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Pilot Hints, Tips, and FAQ The knowledge assembled here is the work of the entire Pilot community over the span of more than 2 years. Many different pilots deserve credit for the final product. Currently Maintained by NarfBlinko Table of Contents The Pilot FAQ is divided into:
Pilot Profession Basics The pilot profession shares some similarities with the ground professions, but it differs in a number of important ways. First off, anyone can be a pilot no matter their ground profession. Training comes from your various pilot trainers, not automatically as you gain xp, and is based both on xp gained and your progression through your squadron's missions. Lastly, you can only be in one squadron at a time, but unlike the ground game, it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements without needing to delete your character and start a new one. Starting Out Once you've run the tutorial and are ready to join a side, the pilot profession is composed of three different factions, each of which has three available squadrons to join: Rebel Recruiter Location
Imperial Recruiter Location
Freelancer Recruiter Location
You can find a complete list of trainers and recruiters here: Starter Ships If you don't have one already, your first squadron trainer will provide you with a starter ship (though some trainers may need more prodding than others). These ships will have all the basic parts you need to complete your first missions, but you may wish to buy others from the bazaar or your local shipwright. To load up these new parts, simply open up the "Manage" screen from the ship terminal in the starport where your starter ship is parked and you'll be able to swap parts in and out.
Star Charts This Friday Feature should provide a location and description of almost every space station, hyperspace point, and point of interest in the galaxy. If you want to know the closest hyper point to a system's space station, or where to go to get to Deep Space, or you're just interested in checking out some of the galaxy's more interesting locations, give it a look.
New Ships, Parts, and Certifications As you advance, you will become certified to fly new ships and equip them with higher-level components. New ships are granted every fourth box of pilot skills, starting with Box 2, while new components come every fourth box, starting with Box 3. For a breakdown of all the available components, what they do, and what their stats mean, I recommend checking out the Friday Feature, "Understanding Ship Components." Note, however, that unlike most aspects of the ground game, higher-level ships and components aren't necessarily better. They're often superior, but your choice of ship may depend heavily on your style as a pilot, and if you're close to filling up your ship's mass capacity, it may be wise to use some lower-level (and thus lower mass) components to fill out your ship. These are both things you'll get a handle on as you continue to fly. Your trainer will often give you reward items in the form of components or clothing once you talk to him after the successful completion of a mission. These are usually handed out without notification, so be sure to check your inventory for new loot after each mission to make sure you aren't accidentally selling valuable reward loot to the chassis dealer. Missions, XP, and Training Pilot training isn't necessarily granted each time you fill your xp box, nor is it always necessary to have xp to train a new skill. At some tiers, advancement is based solely on missions completed, while at others you'll require both missions and xp. Requirements for training at each tier are as follows:
Master Box (Box 18): two missions only. Once you train to 4444 (Box 17), xp does not matter for you. You do not have to grind the 7.5 million xp to reach master pilot. You must complete the two master missions, no matter what, to be a master pilot.
Changing Pilot Factions To switch squadrons or if, for some reason, you need to restart your current squadron, follow these steps:
NOTE: For each Pilot faction (Alliance, Imperial, and Freelance) that you master a squadron in, you will receive the "Previous Faction Master Bonus". The maximum bonus is 3x, if you master at least one squadron from each faction. This bonus adds to the normal space combat experience you earn, for a total xp of:
You don't get a bonus for each squad mastery, but for completing any of the three squads in a given faction. If you are switching factions, you will need to work off any negative faction you have in your newly chosen side before you can start on that faction's pilot squadrons.
Corellian Corvette Master Mission The final mission to achieve pilot mastery for your pilot squadron is to destroy a Corellian Corvette. This mission can be extremely challenging for new pilots, but former pilot correspondent MonsofoLexius spent an amount of time neither reasonable nor sane tracking the habits of this capital ship. The following info and advice is his. Corvette Spawn Information
NEVER LEAVE THE ESCORT GUNBOATS UP WHEN DOING THIS MISSION! Due to the already large number of ships seen in a "switched" Kessel, these still need to go to prevent "Gunboat Balls" at the exit points. To Complete the Corvette Master Mission
To Do Damage to a Subsystem
Other Helpful Links
Pilot FAQ Q: Where can I find my server's Pilot channel?
