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You are right that player ships instantly vanish when they land (which is why you won't get any angry messages since no one can target and contact you), but the game still treats the landing pad as occupied. I'd guess that one of these things (the vanishing of the ship or the occupied landing pad) is a bug or glitch.

I assume it's just bad design. The platform reports as occupied so that when the ship chooses the option "return to surface" or "launch", it will use the very same platform, so it has to remain available for the first person that occupied it, until it leaves the station.
 
You'll just spawn into a new instance. Otherwise you could conceivably have a group of players locking down an entire station by parking on the landing pads.

The outpost I visit only has one pad big enough for my ship, so I sometimes get 'request denied'. But there's rarely another player - or any other kind of ship - on there. I just approach as usual, hammer the request button, and eventually I can land.

You lose 10%, I think.

I think this happens. I've watched ships land and immediately dissapear, not be swallowed by the station. I think what is being referenced when clearance is denied, if distance parameters are met, is that the station has granted permission for all of its pads. Once a player or AI ship lands on a pad, that Pad opens back up. I could be wrong, but I don't think stations have any limits on how many vehicles can be residing in them. The hangers look designed so that there is room in them for multiple ships. And if the game actually kept track of ships residing it it, you could conceivably have issues with numbers of players logging in together at the same location.

Even if the player is in a hangar, not occupying the outside dock, the dock is still theirs and will deny you access to land. The player will have to takeoff before you get permission.

People at the outpost stations should be a bit more considerate. Don't dock there and leave for 20-30 minutes. Disconnect from the game or launch freeing up the dock and stay in the stations no fire zone.

Honestly I'm not sure about that. See my previous, but I'm not sure.

Quickly getting annoyed with the game. Cost me $400K today. Killed several anaconda's said I got the credit but didn't give it to me. Then I got 132K bounty but right before he blows up he rams me into an asteroid causing me to blow up.

I love the game but the glitches are pissing me off.

That sounds aggravating and interesting. Do you think ramming was by chance or a defensive tactic? I've flown straight into a couple of asteroids and the damaged varied from none to taking me down to 40%! I'm suspect shields on or off made the difference.

Does a better power distributor always assist in restoring shields and lasers faster? I've upgraded my power distributor once, but maybe I'll do it again.
 
I think this happens. I've watched ships land and immediately dissapear, not be swallowed by the station. I think what is being referenced when clearance is denied, if distance parameters are met, is that the station has granted permission for all of its pads. Once a player or AI ship lands on a pad, that Pad opens back up. I could be wrong, but I don't think stations have any limits on how many vehicles can be residing in them. The hangers look designed so that there is room in them for multiple ships. And if the game actually kept track of ships residing it it, you could conceivably have issues with numbers of players logging in together at the same location.

What you're probably seeing is the player leaving the game ( ever notice when you hit save and exit, your ship is floating is space right before it closes down?).

You're put on different servers so having too many players logging in and going to the same station shouldn't be an issue. Though it does make flying with a friend tough. Several times I try to meet up with a friend on open play and they are on a different server and we can't see each other. They need to fix that for 1.1 if we are able to do wings.....



That sounds aggravating and interesting. Do you think ramming was by chance or a defensive tactic? I've flown straight into a couple of asteroids and the damaged varied from none to taking me down to 40%! I'm suspect shields on or off made the difference.

Does a better power distributor always assist in restoring shields and lasers faster? I've upgraded my power distributor once, but maybe I'll do it again.


Most likely by chance. It was a CPU ship not an actual player. Probably was going on its preprogrammed maneuvers and it happened to have it fly into me.

But yeah in that situation my shields were down and my canopy busted open. So I had no chance of surviving that asteroid impact.

And I don't really blame the game for that. But it certainly adds to your raging after not getting those credits when you killed those juicy Anaconda's to get killed like that. :D

And checked, my Viper is worth $2 million with all of its upgrades.
 
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I read that to get my Asp up to combat spec is going to cost about 35 million, which is frankly ridiculous, so I've been exploring other ways to make money.

Slave trading seems to be quite profitable. I found a slavery route that pays about 30% more than my previous one, and the stations are even closer to the stars so less supercruising. Every little helps.

