From a lore point of view, as I understand it, the Xenon ships you can fly ingame were built by the early Xenon. That’s why they still have flight decks as they had human pilots before the rebellion and the war. But I cant remember where I heard/read that, so possibly this may only be my heard canon.
To my understanding, the xenon are the terraformers, just several generations of self updates down the line. Makes sense that the ships they designed probably just have some kind of pilot seat ingrained even if it is unnecessary due to their programming. All to say, I haven't seen it posted anywhere in the lore, but I agree with you that it makes sense.
@@elanthirplays265 yeah. All I care about is being able to fly the damn things. 🤣 Now if only I can get home. Been away for work for more than a month now and this is the only way I have been able to enjoy the update…watching youtube videos. But two more weeks and I will be at my pc again. 😁
What are your PC specs? The game runs so buttery smooth for you. Im lucky if I get 45 - 47 FPS. Anyways, great video, I've been looking to getting into some serious mining.
I'm using a 2070 super, an amd ryzen 9 5950x, 32GB of RAM, and it's installed on an ssd. With this game, the biggest contributors here are the ssd and the cpu, as the games simulation, especially during battles, is heavy on the cpu(but often is programmed to use 1 core/2 threads, same as most games unfortunately). Biggest improvement was turning down graphics settings to low, which bumps me up to around 60 to 80 fps consistently
I setup satellites near gates and occasionally check the map, sometimes ships will eject when under pressure. You can do this manually, by using low damage weapons and hitting them repeatedly, let them regen shield, and hit them again. At the time of the beta, I was using a mod called better piracy that increases(I think by 20%) the chance of pilots ejecting. In the second series I disabled all mods, and it's a good bit less common.
There are a few of those, the Drill Vanguard(or is it sentinel, one of the two) in The Void is static and will be there at the start of every playthrough, same with the Odysseus Vnaguard as shown in the second episode, down in faulty logic. There's an osprey vanguard over in company regard, a perseus vanguard in silent witness 12, and finally a elite vanguard in grand exchange 3.
From there, npcs have a chance to abandon ship when under fire. It happens between 0 and 75% hull. The problem is that with current AI most enemies abandon ship at 30% or less, and all npcs keep firing a little after the ship stops being hostile.
@MadMoses56 if you mean the unmanned ones, I setup satellites near gates and occasionally check the map, sometimes ships will eject when under pressure. You can do this manually, by using low damage weapons and hitting them repeatedly, let them regen shield, and hit them again. At the time of the beta, I was using a mod called better piracy that increases(I think by 20%) the chance of pilots ejecting. In the second series I disabled all mods, and it's a good bit less common.
@MadMoses56 Note that he is using the Object List in the satellite-viewable sectors and looking for ships that don't have a faction prefix (HOP, ARG, etc). Those are unmanned and claimable. What I couldn't figure out was how he was getting so many -- I didn't realize he had a mod for that. In vanilla you can spend hours without a single hit. It is best to set up the satellites immediately after starting the game in the hotspots that will see the initial onslaught.
In the second series I removed the mods, and yeah it's a lot more rare. Far more likely you'll find then by using specific weapon setups to make them abandon ship.
new question, how do you get the ship to stop moving when your in the map, taking off, or getting out of the chair, if undock it blasts forward into the wall. i cant find anywhere that this is a problem