Q: I'm a Freelance Pilot. Why can't I attack Rebels/Imperials? A: When a Freelance pilot enters Deep Space, they must declare for the Imperial or Rebel faction. This sets a flag on your ship so the game thinks you are whichever faction you chose. This flag is not removed until you redeed the ship. To return to your proper neutral state, simply unload everything, redeed the ship, regenerate the ship, and reload it. You will now be able to attack everyone you were able to attack prior to going to Deep Space. Also of note, RSF Pilots may never attack Imperial targets, although they may be able to workaround that by declaring overt at a Rebel space station (unconfirmed by me, personally). Q: How do I get GCW points in space? A: Red-Dwarf has created a FAQ for this. You may find it here . Q: How do I easily link and unlink my weapons for a group fire/chain fire effect? A: CNevyn has written up a nice guide describing how to use some macros and an alias to do this. You may find it here . Q: What causes the Kessel switch? A: The mighty Freedom Station in Deep Space, invulnerable since the Combat Upgrade of eons ago, has been breached. The destruction of this station triggers a change to Kessel. See Halyn's guide to the issue here . Q: What's up with Weapon Overload 3? A: Weapon Overload 3 used to be bugged so that instead of increasing Reactor Drain and EPS (Energy Per Shot) per weapon, it decreased them. That bug was fixed with Publish 27, meaning many pilots are seeing a big change in the way they outfit their ships and act in combat to deal with capacitors actually running out of energy. Q: What does the "LUCKY" flytext mean in space? A: Occasionally when you kill an NPC the "LUCKY" tag will appear over your ship. According to Thunderheart, it means you got more xp for the kill, and has nothing to do with getting a critical hit or dealing more damage. This has also been confirmed in this Friday Feature. Q: How can I get the YT-2400? A: Here's the best walkthrough I could find. Q: How do I know how much Space XP I have? A: You can find a simple guide to your answer here . Q: You can get ground xp in space? A: Yep, it's true. You get 9% of the XP gained from killing a ship as ground Combat Experience. Q: Where do I find the RotW ships? A: They're all quest-granted. The missions for these ships start here:
Q: How do I get faction points in space? For Smuggler's Alliance/Jabba's Palace, you can also see this thread. Ship Stats and Pictures Loads of credit to those who have come before, most notably SSSnuggles, TomoRainer and MonsofoLexius. Legend: (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles [Ship hard caps on various stats including Spdx(Speed Multiplier). Max speed for any ship is determined by (engine speed * 10 * Spdx), booster speed uses the same function] Images of ships with Texture Kits applied Rebel (Tier 0) Z-95: 5k Resources ~12k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (Tier 0) Heavy Z-95: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (Tier 1) Y-Wing: 15k Resources ~150k mass [P: 1 Gun T:+1] 1 missile [Spdx 0.85 Acc 15 Dec 25 Pitch 80 Yaw 80 Roll 40] (Tier 2) Y-Wing LP: 30k Resources ~170k mass [P: 2 Guns] 2 missiles [Spdx 0.85 Acc 10 Dec 20 Pitch 70 Yaw 70 Roll 35] (Tier 3) X-Wing: 60k Resources ~100k mass [P: 3 Guns] 1 missiles [Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150] (Tier 4) A-Wing: 80k Resources ~65k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 250 Yaw 250 Roll 125] (Tier 4) Advanced X-Wing: N/A Resources 180k mass [P: 3 Guns] 1 missile [Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150] The Advanced X-Wing is a quest-given ship. The Advanced X-Wing has 6 textures that match textures 1-6 on the standard X-Wing. (Tier 5) B-Wing: 150k Resources ~240k mass [P: 4 Guns] 2 missiles [Spdx 0.85(Foils Closed) 0.80 (Foils Open) Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25] (Tier 5) YKL-37r Nova Courier: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] Freelancer (Tier 0) M3-A "Scyk" Light Fighter: 5k Resources ~12k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (Tier 0) Heavy Scyk: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (Tier 1) G1-M4-C "Dunelizard" Medium Fighter: 15k Resources ~85k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 30 Dec 30 Pitch 300 Yaw 300 Roll 150] (Tier 2) Kihraxz Assault Fighter: 30k Resources ~40k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200]
