Ostranauts

Ostranauts

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My Ship Flipping Checklist
由 WapeulArt 制作
This is my ship flipping checklist that I'm using.
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Buying a derelict
  • Avoid visited derelicts.
    Likely you already salvaged parts from there, so it won't be valuable as much.
  • Check the distance.
    Preferably no more than 900 km.
  • Rooms are preferably "?" or "No room specializations".
    If rooms are already known by the kiosk, it tends to be more expensive to buy. If there's no room, you can build new rooms to add value multipliers.
  • Compare the estimated value and the price.
    It's a good one to buy if the price at the low range of the estimated value.
Locating your derelict
  • Check the distance to your derelict.
    Using the ship broker kiosk, your derelict should be listed in the SELL menu along with your ship.
  • If your derelict is within the 1000 km range,
    • Undock from the station and click "HAIL SHIP" on the Nav Console. There will be a list of ships.
    • All your ships' CALL and NAME will be listed in blue color. Therefore, look for the blue "?". That's your derelict.
    • If it's not listed, it might be behind the planet(oid). Move your ship around so you can find it.
  • If your derelict is outside of the 1000 km range,
    it's most likely not listed on the "HAIL SHIP" list because it's beyond the detection range and the derelict is not signaling anything (no active antenna). In that case, use the PASS app to install either a nav console or an antenna on your derelict (and a battery of course).
    • Nav console: Use the nav and check where you are on the map. That's the location of your derelict. Screenshot it for the record. Go back to your ship via PASS. Move your ship to the derelict location. You should be able to detect it when it's within 1000km.
    • Antenna: Hypothetically, it should make your derelict detectable in any distance on a nav console, assuming there's no obstruction like a planet.
Flipping
Preparation
  • Stop the derelict from drifting away from stations.
    Be careful if you don't have a Towing Brace.
  • Be (appear) legal by fulfilling one of these:
    • Have a valid salvage license.
    • Turn off nav, IFF, and antenna of both of your ships (hiding).
    • Turn on nav, IFF, and antenna of both of your ships.
    Otherwise, the police will find you committing unlicensed salvaging even when you own the derelict.
Initial restore
  • Restore everything.
  • Seal the ship airtight.
Rooms
  • Build rooms to multiply the value of installed equipment.
    https://ostranauts.wiki.gg/wiki/Rooms
    Read the descriptions in the link for more details.
  • Preferably, install as many equipment as possible in rooms with high "Value Modifier" to sell the ship at a high price.
    Be mindful that (un)installing certain equipment can change the room type to another.
  • You can check the current room types at the ship broker kiosk by:
    • Reading SELL list. Rooms will be shown in text.
    • Rating the ship. Rooms will be shown visually. Must be docked at the station.
Basic shopping list
Power
  • Battery, switch, some conduits
Control
  • Nav, IFF, antenna
    IFF can be bought at a ship broker kiosk.
  • N2 can, intake, thruster
Air
  • O2 can, pump
  • (Optional) Heater, cooler
  • (Optional) N2 can, pump
  • (Optional) Sensors
(Optional) Fusion
  • Field coil
  • Core
  • Laser capacitor
  • Laser array 1~2
  • Fuel regulator
  • Pellet feeder 1~2
  • D2O tank & He-3 tank
  • (Optional) Cyro pump & Cryo tank
  • (Optional) Core pump
  • (Optional) MHD Generator
Others
  • (Add what you want)
Maximizing value before selling
  • Install extra equipment you have.
    Preferably in rooms with high "Value Modifier"
  • Restore everything.
  • Power every equipment.
    Doesn't have to be ON state, but the conduit on it must have power.
  • Install a life support working O2 pump.
    The selling price will tank without this. Check with nav's "PRINT STATUS".
  • Minimize the distance from the station.
    Preferably dock at the station.
  • Fill air.
    O2 20 kPa, N2 75 kPa
  • Check the current room types at a ship broker kiosk.
    Changing a room type to another can value up the ship.
Note to self
  • Does small objects/scraps' value included in the price when selling the ship?
    • No. Even ablative core liners don't matter. Sell everything lying on the ground at a kiosk first.
  • How much thrust is acceptable for towing a derelict, without the towing brace?
    • The damage will be blanket damages over time on both of your ships. The more G-force you use, the faster the damage will be. The more Delta-V you use, the higher the total damage will be.
    • If you must, use minimal G-force & Delta-V maneuver possible. Monitor the damage after every move you've made.
    • Try 0.05G if you are not sure. The damage should be slow enough so you'll have time to react.
  • What's easier for pinpointing my derelict over 1000 km? Installing a nav, or an antenna?
    • Can't find a way to haul a nav with a battery in one go. So, I guess an antenna is easier. Both are valid methods tho.
3 条留言
Avitus 3 月 16 日 上午 8:56 
This is a fantastic list. I do want to emphasize checking the room types, and possibly changing the type around for maximum value. I added 50k value to a ship just by moving an rcs intake, making an engineering room into a wellness room and my bridge open instead of closed.
WapeulArt  [作者] 2 月 23 日 下午 9:09 
@Shiek4d5 At the start of the game, I tend do focus on selling salvaged equipment and expanding my ship until my ship is big enough to hold salvaged equipment from a single derelict. After that, it depends on my goal. If my goal is more money, I start flipping since it's a good way to make money. I don't bother flipping if I'm not looking for money.
Shiek4d5 2 月 23 日 下午 1:05 
How much time should I invest in building up my starter ship before flipping it? Does it depend on what I want to purchase or should I go big? When did you decide your starter had enough rooms?