvhlhxohk.jpg
    This image shows you how your controller input affects speed, and accelerations in both modes using transitional thrust. As you can see, in decoupled mode you can not decelerate unless you cross the axis' 0 to the negative side which means once you reached the desired speed, you can only go higher until at max. But to go lower, you have to apply the retro thrust yourself. In coupled mode IFCS does this for you.

    You can see that in coupled mode you have both + and – control on both sides of the axis which means you can both accelerate, and decelerate to desired setting no matter where you are on the axis (+ or – side).
    In decoupled mode, you can only accelerate using ''+ side'', and decelerate with ''– side'' using just one axis of course.

    Decoupled mode pilot must always keep an eye or know where his TVI is.

    Decoupled gives a much more loose or softer handling feel, and requires more use of strafe to control the resulting drift effectively.
    There's much debate going on on the forums about current state of decoupled mode in conjunction with AB so certain things are not working like some of my explanation suggests. This has been fixed with 2.6.1
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  • AlanFord

    Posts: 15422

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    Hard points, item ports, and items

    --Every hard point has its size classification just like any item like a weapon or a power plant, shield generator and so on. Hard points on ships are also referred to as "item ports". Item port size governs which size item(s) can be mounted there. So for instance a S3 item port can mount a single S3 gun in fixed configuration. Adding a gimbal on that item port would reduce the gun size by 1 so now the max size gun that can be placed there is S2, but now the gun will be able to converge off bore. Basic principle is every additional item lowers the size for the next item it can be added on top.

    I don't want to go in much detail here because it would need an epic wall of text to explain all of it. I suggest you look up those YT for that or check out the official post about items, and hard points in the com-links engineering section but only as reference because that design post is outdated now. Still it has some useful info in it.. The whole item port system is getting a huge revamp soon with item port system 2.0 so we should have a clearer picture about that topic then.

    This is what usually makes a lot of trouble for new people when they are acquiring items, and upgrades for their purchased or rented ships. The problem begins with not understanding their own ship's hard points, and their sizes, because it leads to clicking here https://robertsspaceindustries.com/electronic-access/weapons
    where nothing listed has it's size displayed unless you click on "more info" in the item picture like so https://robertsspaceindustries.com/electronic-access/Weapon-Roms/Apocalypse-Arms-Revenant.

    Luckily for you, CIG finally made a great UI for changing ship load outs in AC menu where you can easily configure your ships, and more importantly for this matter - see what sizes are your hard points. Check out YT for some of our community members awesome SC videos and guides about changing load outs in 2.6 but as I said, it should be pretty simple to understand now.

    Ship guns

    There are a few categories we could list ship guns by.
    -Size of the weapon
    -Type (ballistic, energy)
    -Sub-type (cannon, repeater, mass driver..)

    --Energy weapons basically use ship's power to generate their ammo so they are not hindered by ammo capacity. They induce more EM signature, often more IR signature, and usually use up much more power from your power plant(s) than ballistics*.

    --Ballistics generally have lower EM induction, sometimes more, sometimes less IR induction but they are limited by ammo they can carry. You must load ammo on them when you are setting up your ballistics on ships. All ballistic guns usually hold 2 magazines of their respective ammo so bare that in mind when you're changing your load outs.
    Ballistics also have shield penetration capability - some % of the damage will go straight through shields and directly damage things behind it. A feature much debated in the community..

    --Sub-type simply refers to weapon fire rate
    - Cannons from 2.6 are usually low RoF, long range precision weapons.
    - Repeaters are mid to high rate of fire weapons with mid-low range capabilities. Gatling is basically a repeater with superior rate of fire. (currently we only have ballistic gatlings for now)
    - Distortion weapons are energy weapons that don't do direct damage to hull but they disrupt components instead. Certain weapons may do all damage types, and those types would be: physical, energy, distortion. (though I think we don't have a weapon that does all those types of damage yet)

    * Mass drivers or rail guns need both ammo, and energy to work so they are sort of hybrids between energy and ballistic weapons. They are usually slow firing, heavy damage, precision weapons that tend to generate a lot of heat and require more power than ballistics usually do. They too can penetrate shields.

