Pimped your spaceship? Lets share information!

AstroSam

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Dear TEST-fellows,

for the last couple of weeks I did a lot of testing (yeah, really now - no joke!) AND spent some money which perhaps would not have been necessary IF I'd known better ;)

Therefore I thought it would be a good idea to share information and save money, REC or (a)UEC.

So, what did I do?

First, using REC, I flew a couple of different ships for learning their combat abilities:
- the Aurora (owned)
- the Avenger (owned)
- the Gladius (CCU'd)
- the standard Hornet (REC'd)
- the Hornet Ghost (REC'd)
- the Vanguard Warden (REC'd)

The Avenger

My core spaceship in the matter of dogfighting up to now always was the Avenger. Why? Because, with exception of the Aurora, every single of those combat ships is dependant on a base or capital ship, where they must return. But: flying the Avenger in a live match within space combat, I quickly had to learn that she is way outplayed of all other ships.
Therefore, I tried the other ships to learn their strengths and weaknesses:
The Aurora - can be the most underestimated ship in space with her S2 fixed points and agile and fast behaviour. But her shields are tiny and trying to fight in her results almost in a quick virtual death
The Gladius - very agile fighter with almost no blackout-potential, but compared to the other fighters low-provided with nearly everything, weapons (S1/S2) and propulsion.
The Hornet/Hornet Ghost - most interesting dog fighter in my opinion: agile, fast, 2 x S4(!) Gimbal points, size 4 shields makes this like a flying tank which is therewith almost as dynamic as the Sabre (but with a lower top speed); but currently, her coolers are way too small, with a cooling capacity which is almost 50% lower than of the Avenger.
Vanguard Warden - a big fat, slow and sluggish tank. Yes, she has firepower but without a gunner in the turret almost helpless against two or three opponents. Plus the fixed gun points are max sized S2 which can't be compensated by the gatling gun.

As I said - thats my opinion! There are others who love the Warden and name her the best fighter in the field.

What is it now about the Avenger? First of all: she is fast! And: she - and every time that gives me a laugh - is sluggish. Yeah, really - if you aren't flying with an healthy amount of foresight, the next asteroid is yours!
Her shields are tiny and definitly need an upgrade (which is currently not available). The cooling device could be upgraded if there wasn't a bug in the holotable. Hopefully CIG fixes that by implementing this new mobiGlas device. The Guns: 2 x S2 fixed points and the Tigerstreik, a beserk of a weapon which is mounted on a dynamic gimbal point.
I tested a lot around with different combinations of weapons. And: yes, you definitely CAN replace the Tigerstreik. You just have to replace the S2 Gimbal with an S3 Gimbal - which you have to buy. On that you can for instance install an Ominsky VI energy canon. BUT: always keep in mind that - currently - the Tigerstreik is one of the deadliest weapons in space.

During my tests I had to learn that the Avenger doesn't seem to be the right ship for high speed energy cannons. I haven't had any significant combat success, neither with the CF117 Badger Repeater nor with the standard "Suckerpunch" which is imho the worst cannon of all: lots of pew-pew by minor damage results (is only reducing shield energy afaik).
Fast enough I fell in love with the Ominsky VI which is a pure death bringer related to its size (S2! ...but needs an S3 Gimbal, as written before). And she does both, structural and shield damage. BUT: it is also an energy vampire. Means: you are forced to target first and then give short controlled bursts.
BUT No.#2: flying the Avenger, I am always stressed out by this ammo limit of the Tigerstreik (which here is 800 btw., which is a huge amount!). I therefore decided to equip the Avenger with three Ominsky VI. Bad decision, because the gimbal has a different target horizon than the fixed guns. Therefore I came back to the Tigerstreik and two Ominsky VI. I flew a pretty long time with this configuration, ignoring the continuous lack of energy.
Regarding the rockets: you can replace the standard platform by a quad platform! I then mounted 2 x 2 Tempest II, which are together with the Ignite Strike rockets a quite nice combination.

