Solo
The full galaxy with NPCs only — no other players can instance into your session. Fully persistent, progresses exactly like Open. The safest place to learn.
E:D Black Box
This is the manual for your first ten hours: learn to fly and dock, pick a career, bank your first million, and leave the starter zone pointed somewhere on purpose. Fly safe, fly cheap, keep your rebuy in the bank. Every deeper subject below has its own guide on this site — this page is the index to all of them, in the order a new commander actually needs them.
Same galaxy, same progression, none of the Open-mode PvP risk while you learn.
Combat, trade or exploration — commit to a single track for your first millions.
Insurance rebuy is the only number that ends a career. Keep it covered, always.
Five minutes of setup saves you hours of frustration. Pick a safe game mode, run the training scenarios, and bind the controls you will use every minute.
You pick a mode at login, and you can switch any time. All three share one galaxy and one persistent save — progress counts identically wherever you play.
The full galaxy with NPCs only — no other players can instance into your session. Fully persistent, progresses exactly like Open. The safest place to learn.
An invite-only shared instance. Large PvE communities (e.g. Mobius) give you co-op company without open PvP. Also progresses normally.
The shared instance where any commander can find you — cooperation and hostility both. Worth it later; not where you want to make your first mistakes.
From the main menu, work through Basic Flight, Docking, Travel and Combat before you touch your real save. They teach every control in a consequence-free sandbox — no rebuy, no lost cargo.
New commanders begin in the Pilots' Federation District, a protected starter region (start systems include LHS 3447 / Trevithick Dock, Asellus Primus and Dromi) with reduced PvP exposure, meant to onboard you over roughly your first hours in the game.
HOTAS is pleasant but mouse-and-keyboard is fully viable. Whatever you fly with, set custom binds for the actions you reach for constantly before you rely on them in the wild.
Throttle · pitch / roll / yaw · landing gear · cargo scoop · lights · target ahead · next system in route · honk (Discovery Scanner) · silent running · deploy hardpoints. The HUD reference colours are a separate job — see HUD Customization.
Three travel modes, one set of controls. Master the normal-space sweet spot, then supercruise, then the jump to the next star.
Your axes are pitch, roll, yaw, lateral / vertical thrust and throttle. The throttle has a blue "sweet spot" zone — sit your throttle inside it for the tightest turn rate. Flight Assist is on by default and dampens your movement; leave it ON as a beginner. FA-off is an advanced skill, not a starting requirement. Boost gives a burst of speed for escaping trouble — never boost inside a station.
Supercruise is in-system faster-than-light travel. Approaching a target, throttle to roughly 75% and watch the "7 seconds to target" readout — drop too fast or too slow and you overshoot, the single most common new-player frustration.
The Frame Shift Drive (FSD) jumps you star-to-star. Plot a route in the Galaxy Map, target the next system, charge, jump. Many jumps drop you facing a star — throttle down on arrival to stay clear of its exclusion zone.
Every jump burns fuel. A Fuel Scoop refuels you by skimming scoopable stars — the KGB FOAM classes (O, B, A, F, G, K, M). Running dry far from a station strands you. If it happens, the Fuel Rats will come get you.
Stations are safe zones with rules. Request a pad, keep your speed down, match the hologram, and put the gear down.
Within about 7.5 km of the station, open the Contacts panel and request docking. You are assigned a numbered landing pad.
Keep approach speed under ~100 m/s through the mail slot and inside the no-fire zone. The station opens fire if you loiter, speed, or scan it hostile.
Line up with the pad's hologram orientation, deploy landing gear (default L), and settle onto the pad. Auto-dock works but can fail — learn the manual approach first.
Pads are Small / Medium / Large and your hull must fit. Outposts have no Large pads, so big ships can't dock there — check before you haul a fat cargo run to one. The full request / approach / pad / outpost procedure lives in the Docking & Landing Manual.
Everything in Elite is a variation on one loop. Learn it once and every activity reads the same.