    Missile racks & missiles

    With 2.6 CIG introduced the new missile rack, and missile sizing system which is a lot more understandable than what we have for weapons currently.

    --New missile racks are all classified by 3 numbers so that it shows you everything - 1st is the size of the item itself (rack), 2nd is the number of missile(s) it can mount, and 3rd is the size of missile that it can mount. They are currently all from the same manufacturer (Behring) so all share same first name but numbers are what's important.
    BEHR_MSD341.png
    This particular rack is designated - 341. This means it's a S3 rack that would go on a S3 missile hard point (item port on your ship), it carries 4 missiles, and they are all size 1.
    For experts it should read like this: "Behring MSD-341" - ok, it's a size 3 rack, holds 4 size 1 missiles.

    There are 3 major missile categories based on signatures they lock on to, and there are:

    -IR (infra red) or heat seeking missiles - locks and seeks heat sources
    -EM (electromagnetic) or EM signature seekers - locks on EM radiation from ships
    -CS (cross section) or cross section seeking missiles - locks on ship physical cross section
    -Torpedoes are simply big missiles as of 2.6 but they are much more powerful and have longer ranges, and fuel capacity.
    -Dumbfire rockets have no lock requirement and they need to be aimed to hit a target directly. (currently in 2.6 only Mustang Delta has dumbfires, old Spark I rockets were upgraded to be CS missiles in 2.6 so Delta is currently the only ship that has access to dumbfires if I'm correct)

    Newly added missiles all have size included in their name so that's easy to understand.
    Some old missiles still don't have their names updated in that regard.

    There are other properties like how a particular war head detonates (proximity, direct strike etc) Refer to Malogos' spreadsheets in OP for that matter or check missile size by clicking on "more info" below their pictures in the store.

    Getting all that stuff for your ship

    Best way to try all that out on your ships is by renting those items in the EA store (electronic access store)
    https://robertsspaceindustries.com/electronic-access
    Here you can rent ships, weapons, and components. The rented stuff will be yours to use in AC (Arena commander), and PU (persistent universe) but EA ships are not available in PU.
    To rent items you need to acquire enough REC (rental equipment credits), and that you can do by playing multiplayer AC modes like racing, Vanduul and pirate swarm, battle royal and so on.

    The rentals will persist on your account for 7 days in which period you can renew your rents for a discounted price. Rentals expire if you play AC, playing only in PU will not cause the rentals to start their expiration clocks. (If you rent items and never go to AC modes, they will never expire).

    The rented items such as weapons can be used both in AC and PU except rented ships. However you can use weapons from those ships in both game modes, which means you can use those weapons for your other PU available ships and they will work in PU.

    You can buy all those things with real money in Voyager direct store (VD), excluding ships which are sold in the pledge store. This will make those items like pledges - a permanent acquisition for final game, and you'll always have access to them in alpha/beta, however VD items can not be melted for store credits - every purchase is final, and there are no indications there will ever be a melting system for VD for now..
    https://robertsspaceindustries.com/voyager-direct

    If you are thinking "well EA store looks more appealing in every way, you'd be correct, but remember that all that money is contributing to game development. But Spock would still advise EA store ;)
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  • AlanFord

    Posts: 15422

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    reserved..

    I think I'm done :)
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  • RandallOne

    Posts: 2623

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    Thanks for doing this.
    RandallOne, Rare Gem Discovery. Alien Artifacts. Exotics.
    MISC Freelancer DUR, Origin 315P
    I7-6700k, SSD, 32GB, gtx1080, Win 10
    Thought of the day. “A lie is not an alternative point of view”!
  • AlanFord

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    Thanks for doing this.

    I thought it's needed, and CIG really can't be making manuals for unfinished features and mechanics. It's all changing constantly so they would need to update the manual every time they change something. Final manual can wait for beta.
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  • Glacier

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    Thanks for doing this.

