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Hello,
this has surely been treated already, but because they were bugs in past updates I decided to make a fresh post.

I'm amazed by the new freighter fleet features, the ability to land on all of them you own, the new navigator officer on my main freighter as well as the 'Fleet Management' and 'Fleet Command rooms'. But I guess I'm missing most of the correct handling of them because maybe not everything is explained in the pop-up guide. So here I go with what puzzles me:

On the bridge there is the 'Fleet Management' section. All it does is to tell you what your owned freighters are capable to do (trade, combat, industrial...) with a point rating. Plus, you get to know how much fuel it will consume by going x lightyears away. There is nothing else you can or should do here, right? I suspect I'm missing something, What about sending them fuel for their missions?

The Fleet Command Room:
Here I'm even more puzzled, the very first time - by exactly following the pop-up guide - I construct such a room and I get 200 tonnes of Freighter Fuel which is then placed in my Exosuit , a blueprint for it?, (would make sense because it would be heavy to carry 200 tonnes...). Can I influence the freighter to carry any amount of fuel and do the materials get substracted from what I have in my exosuit or freighter cargo (for the fuel)?
All information I get in this room is wether the mission runs ok (freigther's captain report) and nothing else to know or do here, right? I guess I'm missing again part of it, I try to click anywhere possible, except selecting the ship to see the same info as in the Fleet Managment on the bridge there seem to be nothing to do here. I'm puzzled for the reason why such a room is necessary at all...

Then the big question: Is it possible to land on my fleet freighter and start the mission from here, the freighter going his way for the mission and I being able to protect him? Or does it make sense to just warp after him to protect him? Probably it's not worth it and I do better assigning a protection freighter, but humm...money, money my friend...I cannot endlessy buy freigthers for all purposes at my current state...

Thanks to enlight me on this, and btw:
How do you make a manual save of the game? I'm doing fine by just jumping in/out of my ship and it will save, but what if I want to save at a specific point and then reload from there days (or monthes ) later indipendent of the saves I've done in the meantime? (Sorry for my English, I hope you understand!)

Thanks a lot and congrats to the devs for this awesome update, I enjoy it a lot!
Post edited August 23, 2018 by XenonS
Hi.

The 'Fleet Management' console also enables you to remove Frigates from your fleet usng the middle mouse button. Handy, if you've reached the limit of Frigates you can own, which currently is 30, IIRC, since upon reaching this limit, no Hirable Frigates will show up, until you ditch one of yours.

Nothing else can be done in the Fleet Management console as far as I know.

The 'Fleet Command Room' enables you to check on the status of ongoing expeditions by communicating with the respective expedition lead. Also, once an expedition is back, you will use this room for debriefing the commander, receiving an expedition report (sometimes quite a hilarious read, btw). All loot will be dropped into your freighter, and the game will refuse debriefing, if you don't have enough free slots in your freighters inventory.

As for the fuel consumption: The game should automatically take Frigate Fuel out of any of your inventories, once you start an expedition. It'll give you back 'change' --. For example, if you have one '200 Frigate Fuel' item, and you start an expedition requiring 150 Frigate Fuel, the game will automatically give you back a '50 Frigate Fuel' item.

You being able to retain the fuel might be a bug.

Manual saves are saves triggered by using any other means than exiting your ship (just what you said).. This includes saving using Save Points and Beacons you built, but also using planetary Waypoints. I didn't know how to describe them, so I've attached a picture of a Waypoint :)

Landing and exiting yuor ship on a freighter you don't own will not trigger an automatic save, though.

Once you're able to build a Save Point or a Beacon, just keep one in your inventory, and place and use it, it whenever you feel like having a new manual save. Afterwards, just pick it up again.

What I particularly like about Frigates: They, depending on their specialization will give you Chromatic Metal (Trader), Condensed Carbon (Support) , Magnetized Ferrite (Industrial) or the location of an Artifact (Exploration) to collect, when you land on them. I think the replenishing cycle time is around 15 to 20 minutes. The game shows a quantity of 100 items (or mark the location of the Artifact), but I always get 200. The items will be automatically transfered to your freighters inventory, so you'll want to have some spare space there. Basically gives you Warp Cells and a lot of other things for free :)

Edit: Building more than five Fleet Command Rooms won't raise the number of expeditions offered by your navigator beyond the five he's offering by default. Also, the number of Expeditions you can run is limited to no more than five per day :[ -- I wasted quite some resources on additional Fleet Command Rooms before realizing this.
Attachments:
waypoint.jpg (131 Kb)
Post edited August 23, 2018 by ksj8ak2
Thanks, ksj8ak2, this helps me a lot! The mission report in the command room, I haven't gone so far yet that's why I ignored about.

Does it make any sense to follow the freighters to protect them? I suppose there is no way to land on one of your freighters and launch the mission there - and you going automatically with them? This would also save me some warp cells for my ship :)

Thanks to tell me about manual saves, it was a memory leak from mine, of course there are save points, I even made a mod to reduce their construction materials, so i feel really stupid to ask that one :=) It has been some time that I jump in the game again...

Cheers and have fun!
Post edited August 23, 2018 by XenonS
avatar
XenonS: Thanks, ksj8ak2, this helps me a lot! The mission report in the command room, I haven't gone so far yet that's why I ignored about.

Does it make any sense to follow the freighters to protect them? I suppose there is no way to land on one of your freighters and launch the mission there - and you going automatically with them? This would also save me some warp cells for my ship :)

Thanks to tell me about manual saves, it was a memory leak from mine, of course there are save points, I even made a mod to reduce their construction materials, so i feel really stupid to ask that one :=) It has been some time that I jump in the game again...

Cheers and have fun!
Although the Galaxy Map shows your Expeditions target systems as waypoints, I've never been able to find the Frigates there for now, so couldn't check, if it was possible to support / protect them.

Now, for actually taking part in Expeditions -- not possible for now, as far as I know. But it certainly would be a great addition.

One possibility to kind of mix the two (taking part and being able to support your Frigates on Expedition) would possibly be, to have your Expedition commander call you for help with at a particular stage of an Expedition.

'Commander Foobar is requesting assistance. The crew of Exploration vessel Graphtar's Hammer is refusing to mount a planetary expedition, because the preliminary scan reavealed Biological Horrors to be present.'

'Abandon' (Expedition is continued, but planet is not explored)
'Assist' (You get a new mission to jump to the system, and do the exploration yourself or kill something, identify something, bribe locals for something, ...)
'Beat them to it' (Well ...)

Oh, that would be great. What a great idea, XenonS :]
Post edited August 23, 2018 by ksj8ak2
Thank you. It is good topic