(Tier 2) M12-L "Kimogila" Multi-role Fighter: 30k Resources ~110k mass [P: 3 Guns] 1 missile [Spdx 0.92 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (Tier 3) Ixiyen Fast Attack Craft: 65k Resources ~95k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100] (Tier 4) Rihkxyrk Attack Ship: 90k Resources ~190k mass [P: 3 Guns] 1 missile [Spdx 0.89 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (Tier 4) Vaksai: N/A Resources 150k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] The Vaksai is a quest-given ship. (Tier 5) YT-1300 Transport: 150k Resources ~5m mass [P: 0 Guns T:+2] 2 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] (Tier 5) M22-T "Krayt" Gunship: 150k Resources ~210k mass [P: 3 Guns T:+1] 1 missile [Spdx 0.92 Acc 50? Dec 50? Pitch 100 Yaw 100 Roll 50] Imperial (Tier 0) TIE-LD: 5k Resources ~12k mass [P: 1 Gun] 0 missile [Spdx .95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.98 Acc 50 Dec 50 Pitch 500 Yaw 500 Roll 250] (Tier 1) TIE Fighter: 15k Resources ~20k mass [P: 1 Gun] 1 missile [Spdx 0.98 Acc 40 Dec 50 Pitch 500 Yaw 500 Roll 250] (Tier 2) TIE/In: 30k Resources ~40k mass [P: 1 Gun] 1 missile [Spdx 0.97 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 200] (Tier 3) TIE Bomber: 60k Resources ~190k mass [P: 2 Guns] 2 missiles [Spdx 0.85 Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25] (Tier 3) TIE Interceptor: 60k Resources ~50k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] (Tier 4) TIE Advanced: 80k Resources ~65k mass [P: 2 Guns] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] (Tier 4) TIE Aggressor: 80k Resources ~120k mass [P: 1 Gun T:+1] 1 missile [Spdx 0.95 Acc 20 Dec 30 Pitch 150 Yaw 150 Roll 75] (Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] The Imperial Guard TIE Interceptor is a quest-given ship. (Tier 5) TIE Oppressor: 150k Resources ~170k mass [P: 2 Guns] 3 missiles [Spdx 0.9 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (Tier 5) VT-49 Decimator: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles [Spdx .8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] Special Sorosuub Personal Luxury Yacht 3000 aka Lady Luck: N/A Resources N/A Mass
(Tier 5) KSE Firespray: 150k Resources ~210k mass [P: 2 Guns] 2 missiles [Spdx 0.9 Acc ? Dec ? Pitch 100 Yaw 100 Roll 50]
(Tier 5) Y-8 Mining Vessel: N/A Resources 5m mass [P: 1 Gun T:+4] ? missiles [Spdx ? Acc ? Dec ? Pitch ? Yaw ? Roll ?] No Textures The Y-8 Mining Vessel is a quest-given ship. Every Master Pilot gains certification in it. (Tier 4) ARC-170: N/A Resources 125k mass [P: 1 Gun T:+2] 1 missile [Spdx 0.97 Acc ? Dec ? Pitch 400 Yaw 400 Roll 200] The ARC-170 is a quest-given ship. (Tier 4) Eta-2 Actis Interceptor: N/A Resources 90k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 400 Yaw 400 Roll 200] The Eta-2 is a quest-given ship. (Tier 4) Belbullab-22: N/A Resources 90k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 400 Yaw 400 Roll 200]
(Tier 5) YT-2400: N/A Resources 5m mass [P: 0 Guns T:+2] 2 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] Textures ? The YT-2400 is a quest-given ship. For a side-by-side size comparison of all ships (excluding the monstrous Y-8 and the YT-2400), go here. Some of our regular posters have been kind enough to write guides and discussions for us on piloting skills. If you would like to have your own added please reply to this thread with a link to your post. Basics
Guides
Ship Guides
Tools Reference
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