Now, regarding the guns, today I made some calculations - and found out, that the Ominsky III is almost as good as the bigger brother but sucks way less energy. Again, I replaced the Tigerstreik and mounted an Ominsky VI BUT on the two fixed points I mounted 2 x Ominsky III. What can I say? The Ominsky VI is almost as deadly as the Tigerstreik BUT without making that stress regarding the ammo, and the 2 x Ominsky III are almost as fast as the Repeater but doing way more damage. It *seems* to be a perfect solution currently for the Avenger.

What are your thoughts and experiences? Please share.

AND I am interested about your experiences of "pimping" your different spacecraft with other weapons and ammo. :slight_smile:


Lets share!
Cheers
Sam

-----------------------------

Helpful links:
http://starcitizendb.com/ (by Renegade Squadron)
Ship Specs Chart: http://starcitizendatapad.com/ships/specs ( <- very good, very cleary arranged page)
Link to SC components spread sheet: https://docs.google.com/spreadsheets/d/13LzkKzDOKIdrhwL5E2n2Co6THa74A2izxn8lykDuPAk/edit#gid=472250922
Link to the weapons stats: https://docs.google.com/spreadsheets/d/1hpZDxqXlXp2gbLXMkiMGbOCzMwoxj7mGu72w3MofmxQ/edit#gid=781668465
Baior's Useful Spreadsheets and Documents: https://drive.google.com/folderview?id=0BxljaNNgCjpcTHBoVVhSdGhWUjg&usp=sharing
Ship Speed Table: https://docs.google.com/spreadsheets/d/1hjjIC_Ad5exOepLqVh1hWda5f5yhxcWfm2ZOZOUGjKQ/edit#gid=2017483879
Star Citizen Package Comparison Chart: https://docs.google.com/spreadsheets/d/1ojxR84DJlX9i7Zu0ZrYkWPhKQUYIcK5bx5Ia8fQgimY/edit#gid=756171021
 
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Carlos Spicyweiner

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My current favorite is a Sabre fitted with 2 Panther laser repeaters(S3), a Tarantula GT-870 and a Strife Mass Driver for ballistics, and 6 Rattler II missiles. In Arena Commander, I can usually kill the A.I. Vanduul with the Panthers alone(the ballistics heat up fast, even with upgraded coolers)if I have to use the guns, I get (well)within 1000m and sometimes get the kill with less than 5 rounds. I like to get the party started with a couple Rattlers into the formation they spawn into, sometimes I can kill 2 of them like this. Using the Sabre in the mini PU is a different story, as I am the worst pilot ever against humans, but I find I am scaring a lot of people away, especially with the Rattlers, and I am racking up more kills. Occasionally on my Super Hornet I will mount 2 xTarantula GT-870s, a Mantis GT 220 Gatling under the nose(mediocre against big targets)and a M5A Laser canon on a Hornet Flashfire mount on top. Sometimes I get lucky with that rig.
 

marcsand2

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I must admit, I exclusively fly Vanduul swarms to sharpen my skills. Your perfect ship and weapons depend on your fight style. Gimbal weapons are not for me because I need all my skills to fly and avoid enemy fire and asteroids, strafe is more important then throttle, use boost to regain your speed fasy while turning sharp.

The Mustang Delta: Replace the rocket pods with 2 CF117 Badger Repeater, then you will have an agile gunship which can fire almost constantly without overheating. Try to avoid enemy gunfire with strafe, always target the last ship, fly by while shooting and re-target until you are behind the wave, turn around and finish them. With a little bit luck I will reach wave 18 with 1 -2 respawn s left

The Gladius: has much better shields then the Delta, is faster, more black outs during strafe and boost, lousy guns. Replace the Gimballed CF007 Repeaters with CF117 Repeaters, they won't overheat, lock the gimballed Scorpion GT-125 Gatling gun, but it almost always will have a leading target horizon compared to the badgers. As long as you use your strafe and boost wise, you will reach wave 18 with still 2 respawns left, but your trigger finger will hurt because the Gladius is under gunned.

