Ok, I thought you might mean that bit.
Incidentally, the fire command is also really handy for blowing away mountains early on, when you don't have any drills, jetpacks or anything.
Speaking of equipment, here's a quick list for new players of cheap stuff you'll definately want. It makes things a lot easier.
Starting ship:
Light Scout or Troop Transport. Move onto the Troop Carrier until decent ships turn up.
Sensors MkII. $800 that makes you better at what you do. Need a scout, a transport or a ship hull upgrade to use though.
Imp. AT Landing Gear. $500 that will pay for itself in a few planet missions early on. Then it's still good, even with a bad pilot.
Crew Quarters. $0. Zero. Yep, you lose a weapon/add-on, but you shouldn't be ship fighting in the early game anyway. Big crews=more guns=good.
Hover Platforms. $500. Carries 5 people, makes it so all those water planets are now open to you. Buy a fair few.
Portable Sensor Set. $500. Long range vision means less time wasted and long range shooting. Great, one-off purchase. Possibly the best purchase in the game.
Big Aux. Oxygen Tank. $50. More air means less stuffing around. The normal size and big seem to be about the same. One for each away team member.
Imp. Air Filters. $20. Only twenty bucks, more air on heaps of worlds. One for each person.
Ground Penetrating Radar. $550 Underground vision and see through walls. You really want this for later, but it's handy for tunnel exploring early as well. A one-off purchase.
These won't make you invincible, but once you've got them you only really need weapons, armour, crew, implants, better hulls and ship upgrades. The expensive stuff. And jetpacks, lots of expensive jetpacks.
This may seem a pricey list at first, but believe me, outfitting a 45 man crew with even half-way decent weapons and armour is so much pricier. You need them decently outfitted to survive the time it takes you to find all the lovely artifacts that replace that cheap stuff I listed.