Accept work → travel (supercruise / FSD) → do the thing → return and get paid → upgrade → repeat at a bigger scale.
Two interfaces carry it. The Galaxy Map plots interstellar routes and reads trade and economy data; the System Map finds stations, bodies and signal sources once you arrive. The Mission Board at every station is your main early income and reputation engine — data courier and delivery jobs are the safest first work, paying roughly 10k–50k CR each.
Ranks run on six independent tracks certified by the Pilots Federation — Combat, Trade, Exploration, plus Mercenary, Exobiologist and CQC. Each is a nine-step ladder.
Harmless → Mostly Harmless → Novice → Competent → Expert → Master → Dangerous → Deadly → Elite — with prestige Elite I–V added in Odyssey.
Combat rank grows by killing higher-ranked enemies; Trade and Exploration rank up by credits generated in that activity (Trade Elite alone takes on the order of a billion credits of profit).
Superpower ranks — Federation, Empire, Alliance — are a separate system that unlocks permit-locked ships; that ladder is its own guide, Superpower Rank.
You don't have to commit forever — but pick a single focus for your first millions. Each track below links the activity guide (how to fly it) and the by-role ship ladder (what to fly).
Hunt Wanted NPCs for bounties at Nav Beacons and Resource Extraction Sites. Start in a Low RES against Harmless pirates; massacre missions stack well on top. How: Combat playbook. Venues: PvE Combat Venues & Combat Zones. Ships: Best Combat Ships.
Run a profitable A↔B commodity loop; read prices in the Galaxy Map or INARA. Lowest risk, steady scaling into bigger cargo hulls. How: Trading playbook. Ships: Best Trading Ships.
Honk the Discovery Scanner on arrival, map bodies with a Detailed Surface Scanner, sell data at Universal Cartographics. Exobiology (scanning plant life on foot with the Artemis Suit) pays roughly 1–5M CR per valuable species. How: Exploration playbook. Ships: Best Exploration Ships.
The fastest early money is unglamorous: stack same-destination missions and run them in one trip. Bank a rebuy buffer before you spend on anything.
At a busy system, fill your board with same-destination delivery, courier and passenger jobs and clear them in a single run. Lowest skill floor, reliable payout.
Low / High RES bounty hunting against Wanted NPCs turns combat into steady income — and feeds Combat rank at the same time.
Once you can reach biological worlds, on-foot scanning is the highest credit-per-hour a new pilot can reach, for those willing to learn it.
Realistic early targets: clear ~100,000 CR inside the starter system, then leave and grind your chosen career toward ~5–10M CR — enough for a real ship plus a rebuy buffer.
Insurance rebuy is roughly 5% of total ship + module value; the Pilots' Federation insures the other ≥95%. Die without the rebuy on hand and you are dumped back into a free Sidewinder. Never fly a hull you can't afford to buy back.
Time-limited Community Goals are galaxy-wide events with tiered payouts — a new pilot who contributes can earn well above the usual early rates.
Don't rush a big ship. A cheap, well-outfitted small or medium beats an empty hull you can't afford to lose. Spend on the modules that matter for your role, not on hull size.
Sensible first purchases by track. Prices are approximate purchase costs — confirm the live figure on INARA before you buy, prices shift with game updates.
| Hull | Role | Approx. price | Why |
|---|---|---|---|
| Cobra Mk III | Multirole | 349,718 | The classic do-everything budget hull — this is the ~350k multirole new players are pointed at. |
| Adder | Budget multi | 87,808 | Cheapest real step up from the Sidewinder; light mining, trading and short-range exploring. |
| Viper Mk III | Combat | 142,931 | Fast, cheap, dedicated combat — the budget bounty-hunter's first proper gun. |
| Diamondback Explorer | Exploration | 1,894,760 | Superb early long-range explorer / exobiology hull once you can afford it. |
| Cobra Mk V | Multirole | 1,989,461 | Buyable for credits since 24 Apr 2025 (Odyssey). Versatile but ~2M — not a 350k starter. |
Some new-player guides quote the ~350k ship as a "Cobra Mk V". It isn't — the ~350k multirole is the Cobra Mk III. The Cobra Mk V is a separate ~2M hull. Always price a build on INARA, never from a third-party table.