The Sabre: replace the 2 S3 Gimbals with 2 CF-227 Panther Repeaters. Al 4 guns will have the same target horizon, the CF-227 will overheat, so use long aimed bursts, You will reach wave 18 without a problem. Strong shields, fast and agile.

The Super Hornet: replace the Gimbal mounts with 2 CF-227 Panther repeater, replace the unmanned gimbal canard turret with another CF-227, replace the ball turret with a Hornet flashfire specialty mount and put a Revenant Ballistic Gatling on it. Allot of fire power and strong hull and shield. Shame on you if you can't reach wave 18 without a respawn. A tank.

Most of the time I fly the Mustang, Sabre and Super Hornet are no challenge and become very fast boring.
 

BUTUZ

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Yeh I experimented with my Avenger too, ran with 3 x omni S2s and it was pretty good, ended up using the Tigerstreik and 2 x Tarantula GT-870 that was a good combo, all ballistic, max damage through shields. You can't get away from the massive damage the Tigerstreik does. Slot some Rattler II missiles on and make stuff go boom boom. I always use fixed weapons.

The avenger packs good punch but has no staying power due to the miniscule shields.

I am going to do the same SAM I've got a load of REC I can use to experiment.
 

Rolo

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The Titan was the first little ship I really had fun in, and remains dear to my heart. It simply needs to be faster in it's role as either ex-police interceptor or current smuggler :-P

My loadout was 2xBadgers and m4a on the nose. If we can get a fixed puck for the nose I'd put a m5a on it. These weapons line up great and with good cooling can literally fire forever. I always pimp the coolers (Ecoflow) and powerplants (Endurance). When it makes a difference, I will be maxing out the shields as well, as that is a weak spot on the Avenger.

My favorite ship at the moment is the 350r for several reasons - visibility, speed, looks, potential for high value/low bulk smuggling. For the 350r, I again went with an all energy build (a common theme for me), almost identical to the Titan. It makes, hands-down, the best scout in the game until we get better sensors than the Mark I Mod 0 eyeball. I get thar fust, and I get away clean. I circumnavigate Yela in 20 mins, Cellin in 75. No other ship can do that.

If we get the sensor package for the 315p and I can squeeze it into the 350r, there is no better scout to go hunting Test's Bengal.

My reasons for preferring an energy build go back to my planned play-style. I'm a smuggler, a mechanic and a fringe-runner. Paying for and stocking ammo is something I do not want to deal with. I will have top of the line missiles and hope I never have to launch. But for everything else, I will have the heaviest energy weapons I can squeeze in, preferring continuous fire to punch. I don't go hunting ships to kill them, and don't *need* the punch. I need to be able to annoy the hell out of would-be attackers and outlast or outrun them all.

Except for my Crucible and Starfarer and other High Value Units. Those ships will have the heavy ballistic cannons my escorts and runners don't. And they will carry the ammo and spares to make them a nasty surprise to anyone who thinks an old flying grease monkey is an easy target :-P
 

Blind Owl

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I need to practice with this stuff. I rented a bunch of coolers and shields before I left on exercise,and haven't had the chance to play yet.

Primarily with my Sabre, but also with a rented SH. And I reckon with a Warden.

I already monoboat my Sabre with Panthers. So you're saying rattlers for missiles? Can't we rent those m5a lasers yet? Those are the babies I want.

Any recommendations for coolers/shields? Are power plants a thing yet? Been gone a while, not up to date on the components.
 
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Rolo

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Note, according to Baior's rather exhaustive tests, the components currently have little or no effect. The coolers need to be present, but which one doesn't matter yet. Same for powerplant.

I can load two shields into the 350r and have incredibly fast regen times, but not sure if that's the two shields or one of the 300 performance issues related to the component system conversion.

Edit: Having said that, components *will* matter, and the best way to look at their current known stats is probably https://docs.google.com/spreadsheets/d/19z-TZWiWb2UgsMSPE9bYmGfTfQWFIMl5M94TJ18_u00/

Use the tabs at the bottom to focus on specific components.
 