Still, it's going to take a long time. I used this program to calculate the best prices - works very well, and is faster and more versatile than the trading website

http://www.slopey.com/ED/BPC.exe
 
Bounty Hunting: The way ED has been functioning, if I proceed to a Resource area in my Sidewinder, I either run into predominately pirate Sidewinders with low bounties, or pirate Cobras with high bounties. If I leave and come back those targets might flip flop. This is how Resource areas seem to work and there are usually 3-4 Federal authority ships that appear at least in the areas close to Boswell Platorm and they not only make you life easier, but even make bounty hunting against a Cobra feasible. It's very rare that I'm fighting one solo, and the times I have without the other ships around to distract the target, a couple of head-on passes and I can be down to 50% health. This is why in my opinion, that while operating at a RES, it's always best to engage a target all ready fighting someone else. Hence the importance of seeking out a laser light show.
 
I bought a Cobra and am close to taking it into bounty hunting. I've equipped it with two gimballed lasers and two fixed muti-cannons. I am concerned that the non-centerline fixed multi-cannons might be an issue. For those who are flying this vehicle, have you figured the idea range to bring the cannons to bear? If I opt to transistion to a Viper, does anyone know where they can be purchased ideally close to the LHS 3447? Thanks!
 
Due to the off set nature of Cobra weapons placement, I am in the market for some gimballed multi-cannons. Anyone know of a location? Thanks! :)
 
I bought a Cobra and am close to taking it into bounty hunting. I've equipped it with two gimballed lasers and two fixed muti-cannons. I am concerned that the non-centerline fixed multi-cannons might be an issue. For those who are flying this vehicle, have you figured the idea range to bring the cannons to bear? If I opt to transistion to a Viper, does anyone know where they can be purchased ideally close to the LHS 3447? Thanks!

Viper is widely available. Dalton Gateway probably has a stock of Vipers.

Due to the off set nature of Cobra weapons placement, I am in the market for some gimballed multi-cannons. Anyone know of a location? Thanks! :)

Dalton Gateway and Wohler Terminal in Kremain will have them most likely.

Anyway, finally got my permit to enter SOL. What is really nice about bounty hunting within SOL is that you don't have to wait the 10 seconds for the scan. As soon as they are in range of you, the system automatically tells you if they are clean or wanted. I just made $263K in picking off wanted Cobra's in Jupiter's resource extraction site and that instant Clean/Wanted status made it so much easier. :)

But the only thing I dislike being in SOL is that since in Elite's time period they terraformed Mars, it is blue similar to Earth. Mars should be red dammit! :mad::p

Oh and a taxi service would be great right about now.... I have $2.9 million in the bank and would love to sup up the Cobra right now, but it is stored in Kremain. :(
 
Viper is widely available. Dalton Gateway probably has a stock of Vipers.



Dalton Gateway and Wohler Terminal in Kremain will have them most likely.

Anyway, finally got my permit to enter SOL. What is really nice about bounty hunting within SOL is that you don't have to wait the 10 seconds for the scan. As soon as they are in range of you, the system automatically tells you if they are clean or wanted. I just made $263K in picking off wanted Cobra's in Jupiter's resource extraction site and that instant Clean/Wanted status made it so much easier. :)

But the only thing I dislike being in SOL is that since in Elite's time period they terraformed Mars, it is blue similar to Earth. Mars should be red dammit! :mad::p

Oh and a taxi service would be great right about now.... I have $2.9 million in the bank and would love to sup up the Cobra right now, but it is stored in Kremain. :(

Thanks for the info! Can you explain about getting a permit? Do you have the warrant detector thingy installed?

At risk of repeating myself, I'm finding that so far the ideal setup is something like Boswell Platform with not one, but 3 RESs within 9 LS, great for a fast turn around. But I'd also like to experience more places in the Galaxie. I'm also looking for tips regarding other extraction locations in close proximity to a station for quick turn arounds, maybe some place like Kremain in vicinity of Stations that will include more ship upgrade options. I'm assuming that free lance bounty hunting at extraction sites is the way to approach bounty hunting. Is there another? :):)
 
Thanks for the info! Can you explain about getting a permit? Do you have the warrant detector thingy installed?

Simply do the missions that are labeled, " rank progression". Eventually they will invite you into the system. They tend to be close to SOL so going to Wise, Altair, Alpha Centauri, and Bernard's Star is how I did it.