A = best and most expensive · D = lightest · E = cheapest. D-rate to save weight and cash, A-rate only the parts that matter for your role. Skip ships you can't insure, over-fitting a starter hull, and PvP gambles in Open.
Which hull wins each role, with 1–100 ratings: Ship × Role Matrix and Best Multipurpose Ships. How the scores are derived: Rating Methodology. Per-ship deep dives: Cobra Mk III, Viper Mk III, Diamondback Explorer.
Elite is built to be played with a second screen. The in-game UI has no trade planner, no material checklist, no neutron router — community tools fill every gap. Four cover the new-pilot basics.
The commander dashboard — market and trade data, materials, engineers, station search, near-everything reference. The default answer to "where do I find…?".
Offline ship outfitters — design and cost a full build before you spend a credit. Share a fit by sharing its URL.
Community galaxy and system database; logs and shares your exploration once you feed it your journal.
Auto-generated high-value exploration scan routes — the standard way for a new explorer to fund a first real ship.
Underneath them, the local journal tools EDMC / EDDiscovery feed data to the whole ecosystem, and Canonn collects exobiology and mystery data. The full curated list, with what each tool does, is the Third-Party Apps directory.
Don't rush it. Engineering is how modules become dramatically better — more jump range, tougher hull, harder-hitting weapons — but it's a mid-game project, not a first-hour one. Settle into a ship and a few million credits first.
It works in three parts: unlock Engineers (each has an invite requirement and a location), gather materials (raw, manufactured and encoded — found in the world, never bought), then apply blueprints at grades 1–5. A common first target is FSD range (Felicity Farseer), but follow a proper unlock order rather than guessing your way through invites.
New-pilot unlock order: Unlock Checklist. Who and where: Engineers. What the effects do: Blueprints. Slot-by-slot fitting: Modules. Where to gather: Materials and farm routes like Dav's Hope.
Horizon markers — the systems you grow into once the basics are second nature. One line each so you know they exist.
Ordered milestones. Work down the list and you leave the starter zone competent, solvent, and pointed at a goal.
Basic Flight, Docking, Travel, Combat — before your real save.
Gear, scoop, lights, target, route, honk, hardpoints.
At your start station, without taking damage.
Use the Galaxy Map; jump it end to end, throttling down on each arrival.
Clear roughly ~100,000 CR from stacked jobs.
Kill one Wanted ship in a Low RES, run one trade loop, honk and map one system.
Add a Fuel Scoop if exploring; practise scooping fuel from a star.
Reach ~100,000 CR with the rebuy set aside, not spent.
Head for a mission-rich hub — Eravate, LHS 3447 or Diaguandri.
Cobra Mk III, Viper Mk III or Adder by track — keeping the rebuy covered.
INARA + Coriolis, and read your chosen track's activity guide here.
Gather your first materials and pick a first Engineer to court.
The deaths and dead ends every new commander hits at least once. Read them now and skip the lesson.
Running out of fuel with no scoop · flying a ship you can't afford to rebuy · landing on high-gravity (>1G) worlds before you can manage the descent.
Taking missions beyond your jump range or cargo capacity · boosting or speeding inside stations (they open fire) · mining depleted rings or forgetting limpets.
Don't gamble on PvP in Open while learning — play Solo or a Private Group until the fundamentals are automatic, then choose Open on your own terms.
Facts on this page are verified against the sources below; uncertain figures (starting credits, exact starter-zone duration, live ship prices) are flagged in-text rather than guessed.
retailCost values (the exact base purchase prices shown in the early-hulls table).github.com/EDCD/coriolis-data/…/ships