Blind Owl

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Note, according to Baior's rather exhaustive tests, the components currently have little or no effect. The coolers need to be present, but which one doesn't matter yet. Same for powerplant.

I can load two shields into the 350r and have incredibly fast regen times, but not sure if that's the two shields or one of the 300 performance issues related to the component system conversion.

Edit: Having said that, components *will* matter, and the best way to look at their current known stats is probably https://docs.google.com/spreadsheets/d/19z-TZWiWb2UgsMSPE9bYmGfTfQWFIMl5M94TJ18_u00/

Use the tabs at the bottom to focus on specific components.
Sweet. Thanks @Rolo, I'll check this out
Edit: I'm still interested in people's personal experiences and advice as well.
 
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Sintha

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Im not in the ptu but im very interested in hearing more about the vanguard as im thinking of upgraging to one. Keep your info coming and thanks for starting the thread Sam.
 

Mog_No_1

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Shame on you if you can't reach wave 18 without a respawn. A tank.
hhhhmmmm..........ummm.........errrmmmmm.......LOL
Only tried one Vanduul Swarm with my new Super Hornet, made it to 18 but crashed along the way into a few asteroids...that count? :rolleyes:

Still need some practice but will be an ace one day. Tips? You stick or mouse? Mouse obviously has the accuracy but stick give more of that simulation feeling and just wondering if its worth investing in a good one or just stick to mouse?
 

Mog_No_1

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Id like to say I have experimented with my ships but think my Holodeck thing is on the fritz, have only JUST been able to access my standard Hornet, still cant access anything else to modify. Also came into 240 000+ REC, god knows how that happened, need something to spend it on but cant modify what I've got, bar the standard Hornet and who needs those things when you have a Super Hornet! :p
Think they will enable a convert from REC to UEC even if its like 100 to 1 radio or something?
 

AstroSam

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hhhhmmmm..........ummm.........errrmmmmm.......LOL
Only tried one Vanduul Swarm with my new Super Hornet, made it to 18 but crashed along the way into a few asteroids...that count? :rolleyes:

Still need some practice but will be an ace one day. Tips? You stick or mouse? Mouse obviously has the accuracy but stick give more of that simulation feeling and just wondering if its worth investing in a good one or just stick to mouse?
Okay, but those discussions about HOTAS etc. in a separate thread such like this one https://testsquadron.com/threads/diy-cockpit-and-custom-controlls.7210/ or this https://testsquadron.com/threads/controller-thoughts.7312/

Thanks ;)
 

AstroSam

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The Titan was the first little ship I really had fun in, and remains dear to my heart. It simply needs to be faster in it's role as either ex-police interceptor or current smuggler :p

My loadout was 2xBadgers and m4a on the nose. If we can get a fixed puck for the nose I'd put a m5a on it. These weapons line up great and with good cooling can literally fire forever. I always pimp the coolers (Ecoflow) and powerplants (Endurance). When it makes a difference, I will be maxing out the shields as well, as that is a weak spot on the Avenger.

My favorite ship at the moment is the 350r for several reasons - visibility, speed, looks, potential for high value/low bulk smuggling. For the 350r, I again went with an all energy build (a common theme for me), almost identical to the Titan. It makes, hands-down, the best scout in the game until we get better sensors than the Mark I Mod 0 eyeball. I get thar fust, and I get away clean. I circumnavigate Yela in 20 mins, Cellin in 75. No other ship can do that.

If we get the sensor package for the 315p and I can squeeze it into the 350r, there is no better scout to go hunting Test's Bengal.

My reasons for preferring an energy build go back to my planned play-style. I'm a smuggler, a mechanic and a fringe-runner. Paying for and stocking ammo is something I do not want to deal with. I will have top of the line missiles and hope I never have to launch. But for everything else, I will have the heaviest energy weapons I can squeeze in, preferring continuous fire to punch. I don't go hunting ships to kill them, and don't *need* the punch. I need to be able to annoy the hell out of would-be attackers and outlast or outrun them all.

