New Pilots & Interface // First Ten Hours

New CMDR's Guide Getting Started

Series Systems Updated 2026-06-25
Field Briefing

You spawn in a loaned Sidewinder with almost nothing — this is the map out.

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.

Start in Solo or PvE

Same galaxy, same progression, none of the Open-mode PvP risk while you learn.

Pick one focus

Combat, trade or exploration — commit to a single track for your first millions.

Never lose more than you have

Insurance rebuy is the only number that ends a career. Keep it covered, always.

01

Before You Undock

Setup

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.

Choose your game mode

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.

Solo

Recommended start

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.

Private Group

Recommended start

An invite-only shared instance. Large PvE communities (e.g. Mobius) give you co-op company without open PvP. Also progresses normally.

Open

PvP possible

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.

Run the training scenarios

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.

Where you start

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.

Your opening hand

Shipa loaned Sidewinder Mk I — disposable, free to replace if destroyed while broke.
Starting creditsunconfirmed — sources disagree (historically a small grubstake); treat your real balance as the truth, not any guide's figure.
New-pilot insurancea large rebuy discount that ends the first time you raise any Pilots' Federation rank. Mistakes are nearly free right now — use the window.

Bind your controls early

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.

Minimum bind set

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.

02

Learn to Fly

Flight

Three travel modes, one set of controls. Master the normal-space sweet spot, then supercruise, then the jump to the next star.

Normal space

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 — travel within a system

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.

Hyperspace — jump between systems

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.

Fuel kills more new pilots than pirates

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.

03

Docking & Your First Landing

Docking

Stations are safe zones with rules. Request a pad, keep your speed down, match the hologram, and put the gear down.

  1. Request docking

    Within about 7.5 km of the station, open the Contacts panel and request docking. You are assigned a numbered landing pad.

  2. Slow down inside the slot

    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.

  3. Match and descend

    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.

Pad sizes

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.

04

The Core Game Loop

Loop

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.

How ranks work

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 ranksFederation, Empire, Alliance — are a separate system that unlocks permit-locked ships; that ladder is its own guide, Superpower Rank.

05

Pick a Career

Careers

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).

Trade

Buy low, sell high

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.

Other tracks

Mining (how · ships) and Passenger work (how · ships) are viable from early on. Anti-Xeno — the war against the Thargoids (how · ships) — is a specialised endgame track, not a beginner activity.

06

Making Your First Credits

Income

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.

Stack missions

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.

Bounty hunting

Low / High RES bounty hunting against Wanted NPCs turns combat into steady income — and feeds Combat rank at the same time.

Exobiology

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.

Keep your rebuy in the bank

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.

Bigger money, when ready

Time-limited Community Goals are galaxy-wide events with tiered payouts — a new pilot who contributes can earn well above the usual early rates.

07

What to Buy (and What to Skip) Early

Ships

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.

Recommended early hulls

Sensible first purchases by track. Prices are approximate purchase costs — confirm the live figure on INARA before you buy, prices shift with game updates.

HullRoleApprox. priceWhy
Cobra Mk IIIMultirole349,718The classic do-everything budget hull — this is the ~350k multirole new players are pointed at.
AdderBudget multi87,808Cheapest real step up from the Sidewinder; light mining, trading and short-range exploring.
Viper Mk IIICombat142,931Fast, cheap, dedicated combat — the budget bounty-hunter's first proper gun.
Diamondback ExplorerExploration1,894,760Superb early long-range explorer / exobiology hull once you can afford it.
Cobra Mk VMultirole1,989,461Buyable for credits since 24 Apr 2025 (Odyssey). Versatile but ~2M — not a 350k starter.
Name trap

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.

Priority module upgrades

In rough order

1 · FSDjump range — the single biggest quality-of-life upgrade on any ship.
2 · Fuel Scoopfree fuel from stars; the difference between roaming freely and getting stranded.
3 · Core internalspower plant, thrusters, power distributor — keep the ship powered and responsive.
4 · Role gearDetailed Surface Scanner for explorers; mining lasers + refinery + collector limpets for miners.
Module grades A–E

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.

Decide what to fly

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.

08

Essential Apps & Tools

Apps

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.