While I have it, the warrant detector is a separate system that you have to activate under a secondary weapon system and it is for bounties in other systems. So if you're in Federation, the guy may be clean there, but may be wanted in Empire. So I don't think you need it in SOL to have it instantly tell you if they are clean/wanted.

At risk of repeating myself, I'm finding that so far the ideal setup is something like Boswell Platform with not one, but 3 RESs within 9 LS, great for a fast turn around. But I'd also like to experience more places in the Galaxie. I'm also looking for tips regarding other extraction locations in close proximity to a station for quick turn arounds, maybe some place like Kremain in vicinity of Stations that will include more ship upgrade options. I'm assuming that free lance bounty hunting at extraction sites is the way to approach bounty hunting. Is there another? :):)

I recommend the sites near Wohler Station in Kremain. Wohler station is a full on station unlike Boswell being an outpost. So if your canopy was busted and you still have the basic 5 minutes of air, you don't sit there pounding the request docking button and getting denied at Boswell. Wohler you're pretty much guaranteed to have it granted and get in there to get repaired. :) But once you get the permit for SOL, I am really liking the resource sites around Jupiter. The station is only 1 Ls away and there are like 5 sites around Jupiter.

Strangely enough, there are no resource extractions sites within Saturn's rings.

You can go super cruising around and look for USS's and see if there are any wanted people there. You can equip yourself with a frameshift interdictor and interdict wanted people. You can also accept contract kills as well( but they tend to be Anaconda's so have a ship that is capable of taking one out).
 
Simply do the missions that are labeled, " rank progression". Eventually they will invite you into the system. They tend to be close to SOL so going to Wise, Altair, Alpha Centauri, and Bernard's Star is how I did it.

While I have it, the warrant detector is a separate system that you have to activate under a secondary weapon system and it is for bounties in other systems. So if you're in Federation, the guy may be clean there, but may be wanted in Empire. So I don't think you need it in SOL to have it instantly tell you if they are clean/wanted.



I recommend the sites near Wohler Station in Kremain. Wohler station is a full on station unlike Boswell being an outpost. So if your canopy was busted and you still have the basic 5 minutes of air, you don't sit there pounding the request docking button and getting denied at Boswell. Wohler you're pretty much guaranteed to have it granted and get in there to get repaired. :) But once you get the permit for SOL, I am really liking the resource sites around Jupiter. The station is only 1 Ls away and there are like 5 sites around Jupiter.

Strangely enough, there are no resource extractions sites within Saturn's rings.

You can go super cruising around and look for USS's and see if there are any wanted people there. You can equip yourself with a frameshift interdictor and interdict wanted people. You can also accept contract kills as well( but they tend to be Anaconda's so have a ship that is capable of taking one out).

"Rank Progression" or "SOL Rank Progression"?- just curious. IOW, is there rank progression required for multiple systems? Are all those names you mentioned systems? Admittedly I've not done too much of the missions, thinking the payoff sucks and at thte times I do look at missions, I've seen nothing that is labeled like that.

You've been out and about? Are they any gee-whiz sights to be seen or is just mostly black, empty, desolate space? ;)

BTW for anyone else reading, yesterday checked out the shipyard at Dalton Gateway and all they had were Sidewinders for sale.
 
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I'm currently well on my way to getting a combat / exploration Asp. I've kitted it out with fairly good weapons, A-grade power and frameshift drive, and A-grade wake scanner (for chasing those annoying victims who manage to escape at the last minute).

The internal compartments are still cargo hold, otherwise there's no way to earn the money I need to buy the rest of the gear. I want a class 6 shield, fuel scoop, repair modules and shield cells. Maybe another 15 million credits to go before I can stop grinding and start playing.

If anyone's interested, hauling Imperial Slaves from Hillaunges to Totenis currently earns 1382 credits per ton. Hauling Palladium the other way earns 1790 per ton. The jump is 21 LY (there are waypoints).

That's a tidy 380K per round trip in an Asp with shields. A potential 190K if you're in a Cobra. Starports at both ends, so if you had a Type 7 (requires large landing pads) you could make 735K per trip.
 
I'm currently well on my way to getting a combat / exploration Asp. I've kitted it out with fairly good weapons, A-grade power and frameshift drive, and A-grade wake scanner (for chasing those annoying victims who manage to escape at the last minute).

The internal compartments are still cargo hold, otherwise there's no way to earn the money I need to buy the rest of the gear. I want a class 6 shield, fuel scoop, repair modules and shield cells. Maybe another 15 million credits to go before I can stop grinding and start playing.

