CMDR Solaris profile > Logbook

Commander name:
Current ship:
All Eyez On Me [EYEZ96]
(Krait MkII)
Member since:
Aug 18, 2017
Distances submitted:
Systems visited:
Systems discovered first:
3,454,939,807 Cr
Unidentified Signal Sources: Variants

(SoI = Sphere of Influence, are areas around Celestial Bodies & Stations)

  • Ceremonial Comms - SoI; Shipping Lanes; Populated Systems - Threat 0-1 - (Wedding Barges, Funeral Ships and other "ceremonial" NPCs)

  • Combat Aftermath - SoI; Shipping Lanes; Populated Systems - Threat 0 - (Material Gathering: Debris field and several materials from a special list)

  • Convoy Dispersal Pattern - SoI; Shipping Lane - Threat 1-4 - (Convoy of one or several transports with escorts. Often belongs to police or navy. Neutral to player unless attacked. If undisturbed, the ships jump away. Ships may drop CZ-grade material if destroyed (thermic alloys, polymer capacitors)

  • Degraded Emissions - Any Area, Any System - Threat 0 - (Escape Pods, Technical Blueprints, Rebel Transmissions, Grade 1-3 Materials, Beacon w/ Grade 1-2 Data)

  • Degraded Emissions - Ammonia Worlds - Threat 2 - (Unknown Probes)

  • Degraded Emissions - Anarchy - Threat 3 - (Pirate Attacks, Same Drops as Std DE USS)

  • Distress Call - Any Populated System - Threat 1-4 - (Trader asking for Fuel w/ Pirates)

  • Distress Call - Any Populated System - Threat 1-4 - (Heavily damaged Trader who is under Pirate Attack; Will Attack Player! If you Intervene, 3x "waves" of pirates: Initial, Medium & Boss)

  • Distress Call - Any Populated System - Threat 1-4 - (Debris field & several SAR ships (analogous to Degraded Emissions, very rare))

  • Distress Call - Any Populated System - Threat 4 - (Federal Farragut Battlecruiser under Pirate attack. A Pirate Farragut would jump in shortly after player. If player decides to intervene, they need to destroy all the pirates and drive away the enemy Farragut. Note that attacking pirate Farragut may incur a bounty (bug))

  • Encoded Emissions - Any Populated System - Threat 0 - (Material & Data Gathering: 1-3 Mats, 2-4 Mats in Debris Fields, Beacon w/ Classified Scan Databanks, Datamined Wake Exceptions)

  • Encoded Emissions - Earth Like Worlds (Satelites) - Threat 0 - (1-3 Data)

  • High Grade Emissions - SoI; Deep Space (best) - Threat 1-4? - (Special; Grade 5 (Very Rare) Materials; Their spawn and contents depend on system allegiance & states. Some Systems can spawn two types of HGE at once.
  • See conditions below:
  1. Federation-aligned system - Core Dynamics Composites, Proprietary Composites

  2. Empire-aligned system - Imperial Shielding (Outbreak or Boom)

  3. System in Civil Unrest state - Improvised Components

  4. System in War or Civil War state - Military Grade Alloys, Military Supercapacitors

  5. System in Outbreak state - Pharmaceutical Isolators

  6. System in Boom state - Proto Heat Radiators, Proto Radiolic Alloys, Proto Light Alloys (Note: PLAs can get by killing high-rank combat ships))
  • Mission Target - Usually SoI - Threat 1-4 - (Unique to Assassination, Liberate & Salvage Missions - Scan Nav Beacon or Disco Scanner to Start Search)

  • Mission Target: Trading Beacon - Usually SoI - Threat 1 - (Rarest USS. It spawns just like the Mission Target one, but does not require a Mission. Inside is a T9 which would offer a trading mission (deliver goods to nearby system). May ask for Rare goods.)

  • Weapons Fire - SoI; Shipping Lanes; Populated Systems - Threat 1-4 - (Combat Variants: 1-2 transports, 1-2 pirates, 1-2 police ships (no more than 4). Usually small ships (Hauler, Adder, Viper, Cobra) with low combat rank. Common at low threat level.)

  • Weapons Fire - Anarchy; SoI; Shipping Lanes; Populated Systems - Threat 1-4 - (Pirate Ambush! Common at high threat level.)

