So I finally managed to get the opportunity to jump into the beta and start testing some of the upcoming features. The snapshot they used to set up the testing instance was apparently from when I was in Coalsack. Good news is that it gave me a great opportunity to play around the new exploration features.
Which I’d say are generally positive. Much in the same vein as Sylow’s comments the other day, the hardest part was setting keybinds up in a workable manner. I got something usable in the first pass for the new scanning system, but it needed some adjustment. I bound look up/down to the forward/back axis of my stick and the look left/right to the side-to-side axis. I put zoom in on the hat up and zoom out on the hat down, and the tuning was originally on the twist/yaw axis. I had to change the tuning over to the throttle axis because I kept applying just enough force to change the tune a little while moving. I may rebind the look left/right to the twist instead because that’s the natural movement I make when flying the ship.
That worked out fairly well and it’s certainly an improvement speed-wise over flying to every single planet to scan it. However, the new planet mapping system still requires you to do this. It also doesn’t have independent keybinds like the signal scanner and I believe Sylow said it uses the multicrew keybinds. I just sort of tolerated the default setup, but this meant that I had to constantly jump in and out of the planetary scanner to adjust my position, fire a new probe, then repeat. It seems like it may be possible to get it done with less repositioning, but it has a much steeper learning curve than the discovery scanner. I did get a first mapped though, not that it transfers over to live, but it’s the first time I’ve ever seen the message.
I’m assuming they’ll sort the controls over the course of the beta, which leaves my current complaint that all these activities are done while in supercruise using a complete overlay of the UI. This means that if you’re playing in Open and/or in a populated system, you’re a sitting duck target for anything hostile. I’m assuming it does like major events and would immediately cancel out the overlay if you get interdicted, but since you’re pretty much at 0 throttle anyway you’d immediately submit and get dropped. The silver lining is that, for the most part, exploration doesn’t tend to take place in populated systems. Things like the Road to Riches exploration route may become much more dangerous though.
I took the time last night to watch the live stream regarding the mining changes, which I think get rolled to the beta next week, I’m guessing Tuesday? That looks like fun to play with too. Though I didn’t have a ship outfit for that in the snapshot, or now come to think of it.
Since that snapshot was taken I’ve been rebuilding my fleet, especially in light of my newly acquired money.
Okay, so this is my “why would anybody buy this” ship. It’s absurdly expensive for the functions it provides, but it’s sleek and I love the way it handles. My plan is to outfit it for very light passenger transport.
This is my future combat ship. It hasn’t been outfitted properly yet, all I did was buy it, put a better FSD in it, and park it. I haven’t really chosen a dedicated loadout for it yet, but last time I tinkered with it it looks like it’ll take about 100m credits to get it where I want it, not including the time and resources to engineer it. I did snatch up one of the body kits on sale this morning, but this screenshot was taken last night. I’ll try to get a final picture for my next update.
This has been my breadwinner. All the money I’ve made in the last week has been with this guy. I don’t love it, but it’s just so dang functional. It will probably be refitted as a mining ship in the future. Seems that it would be well suited to that task.
This is my future state cargo ship. It’s slower than Christmas and has an abyssmal jump range. In fact, I can’t really use it yet because I’m still working on the outfitting. It’s only selling point is the ridiculous amount of cargo it can carry. The more profitable wing transports we’ve been doing can be done solo in one to two trips with this thing. Y’know, once it can leave the system. It’s possible that it’ll be replaced in the future with the much sleeker and much more expensive Imperial Cutter, but for right now it should be more than capable of doing what I want it to do, carry large quantities of stuff.
Stay safe commanders, may the fuel rats be ever in your favor.