Except for my Crucible and Starfarer and other High Value Units. Those ships will have the heavy ballistic cannons my escorts and runners don't. And they will carry the ammo and spares to make them a nasty surprise to anyone who thinks an old flying grease monkey is an easy target :p
Hm, sounds interesting. Whats the top speed (cruise mode) of the 350r? Can you replace the rocket mounts with guns? But most interesting will be: will you be able to transport goods with it? Considering the construction of the 300 series I'm unsure if you will be able to load any goods into there instead of minor packages which you'll be able to carry with your char.
 
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Lienna

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I've been struggling pimping as I can't get the changed to propagate to multiplayer game modes, but I've had a few attempts on single player. Here are my ships in ascending order of their fun to fly:

Retaliator

So it's a huge multi-crew ship, you need around 7 crew to get this flying right. The pilot only has access to the torpedoes which explode inside the ship occasionally (though a lot less often than before) which limits the appear of flying it at the moment. The turrets are more fun to use, but almost impossible to aim with and are armed with the laser repeaters which almost do no damage unless you can stay on target for a few seconds. Engineering is only part implemented but seems to make a big difference to survivability so that's nice. Not fully implemented, 3/10 with 2 bonus points for the big booms!

Gladius

Small, fast, nimble fighter, but lightly armed and armoured. Which would be great but it currently handles like a Vanguard, the left/right strafe is weak so you need to learn to roll in your turns to use the up/down thrusters instead. As a side note this is a good habit for reducing G forces! This is fine but sometimes the thrusters just bug out complete and even with turning and slamming on the brake/boost I find myself drifting for a good 20 seconds before colliding into whatever I was trying to avoid. Surprisingly the Gladius is a really good missile boat, chuck on the 4x missile launchers from the Vanguard and you have up to 16 size 2 missiles. The default missiles that are normally on the single pylon are really reliable too, can't remember what they are called while I'm at work but they hit a lot more than the ignite missiles on the 2x pylons. I tend to shove on 3x the laser repeaters from the Tali turrets to converge the weapons, plus they can literally fire forever, but I'd probably prefer to move to M3As. Buggy flight leads to death 5/10, with a 1 point bonus for sexiness.

Avenger

I have the bounty hunter version and the default guns are pants, but chuck on a couple of repeaters where the suckerpunch was, swap out the missile pylons for the vanguard 4x and you have a good solid ship. The flight model is solid, it's not too agile and a bit of a bigger target than the gladius, but that's the price you pay for cargo capacity. Actually flys okay 7/10

Vanguard

The vanguard currently handles a lot like the gladius, which is to say it drifts like a mofo. Of course this is a heavy fighter so you should expect it, just try not to get drawn into fights in tight places and you'll be fine. The main cannon is very satisfying and rips through pretty much anything, however the star of the show is the 4 M3As in the nose! The great thing about these is they are all on the nose, unlike wing mounted weapons if you hit with 1 of these you hit with all 4, and usually on the same component on the target ship too! This means that a hit or two and you've crippled a shield facing and broken something! Nothing to say on loadout here, though apparently if you have a connie you can rip off the M5A and put it on the vanguard nose and it converges nicely giving you 5 weapons really closely grouped. Downside of the vanguard is it has a non-slaved turret so while it does technically out-gun a hornet, you won't be able to use all of them. Kills things dead, 8/10
 

marcsand2

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hhhhmmmm..........ummm.........errrmmmmm.......LOL
Only tried one Vanduul Swarm with my new Super Hornet, made it to 18 but crashed along the way into a few asteroids...that count? :rolleyes:

Still need some practice but will be an ace one day. Tips? You stick or mouse? Mouse obviously has the accuracy but stick give more of that simulation feeling and just wondering if its worth investing in a good one or just stick to mouse?
Crashes is TEST, I also sometimes hit an asteroid, with the Delta it is lethal, with the Super Hornet I can fly further, how often did you crash with the Super Hornet? I guess more then once :rolleyes:, [CERTIFIED] TESTie

