I’m tempted to make a larger Mudspike Air Cargo and open it up to all of Mudspike. It shows in the custom start menu fine for x3tc it just isn't made for x3ap saves, but I can load a fresh custom start for it fine and have yet to explore to see if anything gets messed up other then not loading an old save and the main menu screen changing. Sole proprietor or are you going to hire pilots? Where do you plan to start your base? Bush flyer or international airport? You know the old saying in aviation though… “you know the best way to make a million dollars in aviation - start with two million!” Personally, I like to start from scratch and build up. What is your start option going to be? Zero dollars and a loan or will you kick start and take the option (likely to be an option) of $100K or $500K or $1M in startup funds?.My question for you guys…even though I don’t know exactly what will be included in Air Hauler 2 for XP (AH2XP is what I’m going to call it now) - what are you guys going to do with regards to starting up your company? I’m obviously pretty excited about this and will be migrating the smoldering remains of my Mudspike Air Cargo company to the new platform. Still hope to have it released this month, or very latest first part of May.” All is going well, just a few more bits to sort and test and we’ll be there. “There’s not too long to wait now guys, we appreciate your patience. There's an emphasis on the Terran Conflict (TC) content in some of the early chapters which you may wish to skip over if you're starting with Albion Prelude.So with the exciting news (to me) that the X-Plane version of Air Hauler 2 is nearing release, now is a good time to start talking about it.įrom Scott at JustFlight, posted last Friday (April 17, 2020): Sometimes the tone is a bit on the "conversational" side for my taste, but it's still chock full of good resources. To point you in the right direction for a more in-depth guide, check out the X3 Handbook - it's a collection of a number of useful guides generated by the community over the years. If you're having trouble with a specific mission class, you might browse the mission guides on the X3 Wiki, which contains information about how to complete each type of mission, and what you'll need in order to be successful. Combat's kind of an advanced subject, as you'll likely have to sink a fair number of credits into a good "dogfighting" ship and the appropriate armaments for it. Mining is not something I engaged in much personally, as it tends to require some large ships and a lot of manual effort. Then your job becomes one mostly of macro-managing the production chains to ensure that the money continues to flow. For instance, buy Energy Cells from a Solar Plant, and sell them at a factory or other station that requires them.ĭoing this manually takes quite a bit of time and effort, but eventually you'll gain the funds and resources required to command additional ships - you can then send them to run these hauling operations for you, earning you cash while you pursue other things.Įventually you'll get enough money to build your own stations, and then you can make mega profits producing finished goods directly from raw materials. You want to buy items at places where they are inexpensive, and sell them at places where you can make a profit. The X3 series is very complex and it can take many hours to gain any significant understanding of the game's mechanics.Īt it's core, it's a space trading game.
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