If anyone's interested, hauling Imperial Slaves from Hillaunges to Totenis currently earns 1382 credits per ton. Hauling Palladium the other way earns 1790 per ton. The jump is 21 LY (there are waypoints).

That's a tidy 380K per round trip in an Asp with shields. A potential 190K if you're in a Cobra. Starports at both ends, so if you had a Type 7 (requires large landing pads) you could make 735K per trip.

Are there some stations that can't handle the big ships? Is that Cobra estimate for 18 cargo slots, or maxed out for cargo? I assume the latter as a quick check, I come up with about $57k per round trip for 18 slots. Thanks! :):)
 
Are there some stations that can't handle the big ships? Is that Cobra estimate for 18 cargo slots, or maxed out for cargo? I assume the latter as a quick check, I come up with about $57k per round trip for 18 slots. Thanks! :):)

Yes, that was assuming a maxed-out cargo Cobra (60 slots, no shield). With a small shield you get 56 cargo slots.

Only the big stations that you fly inside can handle the biggest ships. Once you get to an Asp, the only better ship that can still land on the small stations is a Python. Quite a drawback, really.

I just saw the shield generator I want to buy - size 6, grade A. It's 16 million credits! So it's a lot further away than I thought :-(

I wish there was some way to get these upgrades other than by trading.
 
ED Long Distance Travel

I was informed of Jenner Hub, a high tech economy in the Zaragas System a mear 27LY away. Not so bad, with a jump range of 12LY, 3 jumps right? Wrong. ;) There did not seem to be a straight forward route so I pulled up CMDR.Club- ED Route planner and plugged it in, LHS 3447 to Zaragas and it came up with a route 163 LY a way with 22 jumps, Lol. Then I went to EliteDangerousRoutePlanner[/utl] and no matter how many times I tried, it would not plan such a route for me. It kept asking for system/station from and to. No matter what I typed it would produce a warning, but no route.

Then in the game, I tried the Navigation function of the Galaxy map, plugged in these two point and came up with 12 connected points, not sure of distance yet, might be able to skip some of them. This is only 27 YL. To get over to Aulin, 68 LY to get gimballed multi-cannons seems daunting.

ED Long Distance Travel

I was informed of Jenner Hub, a high tech economy in the Zaragas System a mear 27LY away. Not so bad, with a jump range of 12LY, 3 jumps right? Wrong. ;) There did not seem to be a straight forward route so I pulled up [url=https://cmdr.club/routes/]CMDR.Club- ED Route planner
and plugged it in, LHS 3447 to Zaragas and it came up with a route 163 LY a way with 22 jumps, Lol. Then I went to EliteDangerousRoutePlanner[/utl] and no matter how many times I tried, it would not plan such a route for me. It kept asking for system/station from and to. No matter what I typed it would produce a warning, but no route.

Then in the game, I used the Navigation function of the Galaxy map, plugged in these two point and came up with 12 connected points, not sure of distance yet, might be able to skip some of them. This is only 27 YL. To get over to Aulin, 68 LY to get gimballed multi-cannons seems daunting. Not only that, but the best route is so unclear in the Galaxy Map it's hard to tell which way to go without wasting jumps. Personally I like the idea of heading over to th SOL system our System, 71 LY years away, it's hard to tell how far SOL is from Aulin and how much work it takes.

Which brings me to this question. Assuming everyone starts at LHS 3447 (maybe they don't), where should I be planning on going that will facilitate progress in the game? I know some of you will say, "go where ever you want!" :p Maybe it does not matter if I head over there and don't plan on coming back to the starter area.

Update: Got the Galaxy map route calculator to work, but I can't see where it shows flown distance...

Update 2: playing around with the Galaxy map when you use the navigation function, I'm trying to figure out when you pull up another system, if the distance displayed is the direct distance or the distance flown via a route when you use the calculate route function?
 
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So, would you guys propose a Cobra or a Viper as my first purchase ? I undrestand that Viper is totally dogfight-oriented, but how much of my survivability will I lose if I go for the Cobra (assuming that most of my time will be bounty hunting) ? Is it a big drawback compared to the Viper in that context ?