Id like to say I have experimented with my ships but think my Holodeck thing is on the fritz, have only JUST been able to access my standard Hornet, still cant access anything else to modify. Also came into 240 000+ REC, god knows how that happened, need something to spend it on but cant modify what I've got, bar the standard Hornet and who needs those things when you have a Super Hornet! :p
Think they will enable a convert from REC to UEC even if its like 100 to 1 radio or something?
Wow, you hit the jackpot and still complaining about it????? :D

Okay, but those discussions about HOTAS etc. in a separate thread such like this one https://testsquadron.com/threads/diy-cockpit-and-custom-controlls.7210/ or this https://testsquadron.com/threads/controller-thoughts.7312/

Thanks ;)
Yes BOSS, sorry BOSS, can't help it:
It is a personal matter, but like you said: Stick is to fly, mouse is to shoot, me stick
Again sorry BOSS :oops:
 

marcsand2

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Dear TEST-fellows,
What is it now about the Avenger? First of all: she is fast! And: she - and every time that gives me a laugh - is sluggish. Yeah, really - if you aren't flying with an healthy amount of foresight, the next asteroid is yours!
I also had that problem in the beginning, with strafe away from a foreign object it became easier to avoid collisions, but the best remedy was: strafing away and boost or in extreme cases afterburner. It causes allot of almost redouts and blackouts, so learn to control boost and release the boost just in time. Vision gets very blurry, but better still then dead.
 

Rolo

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Hm, sounds interesting. Whats the top speed (cruise mode) of the 350r? Can you replace the rocket mounts with guns? But most interesting will be: will you be able to transport goods with it? Considering the construction of the 300 series I'm unsure if you will be able to load any goods into there instead of minor packages which you'll be able to carry with your char.
350r is the fastest ship in the Verse, with a cruise of 1060m/s. It's also black & yellow. That doesn't make it faster but makes me grin like a maniac when I fly, especially in that last moment before ramming something... =)

The 350r, being a racer, is lightly armed by default, with no rockets or missile mounts. I transfer the twin-racks from the 325 to give it a quad of Tempest II. I use missiles sparingly.

The 300 series, like the other legacy ships, is due for a revamp where both the living quarters (supposed to be luxury!) and cargo will be addressed. Hopefully. :-P Even revamped, it will not be a *lot* of cargo. I will be happy with 6cu.

I've been struggling pimping as I can't get the changed to propagate to multiplayer game modes, but I've had a few attempts on single player. Here are my ships in ascending order of their fun to fly:
The trick with the holotable is to get the game to upload a loadout to the servers. Normally the loadout is hangar-only. To fool it, take the modified ship into drone-sim->freeflight. This copies the loadout to the server and it will be available in the PU.

Note: only the *last* ship loaded into drone-sim will have the loadout tagged as modified. Even if you change the loadout for all your ships, only the last one will "stick" in the PU.
 

Carlos Spicyweiner

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The trick with the holotable is to get the game to upload a loadout to the servers. Normally the loadout is hangar-only. To fool it, take the modified ship into drone-sim->freeflight. This copies the loadout to the server and it will be available in the PU.

Note: only the *last* ship loaded into drone-sim will have the loadout tagged as modified. Even if you change the loadout for all your ships, only the last one will "stick" in the PU.
Yeah, +1 for this. And you can strip components off of one ship to use them on another, but you have to remember to put the other ship back together again or else you could spawn it without important parts!
 

BUTUZ

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Yeah, +1 for this. And you can strip components off of one ship to use them on another, but you have to remember to put the other ship back together again or else you could spawn it without important parts!
Cheers both I didn't know those hootable workarounds - ourstanding info,

Really interesting thread. I am gonna fly my freelancer more using asedond joystick purely for strafing and see how it goes. Also gonna rent a new ship for the weekend.....hmm maybe a 350r?
 
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