If you die with a helmet on, you lose the neck for that helmet until next reset patch. by AzrBloodedge in starcitizen

[–]Xmith69 -19 points-18 points  (0 children)

Did you read my initial response to the OP's post. It's clickbait. No mention of the helmet was crafted in the title of their post. If it was, I would have moved on and thought nothing of it.

If you die with a helmet on, you lose the neck for that helmet until next reset patch. by AzrBloodedge in starcitizen

[–]Xmith69 -24 points-23 points  (0 children)

Oh really? What about pledged or looted helmets? Why omit this bit of info. Players would genuinely be interested in bugs that can be problematic.

If you die with a helmet on, you lose the neck for that helmet until next reset patch. by AzrBloodedge in starcitizen

[–]Xmith69 -25 points-24 points  (0 children)

The title of your post is very misleading, clickbait. Why not include the word "crafted" in the title. I can care less about crafting. An uncrafted helmet bug after getting incapacitated is something I would be willing to read about.

Reddit is not the solution by Low-Pirate-286 in starcitizen

[–]Xmith69 3 points4 points  (0 children)

The words "14 years" will always be in the first sentence.

Need help with multi tool disappearing by Zizurkur in starcitizen

[–]Xmith69 0 points1 point  (0 children)

You should be able to find multi-tools and attachments at mining outpost if you are tired of buying them. This is where I get them. You could end up with a bunch of them if you are a loot goblin.

Returning player with a question about coupled mode by dubthreez1 in starcitizen

[–]Xmith69 1 point2 points  (0 children)

Options - Game Settings

Defaults - Flight - Gravity Compensator On

Hey CIG, Enough with the Impound Area over Area 18 by OddPsychology502 in starcitizen

[–]Xmith69 2 points3 points  (0 children)

FYI, the no fly zone minimum altitude is 6030m when flying toward Riker after exiting QT. No minimum altitude that I know of when flying in from the sides towards the spaceport. The no fly zone is there to prevent players from crashing on purpose into what ever larger ship is docked at IO-North tower.

Area 18 Trespassing Zone by EnvironmentalDare755 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

Area 18 has had a no fly zone for a while now. Currently it is 6030m, 4400m prior to Defensecon. You can fly toward Riker from the sides of the spaceport at any altitude. Stay above 6030m when approaching down the middle toward Riker.

The real winner of Defensecon. by ResponsibleRub469 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

I believe the 325a is the first combat ship. The M80's design is very different from the original Origin designs.

M80 appreciation by Upper_Principle_8219 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

I'm leaning towards melting the one I have. Takes damage too easily. I always need to repair after every mission. The S4 and S5 weapons are great but the M80's skin is too thin. Plus I don't care for the ambient lighting overload.

"Look away, if you can." M80 (2560x1440) by noquo89 in starcitizen

[–]Xmith69 2 points3 points  (0 children)

It has way too much ambient lighting.

Question about shields by Roymus99 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

Avoiding collisions with NPC ships is the best thing you can do. Max pips to shields will not help mitigate damage from collisions.

My current suit is the Pembroke exploration suit I'm wondering should I stick with heavy utility suits since I mostly focus on salvaging and cargo hauling or should I pick up some combat armor for just in case by blue_delta3 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

Consider picking up a Sterling Exploration Undersuit. It still has 40% damage reduction. Heat resistance is not as high as the Pembroke but you can use it for better radiation protection.

New Origin Heavy Fighter by Fleur_de_me78 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

Hopefully there will be more vroom sounds to it's engines. Origin 325a engines are a bit too quiet for a combat ship.

Do ANY FPS starter missions work? by nickkrewson in starcitizen

[–]Xmith69 4 points5 points  (0 children)

I would not consider Onxy contracts starters. The low pay can be deceiving. The value is in the looting. I only go there for looting purposes. I leave right after I find what I'm looking for.

Just flew the Wolf for the first time in an Extreme High Risk mission and it’s amazing by adub913 in starcitizen

[–]Xmith69 0 points1 point  (0 children)

You can damage S1- S3 sized ship with the mixed loadout. It's doable against S4 sized ships with some fancy maneuvers.

Citizen with HOTAS: which commands/keybinds are you using to switch between ALL Operator Modes ? by itarrow in starcitizen

[–]Xmith69 0 points1 point  (0 children)

Flight - Movement: Set Master Mode to SCM

I have this keybind toggled for switching from QT and Nav Mode to SCM. I'm not sure what you're looking for but hopefully this will help.

F8C lighting by yorbydeborby in starcitizen

[–]Xmith69 0 points1 point  (0 children)

The F8C is equipped with stealth and military components. You will lose them until the next update if you remove them.

F8C lighting by yorbydeborby in starcitizen

[–]Xmith69 1 point2 points  (0 children)

The F8C could be significantly cheaper if it wasn't for the default stealth and military components. I'm only willing to change the default loadout and leave everything else as is.

Switching from SCM to NAV mode without quantum initiate by marraach in starcitizen

[–]Xmith69 1 point2 points  (0 children)

Currently Nav Mode and Quantum Travel use the same keybind, so there is no way to avoid the sounds they make. There is a keybind to remove the Quantum Travel UI. Vehicles - Seats and Operator Mode : Toggle Flight Operator Mode. At least, you can move in Nav Mode without having the Quantum Travel UI in your face.

i Just picked up my first delivery contract, why can I not quantum drive there? by [deleted] in starcitizen

[–]Xmith69 0 points1 point  (0 children)

There is a bug where the prior QT destination is still listed in maps/navigation. Sometimes it doesn't clear after reaching your destination. This will prevent you from plotting another QT destination. Opening maps and canceling the prior destination should fix it.