Hello its Ricardo and I'm here another episode of rebooting restart
rice data leak dangerous again using another steam account so today we're
gonna take a look at the Sidewinder that good old staple ship their mini Metro of
the elite ship world now love it or hate it we've all got to go through or endure
owning a Sidewinder some people race them some people like flying around them
because they're really really cheap they cost on average thirty two thousand
credits for most space stations and around twenty nine thousand at founders
so let's take a look now that Sidewinder mark one is built by Falcons and Lacy
and it's a little multi-purpose ship that we all start off with I've already
said this it's cheap I've said that and it can be used for light transport when
you've got no choice when you're starting off in the game of us face it
most pilots if not all pilots will tend to love their Sidewinder one stage of
the game it's the good old faithful its maneuverable so you can learn to fly in
it and also some experienced pilots can really throw it around it's quite a
dependable vessel and it's dispensable as well given its financial attribute
now you can buy these little beauties virtually anywhere
and when you buy the farm and you've run outta cash it's what you go back to now
looking around the cockpit it's all tubes with Jubilee clips it's the bare
bones you know it is the L model of the motorcar world you know it is basic it's
a bit like it's a bit like a 2cv that old French mainstay of cheap motoring
you've got the beer minute the bare minimum to survive but you've got good
visibility and it's functional now could you click the old subscribe
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Ricardo's epic battles as well ok so you know I mean ok it's cheap bent small but
it's by no means harmless and it comes top of manoeuvrability due to its size I
mean looking around the cockpit it is functional you've got your little
cargo racks on the side you know there's not a hell of a lot of space and
therefore you know it's quite an acceptable ship it's a bit like bringing
a knife to a gunfight though you know I mean it it lacks the punch you've only
got two weapon slots and there's small weapon slots at that
but you know everyone should have one parked in a little station in a garage
somewhere you know what I mean it's that's what you need now in default
configuration in normal cruise mode you're gonna knock up around hundred and
sixty one meters per second all right four pips the engines 221 okay so you're
hardly motoring but it's hardly slow either hitting the boost and you get
right up there - I think that was about 301 - 302 we'll do it again just to make
sure they all calm down there you go last default and boost once it charges
307 I saw that speedometer go up too so it's hardly slow but be warned you can't
stay at boost you're gonna need to get an engine upgrade you need and get it
over to the engineer's now I've stuck a class a power plant on this in advance
and my read by is about 6,000 but generally when I started off in the game
the beginning of the reboot and restart the Reeb I was knocking on 50 credits so
they're expecting you to plant it in the side of a station wall now I've briefly
mentioned the weaponry and you get to hard points and there's small hair
points on the top section of the ship now you're not going to do a hell of a
lot of damage sticking for pips so the weapons will let you fire a little
longer but you know what heat is not your friend here so you may want to
consider putting a heat sink configuration in your utility slots as
you can see the vents are opening here pretty quickly you know yeah you're not
gonna you're not gonna rain in wars with this but you know yet you're not gonna
roll over either so every player starts as a member of the old pilots Federation
after being notified of a successful membership
secret benefactor right then has a transmission delivered to you with a
code right it gives you access to a starship account that's pre-configured
with your credentials and this is all from the elite law this is how you gain
an indefinitely loaned and insured Sidewinder and then behind that windfall
is the whole story of a secret organization which seeks those are the
potential to become elite and that's the story behind it especially from the old
1984 game you know it's a very acceptable ship but let's look at
configuration so I mentioned utility mounts what are you gonna put there
really you know it's going to be a heat sink okay it has to be a heat sink and
possibly a kill warrant scanner if you actually do kill anything in it point
defense well I think it's quick enough perhaps to go out running any many
missiles it's certainly maneuverable enough to go out running any missiles so
I think heat sinks are the answer I wouldn't go taking are any thyroids in
it put it that way look at the core internals so you can upgrade your alloys
that's gonna make it heavier powerplant like I mentioned you have to stick a
bigger power plant in there by default you've only got six point four megawatts
well that's hardly appropriate is it you're gonna need something a little
more substantial than now a 281 at founders is gonna set you back a hundred
and forty thousand credits but you have got slightly discounted rates here by