  • Thargoid Non-Human - Threat 1-8 -
Database Entry: Material Trader (All Tiers)


Raw = Refinery / Extraction | Data = High Tech | Manufactured = Industrial

Higher Populations are better

Find Closest:


1  (300 units)                      2  (250 units)                      3  (200 units)                4  (150 units)                    5  (100 units) 

Carbon                               Vanadium                           Niobium                           Yttrium   
Phosphorus                           Chromium                           Molybdenum                        Technetium    
Sulphur                              Manganese                          Cadmium                           Ruthenium     
Iron                                 Zinc                               Tin                               Selenium                          Antimony
Nickel                               Germanium                          Tungsten                          Tellurium                         Polonium
Rhenium                              Arsenic                            Mercury                           Zirconium     


Chem Storage Units                   Chem Processors                    Chem Distillery                   Chem Manipulators                 Pharma. Isolators
Tempered Alloys                      Heat Resist. Ceramics              Precip. Alloys                    Thermic Alloys                    Mil. Grade Alloys
Heat Conduct. Wiring                 Heat Dispersion Plate              Heat Exchangers                   Heat Vanes                        Proto Heat Rads
Basic Conductors                     Conductive Comps                   Conductive Ceramics               Conductive Polymers               Biotech Conductors
Mechanical Scrap                     Mechanical Equip.                  Mechanical Comp.                  Config. Comp.                     Imp. Components
Grid Capacitors                      Hybrid Capacitors                  Electrochem. Arrays               Polymer Capacitors                Mil. Supercaps
Worn Shield Emitters                 Shield Emitters                    Shielding Sensors                 Compound Shielding                Imperial Shielding
Compact Composites                   Filament Composites                High Density Comps                Proprietary Comps                 Core Dynam. Comps
Crystal Shards                       Flawed Focus Crystals              Focus Crystals                    Refined Focus Crystals            Exquisite Focus Crys
Salvaged Alloys                      Galvanising Alloys                 Phase Alloys                      Proto Light Alloys                Proto Radiolic Alloys


Exceptional Scrambled                Irregular  Emission                Unexpected Emission               Decoded Emission                  Abnormal Compact
Atypical Disrupt Wake                Anom FSD Telemetry                 Strange Wake Sol.                 Eccentric Hyperspace              Datamined Wake Exc
Distorted Shield Cycle               Incons. Shield Soak                Untypical Shield                  Aberrant Shield Patt.             Peculiar Shield Freq
Unusual Encrypt Files                Tagged Encrypt Code                Open Symmetric Key                Atypical Encrypt Arch             Adaptve Encrypt Cap
Anom. Bulk Scan Data                 Unidentified Scan Arch             Classified Scan D/Bs              Divergent Scan Data               Classified Scan Frags 
Specialised Legacy FW                Modified Consumer FW               Cracked Industrial FW             Security FW Patch                 Mod. Embedded FW
Home Stretch

I made it to Flaming Star Logistics Centre near the Flaming Star Nebula yesterday & continued onwards to Ring Mine in 2MASS J03291977+3124572 today. An easy trip with short waypoints. These were the final asteroid stations in the Outer Rim that I had not yet visited. The final waypoint is in the California Nebula, which I have visited before.

My rudders started to play up in the Asp after leaving Ring Mine. Not sure the quirk, but likes to keep me spinning! Battled my way to Darwin Research Station to dock and repair. With station servers going offline shortly, I will have to continue my final leg tomorrow to T Tauri.

It's been a fun little trip!

Speed Runs

Making it safely out of Hell, I changed my mind and headed upwards on the galactic plane towards the Rosette Nebula about 2k lys away. Not a lot of good discoveries meant the run was relatively quick. Such beautiful, bold reds in the Rosette Nebula.

I didn't hang around for long, heading out shortly after some quick repairs at the New Beginning asteroid station found in the sector. Onto a longer leg of around 3k lys to the Crab Nebula. After a lacklustre upwards trip on the last leg, I went downwards this time, around 1k lys to a neutron star I spotted. Area down here is almost untouched by explorers with a lot of good first discoveries being made (a double water world orbiting a neutron was a highlight), but the true find was frequent neutron stars that I used to boost my way. At 200 lys per jump, it made the 3k lys journey very quick. I did not expect to make it here for another day!

The contrasting patchy colours of the Crab Nebula really do give it a different feel from the last few red nebulas. No trouble on the way to Station X, a mining outpost in boom. Not much for an explorer here, so I will rest up and continue on my way in the morning. Now over 50% through, the remaining legs start to get closer back to the bubble.

Hell's Run

The length of the next leg is inconsequential, but the destination isn't; Hell Port in the Seagull Nebula. I've been on the wrong side of the tracks before & dealt with pirates, but this is somewhat different. The system is entirely controlled by the Black Flag Gang - all pirates with no local opposition! Some say you'd be hard pressed to find a more wretched hive of scum and villainy than Hell port, other say this is true freedom from authority. Either way, I must first survive the 10k ly journey in system to dock without being caught by a pirate.

When I arrived it started well, my small ship flying under the radar as I completed my scans, but as I approached Hell Port I was caught in an interdiction with a Master FDL. Knowing that just one or two shots could destroy my lightweight AspX, I fought back to escape. After a minute I broke free, relieved I resumed course and docked quickly. Arrived just in time to see the Sunrise over Hell.

With my exploration data, I will be able to become ally here & hopefully buy my safe passage out. Although there is a shipyard (even with a Krait!) & other facilities, there is limited local missions. It does however look like a great spot to find high paying passenger tourist missions. Before garnishing too much attention, I slipped out of the docks and continued on my way. Will head below the galactic plane next and see where it takes me.