Also, for whatever of the two, what would be the best weapons combination ? e.g. keeping the vanila laser cannons and adding something more, or replace them entirely ? Will I need to purchase/save money for a bigger power core first ?

Questions, questions... :)
 
Due to the off set nature of Cobra weapons placement, I am in the market for some gimballed multi-cannons. Anyone know of a location? Thanks! :)
Look for Hi-Tech systems in your vicinity. You can filter the Galaxy map by economy and Hi-Tech is one of the options. These usually have a wide variety of equipment available.

So, would you guys propose a Cobra or a Viper as my first purchase ? I undrestand that Viper is totally dogfight-oriented, but how much of my survivability will I lose if I go for the Cobra (assuming that most of my time will be bounty hunting) ? Is it a big drawback compared to the Viper in that context ?

Also, for whatever of the two, what would be the best weapons combination ? e.g. keeping the vanila laser cannons and adding something more, or replace them entirely ? Will I need to purchase/save money for a bigger power core first ?
I'm flying the Cobra and I'm doing very well with it. It's a slower than the Viper and a wee bit less maneuverable (especially when yawing), but it's a bit tougher. Both ships have the same amount and type of hardpoints, but they are places further apart on the Cobra, which makes it more difficult to get clean hits with fixed weapons on the outer hardpoints.

The base pulse lasers aren't up to much and you should replace them with burst or beam lasers, or multicannons when you want to do some serious fighting.

I, personally, have two fixed medium beam lasers on the inner hard points and a single dumb fire missile rack on one of the outer ones, and that works very well for me. Another loadouts I would suggest are two gimbaled beam lasers on the outer hardpoints and two fixed medium multicannons on the inner ones.

As long as you stick to these and don't want to attach plasma accelerators or railguns to your ship, the power plant isn't the limiting factor (though you should consider a better one sooner or later). The power distributor has a more immediate effect.
 
So, would you guys propose a Cobra or a Viper as my first purchase ? I undrestand that Viper is totally dogfight-oriented, but how much of my survivability will I lose if I go for the Cobra (assuming that most of my time will be bounty hunting) ? Is it a big drawback compared to the Viper in that context ?

Also, for whatever of the two, what would be the best weapons combination ? e.g. keeping the vanila laser cannons and adding something more, or replace them entirely ? Will I need to purchase/save money for a bigger power core first ?

Questions, questions... :)

Questions to ponder definetly. The Cobra is described as a good "all around" ship. It holds 18 cargo slots, but my understanding is that can be expanded to 60. So it seems like if you don't mind taking it to a ship yard you could reconfigure it without a cost penalty to be a hauler versus a fighter. Actually I'd have to see how this works in practise and the effect on your jump range with 60 tons of cargo and what you don't have equipped to achieve this configuration.

Since purchasing the Cobra, I've noticed it's not as maneuverable as the Sidewinder, but it has not been that much of an inconvienence. However, it you want a faster turning ship and don't plan on trading any time soon, and don't mind less armor, well, the Viper might be a better choice, but I have not flown one.

One thing I've read that an advantage of the Viper is centerline weapons versus offset. I flew last night with symmetrical fixed multi-canons and was not happy with them. On the Cobra due to the converging stream, it seemed like many of my bullets were missing. This reminds me of my flight sim days wich machine guns mounted on the wings, you had to be at an idea distance for your target to be at the convergence distance. I did not notice this problem with the Sidewinder which also has non-centerline mounts but with a single gun on one side and a laser in the other, so until I can find some gimballed muti-cannons, I'm going to try an asymmetric configuration with both lasers on one side and both muti-cannons on the other and see how that works. Will report back.


Look for Hi-Tech systems in your vicinity. You can filter the Galaxy map by economy and Hi-Tech is one of the options. These usually have a wide variety of equipment available.


I'm flying the Cobra and I'm doing very well with it. It's a slower than the Viper and a wee bit less maneuverable (especially when yawing), but it's a bit tougher. Both ships have the same amount and type of hardpoints, but they are places further apart on the Cobra, which makes it more difficult to get clean hits with fixed weapons on the outer hardpoints.

The base pulse lasers aren't up to much and you should replace them with burst or beam lasers, or multicannons when you want to do some serious fighting.

I, personally, have two fixed medium beam lasers on the inner hard points and a single dumb fire missile rack on one of the outer ones, and that works very well for me. Another loadouts I would suggest are two gimbaled beam lasers on the outer hardpoints and two fixed medium multicannons on the inner ones.