about 10% now if you want to go for jump range then look for that D rated power
plant it's gonna give you a little bit extra zip in the capacitors and it's
gonna you know lighten the ship a little bit all d modules are lighter same with
thrusters thrusters obviously increase your top speed go for D for lighter
thrusters for that a little bit of extra boost it's all completely up to you the
boost speed I say by default is 321 meters per second by default when we
saw it it got about 307 that might have been because the great big honking
fringe a frameshift drive I had knocking on the ship so putting to a threatens on
it as well it's gonna give you a extra little bit of zip I mean once you start
making money you have to look at upgrading the frame ship to get a few
good trades in an a-rated its gonna set you back about a hundred and forty
thousand credits plus ten percent okay so one hundred and fifty four thousand
give or take power distributors as well how quickly your capacitors recharge for
your shields for your weapons for your engines
sensors well with sensors I tend to go for D rated sensor to be perfectly
honest with you and don't go for the a rated stuff they're lighter it's
certainly you know helps from the the e-rate did you originally get now your
shield generate as well that's gonna stop you getting zapped incurring too
much damage I tend to go for an A rated shield generator in a small ship like
this it gives you a little bit of a fighting chance at least when you be
impounded by other ships of this level I don't tend to mess around with by weave
shield generators not all the rest of it go for a standard a rated shield
generator in this and I think you can go to wrong it is going curl a little bit
of extra weight though as for discovery scanners well you're gonna be jumping
around some systems and I thought long and hard about this but I did tend to go
for an advanced discovery scanner this is expensive and you're probably not
gonna be able to afford that straight off the bat however if you want to go
prospecting and exploring and work on that Explorer rank then you're gonna
need one really but to be fair in a shit like this it's a bit of a waste make
sure you've got as many Kerber racks you can to maximize your cargo throughput
how much can you carry that's gonna also have an impact on how far you can jump
don't forget when you get to the stations refuel repair everything so
don't get caught a cropper by who's gonna do you in when you get
outside the station now look at pink jobs I was fortunate enough on my other
account to have the mercenary paint job and also the Black Friday paint job
which does set it off a little bit more than the norm it does make your box kite
look a little bit better now of course you can customize this if you've got the
cash at the old frontier store like anything if you want to be personal it
costs the dollar so if you want to and you love that sidewind and you wanna
embellish it a little bit more make it a little bit personal head on over to the
frontier store and pick something there's a wide old range of Sidewinder
paraphernalia or adjustments there is a 16-point ship kit you can add to it as
well I'm not sure if that's actually worth it doesn't give any additional
benefit within the game however you know it does make it look a little bit better
or more ridiculous depending on which side of the fence you come down now I've
named my Sidewinder the baby badger you know what I'm like from my badgers so
there you go and I've put the nameplate on the side of a ship hardpoints we've
been dodging this there's no two ways about it you got to like I mentioned
everything else we've kind of upgraded what we wanted and that's where we are
just look how small that ship is on the land impact we get so used to our big
ships as you progress through the game so moving outside now let's test out
some of those modules and see how fast we can actually get this thing going so
as you progress with the game off so you can engineer these modules but hey we're
cruising at the moment 228 hit the boost
246 I'm gonna call it 246 on that it's about right in it and of course the
recharge as well with the power disputer is quicker so boosting up now with all
the pips the engines there you go I think we got into the three hundreds
let's do it again
you get a better sound boost
3:22 I think with the maximun we are there 322 not so bad so let's take a
look outside there and take a look what it's like when you fire your old weapons
so as you remember power dispute has been upgraded let's see how long we can
fire and what the heat problems are so get the lasers out because those pulse
lasers fire death by a thousand cuts now soon we're gonna see there the vents are
starting to open as the capacitance drops on the weapons there you go firing
it's got a bit more sporadic okay so heading on back to the old station that
was our look at the Sidewinder
maneuverability you know it is what it is it's quite minimal voltage some small
you've got a fuel capacity of two turns you can get those small landing pads to
till it amounts to small head points and a jump range maximum jump range about
twenty four light years I'd be Ricardo this has been rebooting restart thanks
for watching check back for more in the series