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If you fit one of those you can use the boost button in Supercruise, which travels much, much faster.
As for ships, at first you want multi-role (e.g. Cobra Mk III) but when money is no longer an issue most players build ships for each role. (I have 14 for thargoid related gameplay)
I always recommend the same route:
Build a jump ship (diamondback explorer)
and get the FSA Booster Modules
https://cmdrs-toolbox.com/guides/guardian-modules
That also teaches you the SRV Basics.
After that i recommend focusing on engineers + materials
https://www.youtube.com/watch?v=-4HClk1cRIo
https://inara.cz/elite/engineers/ (Inara is always your friend!)
And depending on your playstyle.
You could use that Chieftain ( https://edsy.org/s/vldBEQd ) as a Roadmap (it simply shows the engineers on that site) and try to complete that build to enter the Thargoid alien ERA.
Let me know if you need a hand-
here is a link the site that has a list of planets in the bubble with exo stuff to log
https://spansh.co.uk/exobiology
Lol. You'll be back. All of us come back with Qs.
Handbook? No clue.
Ideally your travel path is a gentle curve that takes you above/below the solar plane just enough to avoid gravity wells and back down/up to your destination. It's an art that's rewarding to polish. Enjoy.
You only need a general idea of your interests to get started. Each PP faction gives a clear description of the activities they support; any that sound interesting to you are ones worth checking out. Once you've chosen a faction: find some friendly players & join them in their endeavors. This game is much better, and much more accessible, when approached in a group.
The most significant thing to learn is how to leverage missions to earn the most. At face value they will not earn much, and will take a very long time to complete.
Wing missions are huge. let me tell you about the one i understand: pirate massacres. These are advanced combat endevaours that call for dozens of kills. (anywhere between 20-80 kills per mission)
One very important thing to know about kill counts: each mission provider will count each kill separately. In this case, its best to only ever take one per provider at a time-- unless you find several very good missions from the same provider. In this way one kill can become 20 counts, if you find 20 different mission providers.
You can also multiply your kills using multicrew or by winging up to fight: each player involved earns a point per kill on each shared mission. Since each player can share one wing mission at a time this means 3 extra counts per shared mission-- up to 12 per kill.
One can complete up to 20 wing missions at a time, keeping the completed missions but not turning them in just yet.. Once a group of friends is on, wing up or multicrew in the same ship, go dock at the turn-in point, share the mission, wait for everyone to accept it, then turn it in to share the profits with the whole group. With this process followed everyone gets the stated payout-- it is not split. I've got something like 350m credits in the mission bank waiting for the money parade to commence. This will turn into about 1.4 billion credits in total with 4 in a wing.
If everyone in our group had the time to blast as many pirates as I, we'd be able to roughly afford a carrier per week-- each. (and that's not even considering power play merrits, or the loot gathered, or direct combat bounties...)
You mean the codex? It does have a fair bit of information about most subjects, but you'll still have to figure out some stuff on your own. You don't need to read it all in one go, just look up whatever you need as you need it.
Most modules can be swapped into another ship if it has internal slots of the same size, except for armour (hull) which is specific to that type of ship. You can swap the armour from one Sidewinder to another Sidewinder, but you can't stick that armour on a Cobra Mk.III for example.
Personally, if you want a low-risk way to make a bit of money while you learn the basics, stick a Detailed Surface Scanner (DSS) on your ship. You use the Discovery Scanner (FSS) to find worlds in an unexplored system, and the DSS to map these worlds. Generally, you want to scan Earth-like worlds and worlds that are terraformable. It will tell you if a world is a terraforming candidate when you click on it in the system map (in the info panel on the right side of the map).
You can also buy an Artemis suit and try your hand at exobiology. It's more profitable if you're scanning plants no one has found yet, however you can still make decent money scanning previously discovered plants in the bubble. On my alternate account, I earned enough money to buy and fully outfit multiple ships in two hours (I know what I'm doing, though).
Are you using Supercruise, or are you trying to fly using conventional engines? Supercruise is what you use to travel in-system, otherwise it would take you days, weeks, months or even years to reach the next planet.
If you are using supercruise, and you still think it's slow... that's because space is really big. When you consider that it would take us most of a year to get from Earth to Mars with current technology (at the very least) and it only takes a few minutes in Elite, you realize that it's not that long.
There's also the SCO drive now, but I wouldn't advise using that on your Sidewinder. Activating the overdrive mode burns through fuel at the rate of your average frat-boy shotgunning a beer... and your Sidewinder's fuel tank is like a beer can. Wait until you can buy a Cobra Mk. III, it's got a bigger fuel tank.
As for going around stars and planets, make sure you're in Supercruise and then just go around it. It is that simple. Just keep in mind that the closer you are, the slower you'll move. So it helps to do a wider arc around it.
If the problem is that your destination is behind something and your FSD won't engage, then the solution is simple. There are three buttons that activate your FSD. One will engage the hyperdrive to jump to another system, one engages Supercruise and the default one will activate either of those based on context (activates hyperdrive if you're targeting another star system, else activates supercruise).
If your FSD won't engage the hyperdrive because there's a planet or star between you and your destination, you use the key to have it jump to Supercruise and then fly around the object that's blocking your path. Once the target lock changes from a grey dashed circle to a solid amber one, you can engage your FSD to jump.
That covers your questions from your OP. If you have any more, ask away.
Good news! No one is forcing you to and there are thousands of other games for you to choose from out there.
Correct, you wouldn't play it.
Lots of other people do. They don't find it boring.
Like any book it's not going to give you skill simply by reading it, but it does cover the foundation of how almost all activities work.
Not different at all to how I use books for my own studies: They teach the very basics of my craft, but being able to weave that knowledge into something great is down to me to figure out.