INARA

Reference

The commander dashboard — market and trade data, materials, engineers, station search, near-everything reference. The default answer to "where do I find…?".

Coriolis / EDSY

Build planner

Offline ship outfitters — design and cost a full build before you spend a credit. Share a fit by sharing its URL.

EDSM

Galaxy map

Community galaxy and system database; logs and shares your exploration once you feed it your journal.

Road to Riches

Routing

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.

09

Engineering: The Next Step

Engineering

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.

The engineering manuals

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.

10

The Bigger Galaxy

Endgame

Horizon markers — the systems you grow into once the basics are second nature. One line each so you know they exist.

When you're ready

Background Simulationthe living economy and politics of minor factions you can influence.
Powerplaypledge to a galactic Power and earn merits on a weekly cycle.
Community Goalsgalaxy-wide events with tiered rewards for everyone who contributes.

Capital ambitions

System Colonisationclaim and build out your own systems.
Fleet Carrieryour own jump-capable mobile base — and a huge credit sink.
Anti-Xenothe war against the Thargoids; specialised gear required.
11

First 10 Hours: Objective Checklist

Checklist

Ordered milestones. Work down the list and you leave the starter zone competent, solvent, and pointed at a goal.

  1. Run all four training scenarios

    Basic Flight, Docking, Travel, Combat — before your real save.

  2. Set your keybinds

    Gear, scoop, lights, target, route, honk, hardpoints.

  3. Dock and undock manually

    At your start station, without taking damage.

  4. Plot a multi-system FSD route

    Use the Galaxy Map; jump it end to end, throttling down on each arrival.

  5. Finish 3–5 courier / delivery missions

    Clear roughly ~100,000 CR from stacked jobs.

  6. Taste each track

    Kill one Wanted ship in a Low RES, run one trade loop, honk and map one system.

  7. Fit a Detailed Surface Scanner

    Add a Fuel Scoop if exploring; practise scooping fuel from a star.

  8. Bank a rebuy buffer

    Reach ~100,000 CR with the rebuy set aside, not spent.

  9. Leave the starter zone

    Head for a mission-rich hub — Eravate, LHS 3447 or Diaguandri.

  10. Buy your first career ship

    Cobra Mk III, Viper Mk III or Adder by track — keeping the rebuy covered.

  11. Bookmark your tools

    INARA + Coriolis, and read your chosen track's activity guide here.

  12. Stretch: start engineering

    Gather your first materials and pick a first Engineer to court.

12

Common Early Mistakes

Pitfalls

The deaths and dead ends every new commander hits at least once. Read them now and skip the lesson.

Fatal

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.

Costly

Taking missions beyond your jump range or cargo capacity · boosting or speeding inside stations (they open fire) · mining depleted rings or forgetting limpets.

Avoidable

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.

13

Sources

Verified

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.

Steam CommunityNew-player first-session steps, docking speeds, career tracks and milestones (corroborate prices independently — its Cobra Mk V cost is inaccurate).steamcommunity.com/…/3501779130
ED Wiki — RanksThe six rank tracks and the nine-step Harmless→Elite ladder plus Elite I–V.fandom.com/wiki/Ranks
ED Wiki — LHS 3447Starter systems, Trevithick Dock and the loaned Sidewinder in the Pilots' Federation District.fandom.com/wiki/LHS_3447
ED Wiki — SidewinderStarter-ship role; Pilots' Federation insures ≥95%; free-Sidewinder loan on bankruptcy.fandom.com/wiki/Sidewinder
ED Wiki — Pilots FederationNew-pilot rebuy discount until your first rank-up; district onboarding.fandom.com/wiki/Pilots_Federation
ED Wiki — Cobra Mk VCobra Mk V purchasable for credits since 24 Apr 2025; price ~1.99M.fandom.com/wiki/Cobra_Mk_V
INARA — ShipsCurrent verified hull purchase prices (Adder, Viper Mk III, Diamondback Explorer, Cobra Mk V).inara.cz/elite/ships
EDCD — coriolis-dataCanonical hull retailCost values (the exact base purchase prices shown in the early-hulls table).github.com/EDCD/coriolis-data/…/ships