As long as you stick to these and don't want to attach plasma accelerators or railguns to your ship, the power plant isn't the limiting factor (though you should consider a better one sooner or later). The power distributor has a more immediate effect.

Thanks for the info on the Galaxy Map. I'll check how close is the nearest high tech system is.

Regarding the Cobra, there are inner and outer hard points? I'll look again, but my impression was they were symmetrical, one on each side top, and bottom for a total of 4.
 
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I'm flying the Cobra and I'm doing very well with it. It's a slower than the Viper and a wee bit less maneuverable (especially when yawing), but it's a bit tougher. Both ships have the same amount and type of hardpoints, but they are places further apart on the Cobra, which makes it more difficult to get clean hits with fixed weapons on the outer hardpoints.

The base pulse lasers aren't up to much and you should replace them with burst or beam lasers, or multicannons when you want to do some serious fighting.

I, personally, have two fixed medium beam lasers on the inner hard points and a single dumb fire missile rack on one of the outer ones, and that works very well for me. Another loadouts I would suggest are two gimbaled beam lasers on the outer hardpoints and two fixed medium multicannons on the inner ones.

As long as you stick to these and don't want to attach plasma accelerators or railguns to your ship, the power plant isn't the limiting factor (though you should consider a better one sooner or later). The power distributor has a more immediate effect.

Questions to ponder definetly. The Cobra is described as a good "all around" ship. It holds 18 cargo slots, but my understanding is that can be expanded to 60. So it seems like if you don't mind taking it to a ship yard you could reconfigure it without a cost penalty to be a hauler versus a fighter. Actually I'd have to see how this works in practise and the effect on your jump range with 60 tons of cargo and what you don't have equipped to achieve this configuration.

Since purchasing the Cobra, I've noticed it's not as maneuverable as the Sidewinder, but it has not been that much of an inconvienence. However, it you want a fastest turning ship and don't plan on trading any time soon, and don't mind less armor, well, the Viper might be a better choice, but I have not flown one.

One thing I've read that an advantage of the Viper is centerline weapons versus offset. I flew last night with symmetrical fixed multi-canons and was not happy with them. On the Cobra due to the converging stream, it seemed like many of my bullets were missing. This reminds me of my flight sim days wich machine guns mounted on the wings, you had to be at an idea distance for your target to be at the convergence distance. I did not notice this problem with the Sidewinder which also has non-centerline mounts but with a single gun on one side and a laser in the other, so until I can find some gimballed muti-cannons, I'm going to try an asymmetric configuration with both lasers on one side and both muti-cannons on the other and see how that works. Will report back.

Woah ! Lots of things to consider. I see there are lots of variations concerning what to equip, how to equip and how to use it but the downside is that it's kinda expensive to play around with different weapons.
 
Woah ! Lots of things to consider. I see there are lots of variations concerning what to equip, how to equip and how to use it but the downside is that it's kinda expensive to play around with different weapons.

You get your money back if you sell the weapons, so no risk there.
 
Woah ! Lots of things to consider. I see there are lots of variations concerning what to equip, how to equip and how to use it but the downside is that it's kinda expensive to play around with different weapons.

You get your money back if you sell the weapons, so no risk there.

It was clarified to me in another forum that equipment sold off a ship while on the outfitting page comes back with a 100% return, but if sold as part of a ship only returns 90% as selling a ship does. So it's important for any ship you plan on selling to strip it first.
 
Regarding the Cobra, there are inner and outer hard points? I'll look again, but my impression was they were symmetrical, one on each side top, and bottom for a total of 4.
I meant with that what you said with the placement regarding the centerline. The "inner" hardpoints are those closer to the centerline (i.e. the medium hardpoints), the "outer" ones those further away (the small hardpoints).
 
I meant with that what you said with the placement regarding the centerline. The "inner" hardpoints are those closer to the centerline (i.e. the medium hardpoints), the "outer" ones those further away (the small hardpoints).

Well, because I don't like convergence, (for thread spectators: bullet streams converging at a point out in front of the ship). I'm hoping that if I put both of my fixed multi-cannons on the same side one top, one bottom, with both shooting together, they will both shoot about the same place and range won't matter as much. And I will be going to look for gimballed multi-cannons to eradicate this issue in the near future. :D
 
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