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If you go to the outfitters and sell an item, you can then transfer it to another ship. I understand that. But if you sell an item to the outfitter and leave the planet, I believe the item is lost, unless it's regularly sold there. So items that are not sold on any planet can't actually be stored in any outfitter's inventory permanently.
#3 suggests you can "unload items onto the planet to store them," but I believe they can only be stored on your ships.
Or maybe apply for it to be pinned?
Go to "preferences," the "settings" tab. You can set "rehire extra crew when lost" to "on."
This is quite handy when you are targeting ships for disabling and capturing. Before I found this setting, I would sometimes disable a ship, board it, and discover my chances of capturing were zero, because I forgot to rehire crew after my last boarding and capturing. Capturing a ship always involves losing crew.
9) clicking missions shows hostile systems and systems that tribute you.
10) you can get some radical controls by binding the same key twice, like afterburner and turn (eg missile avoidance) and so on.
14) somewhat. The turrets I have (not gonna spoiler here) can blow up small ships even if i stopped firing due to in - the -air rounds. Only 'continuous' weapons stop instantly.
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the three starter ships can be interchanged via outfits. For example if you got a sparrow and get mad at dying the 200th time, you can convert it to a cargo or passenger job ship by selling off the weapons and downsize to a single solar panel, capacitor, tiny engines, and convert all the outfit space to cargo space or bunks. You need some money to do this, though; if you haven't had any success at all just sell and buy the other ship before its price drops from being used.
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a lot of the game is max/min of outfits. Its hard to beat afterburners to convert 50 tons of engine into 10, esp on the tiny early game ships, but you do need fuel...
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heat is weirdly computed and turning ALL your cargo space into outfits will make you run VERY hot. Converted cargo ships can make great warships but moderation is needed here.
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you can usually ignore combat missions and just land with a fast ship rather than risk your fleet against a giant fight. This includes escort missions, where you can outrun the ships you are 'helping' and land as soon as they catch up. Even missions where you MUST fight the invasion off, you can land to heal up and reorg your fleet and resume the battle over and over.
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fighters and drones need a lot of TLC to survive any real fight early on. So either be willing to replace them (at half a million + a pop usually) or don't use them until you have access to better stuff. Exception, the boxwing can add about 100 cargo each by adding a cargo extension (as above 1 solar panel & 1 capacitor). The roost for example can be set up with 4 (400 cargo) + all the main ship as passengers for an all-around job ship at low cost.
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midgame if you are capturing ships to salvage, you want a well armed large crew. Finding a ship with a huge crew and dumping most everything for spare bunks will let you capture even bigger ships... the falcon, a common pirate ship, is a good starter. You want to outnumber the opposing crew by 50% or so.
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this will save the game and can put you in some very sticky situations,
previous - x does exist, but I don't like to rely on those.
also on abandoned/uninhabited planets, this will only regenerate shields.
supernovae, not nebulae,
nebulae aren't a thing in ES, unfortunately.
i think it's shift + s?
or ctrl + s?
i don't remember, it's one of those keys and s,
works pretty well for ramscooping (regenerating fuel at a star) because you can stop right in the center of the star and be certain that you're getting the highest amount of fuel possible!
:)
edit: also helps with AFKing!
I think its shift + downArrow
Maybe its shift + your Reverse key
it's just your reverse key.
Reverse key just turns you around, doesn't stop your movement.
EDIT: Maybe if you have a reverse thruster installed it could change things? I've never tried one.