    I thought it's needed, and CIG really can't be making manuals for unfinished features and mechanics. It's all changing constantly so they would need to update the manual every time they change something. Final manual can wait for beta.
    While I agree that CIG cannot update a manual because of the number of changes that we can still expect they could publish a template of the idea of what the final manual will be at that time. (Will give David Ladyman something to do while we move forward.) With that produced the backers can update it (suggest changes) and so on during the alpha/beta test phase and when things are finalised it can then go to a final published form very quickly. Additionally people can be working on translations into other languages so that those can also be up and running very quickly as well. @Alanford - you might want to suggest that to CIG...after all it will give us something to do.
    There is only us against them. Humanity versus Vanduul. Admiral Bishop
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  • AdmlBaconStraps

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    Can't say I agree with you often Ford, but nice write up on this o7
    Redback Company: First ones in, last ones out.

    Star Citizen org page: https://robertsspaceindustries.com/orgs/AUSREDBACK
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  • Demodamas

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    This is fantastic. Well done.
    ADIClan
  • WaterDrop

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    Awesome job. This is really helpful for new players.
    ADIClan
  • Aklidien

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    Awesome, thanks AlanFord ! :D
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  • AlanFord

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    Thanks guys, glad it's helping. I might fill up those "reserves" with additional related and useful stuff.
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  • Mistadizzy

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    This is excellent. Hopefully people who feel like they have been cheated by new FM see this post and take the time to read it. I completely agree with using coupled and decoupled depending on the situation. Flying in SC definitely takes some pratice and know how thank you for putting this together.
  • CrzyCanuck

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    Well done Alan and thank you.
  • Dirtbag

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    Nicely done
    DES
  • Avalean

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    You sohuld really place all of this into the right thread or create one specifically for it this is for new folks coming in to introduce them self not for guides, tutorials or multiple postings is all.
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  • AlanFord

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    You sohuld really place all of this into the right thread or create one specifically for it this is for new folks coming in to introduce them self not for guides, tutorials or multiple postings is all.

    Well I asked that very question in the Q&A forums before I made this thread..
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  • Platinous

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    Very nice work. You even included the standard atmospheric axis terminology.
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  • Radnor

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    Great Job !
  • Jaspendar

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    Great job and thanks for doing this o7
  • Chifanpo3

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    Great work on this!
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  • Weyland-Industries

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    Thank you for this!
    The Corporation
  • rattpunk

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    Thank you.


    TE.LC

  • Jaddow

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    Really nice job!

    But the pic at the beginning might be a little bit confuring for new citizens. When it'd look like this, it could be a little bit easier to understand...

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    Hull C, Prospector, Buccaneer, Avenger Titan, Aurora LN
  • aniron

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    Nice writeup.

    I would suggest referring to starcitizendb.com as opposed to the spreadsheet directly,
    Malogos has provided a cleaner way of reading the data there.

    It is also updated to the live patches.
    sc_bwcsigs_solaria.pngBacon! Whiskey! Cake!
  • AlanFord

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    Nice writeup.

    I would suggest referring to starcitizendb.com as opposed to the spreadsheet directly,
    Malogos has provided a cleaner way of reading the data there.

    It is also updated to the live patches.

    Just link it here, I'll add it to the OP.
    I only have that link.
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  • DarkhorseOneSix

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    Awesome work. Database link below.

    starcitizendb.com
  • Daworox

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    Wow man... really nice job! :)

    This certainly helped many of our fellow pilots out there...

    +42 (and this week's MVP)
  • Stadulator

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    Well done OP :)
    Vanguard Warden, F7A-M SH, Sabre, Esperia Blade, Terrapin, Reliant SEN, Hull-B, Hull-C, Herald, CAT, Dragonfly, Crucible

    Intel i7-6800 @4.0GHz, MSI Pro Carbon, GTX 1070 FTW (x2), 64gb Corsair Vengeance, 500GB SSD, WIN 10 64bit





  • HybridBranch

    Posts: 205

    Posted:
    Posted:
    Awesome info. I never knew what that tvi indicator was!
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