Barnard's Loop Challenge

I think I missed most of the group out here at Orion's Nebula, so I pushed onwards to Thor's Helmet Nebula & Sagan Research Centre asteroid station. I quickly became stuck on my second route plotting not far out, unable to find a way through. I then recall that there are multiple permit locked regions out here covering 100s of lys! After digging through the Tour information, came across the path through call The Oochorrs Corridor. Its a little out of the way but still beats going around.

It starts at HD 39343, and ends at Oochorrs DM-X c17-0. This splits through Col 70/NGC 2264 (Barnard's Loop) permit locked regions taking you 650lys to the other side. Once through I headed upwards on a curve till I reached Thor's Helmet, where I docked for the night. I am a little ahead on schedule but may rest up here before moving on to Waypoint 4.

Nebula's Heart

Embarked from 98 k Tauri today & made it to Waypoint 1 in HIP 23759 (Witch Head Science Centre). It was a short opening leg, so I made a detour to a nearby planetary nebula to the south in CD-26 1339. Well worth the visit, with a beautiful blue nebula contrasted with red planets and numerous bodies in the system (including a black hole). Ticked off Tourist Beacon 0015 too, located in the nebula.

Have docked at Witch Head Science Centre and will continue on hopefully tomorrow.

The Outer Rim Stations

I have to admit, I have been keen to get out and do a bit of exploration again. All this running around the bubble is starting to do my head in!

Signed up for The Outer Rim Station Tour, starting tomorrow a 16k ly trip around some local nebulas & far-flung (and little known) stations out beyond the bubble's limits. It will go for the month of July, 10 stops, I hope I can continue to make each waypoint in time given my limited time in the cockpit recently.


Start: 98 k Tauri
Waypoint 1: HIP 23759 in Witch Head Nebula  (Witch Head Science Centre / HIP 23759 Geysers / Barnacle Sites)
Waypoint 2: PMD2009 48 in Orion Nebula  (Orion Nebula Tourist Centre)
Waypoint 3: Thor's Helmet Sector FB-X C1-5  (Sagan Research Centre)
Waypoint 4: Seagull Sector DL-Y D3a  (Hell Port)
Waypoint 5: Rosette Sector CQ-Y D59  in Rosette Nebula (New Beginning)
Waypoint 6: Crab Sector DL-Y D9  (Station X)
Waypoint 7: Jellyfish Sector Fb-X C1-5  (Beta Site)
Waypoint 8: Flaming Star Sector LX-T B3-0  (Flaming Star Logistics Centre)
Waypoint 9: 2MASS J03291977+3124572 near NGC 1333  (Ring Mine)
Waypoint 10: California Sector BA-A E6  (Mic Turner Research Base)
Final Waypoint: T Tauri in Hind Nebula  (Hind Mine)
Exploring the Guardian Structures

The DBX has been put through its paces! After several semi successful tissue sample extractions on the Thargoids and some failures, I headed down to Ram Tah and acquired the second mission, Decrypting The Guardian Logs. Travelling in the DBX is slow going with the tiny fuel scoop, but around 1k lys out and I have found the Guardian Structures. The Guardian Sentinels rattled me for a short time till I started to use the structures to hide the SRV and take them out. Good fun in the end and lots of stuff to pick up.. then the cherry on top, powering up the data terminal.

I was able to complete 2 of 3 sites today, HD 63154 & Synuefe EU-Q c21-10, and got a lot of guardian materials (but not enough to unlock any Guardian blueprints yet) & 9 of the 28 log files. With a damaged hull, I headed back to Shinrarta Dezhra to rest up for the night. Not sure if I will head back out to repeat the same puzzle again. We will see.

Checking the net, came across this expedition that peaked my interest. Been meaning to visit the Outer Rim Stations (and Colonia). Seems like a good time to check it out:


Liquidation & Consolidation

The Galaxy was on a Tax Free break this week, offering boosted trade & engineering discounts. Taking advantage of the engineering discounts, I have been upgrading my main fleet. Some good upgrades at a good discount! My racer is almost hitting 900 on boost, combat ships have shield boosters maxed & weapons upgraded. All FSDs should also be at max engineering now. Noticing that I had not flown most of my fleet for the last year, I decided to sell off those ships & free up some capital. My trusty Vuture has been stripped & scrapped along with the bubble hopping Adder, my new Chieftain that I did not find a use for & the Courier I loved but rarely flew. Clipper that was setup for mining was also liquidated.

This left me with my AspX, Cobra III, iEagle, FDL, Python, Conda & Cutter. Best mix with best upgrades I have. Also just to even things out a bit, I purchased a DBX today specifically configured for the Guardian Ruins & Xeno hunting activities to give Ram Tah a visit for the latest mission. Cool running & zippy I have called it 'Want2Believe' :) Wish me luck..