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Sixto Lezcano
Jul 11, 2007



[Urge to please Empire intensifies]

Dazzle paint looking good. It would be nice to get more paint like this - more patterned and interesting, like the Squadron paints vs the monochrome vibrant/tactical or whatever

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NoneMoreNegative
Jul 20, 2000
GOTH FASCISTIC
PAIN
MASTER




shit wizard dad

Whoever buys a dazzle first, post up a landing pad shot and a sun-basking shot pls.

Vorlonesque
Sep 18, 2005

Killing planets since 1876
For a combat iCourier what is considered and ideal speed range...I've got one engine that can get me up to 798m/s max while allowing me 67.1T of mass I think...which gives me more options for poo poo and another that will get me to 819m/s max but I'd have to keep the weight down at 61.6T. It doesn't really matter and I don't really care that much about min/maxing this thing for some perfect setup but I was just curious what was considered "good" for a lightweight combat iCourier.

Edit: I'm also thinking of just buying a second Courier to have both because they're loving fun ships and bigger stuff is less interesting. Though I'll probably get a Clipper soon just to have a bigger ship because I can make it somewhat agile for it's size.

Vorlonesque fucked around with this message at 16:30 on May 26, 2017

Professor Bling
Nov 12, 2008

by LITERALLY AN ADMIN
Those dazzle paintjobs look amazing and now I want one for all my ships.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Fojar38 posted:

Is this build somewhat less offensive?

(I'm keeping the fuel scoop. I'll be damned if I'm refueling at a station every 4 jumps)

https://eddp.co/u/4NgPvrRM


Nostalgia4Infinity posted:

This is my corvette at the moment: https://eddp.co/u/V3RTP5zL (note I didn't bother engineering the shield boosters)

Some tips:
-bi-weave > normal shield generator, you'll recharge faster in the short downtimes between combat
- 6 boosters is overkill, anything over 4 is diminishing returns (unless they reverted that I wasn't paying attention, either way I've gotten by with 4 for a loooong time)
- 2 SCB's seems like overkill to me, but that's a personal preference, in my experience when I'm out of cells the RES needs to be reset or I'm ready to turn in my bounties
- consider a size 6 hanger, the NPC get's murked a lot more than you'd think and this lets you cycle between two fighters, it's also better with multicrew if you have no gunner responsibilities
- in general if you're going to use fixed anything choose kinetic or energy and have the other one be gimballed
- the C3 and C1 slots on the corvette are either awkwardly placed (C3) or just kind of there (C1). These are the slot I mix up the most. Right now I have a heal beam in the C3 and SCB interrupting rails in the C1's, but I've done either a PAC in the C3 or missile racks or beams in the C1's. If you're going to do one of the utility options I'd recommend having a beam laser in the other slot(s) since relying on just the C2's to strip shields can get a little tedious.
- it's a personal preference but I like A-ranked sensors with combat ships

Yeah, I like the size 6 hangar for my corvette. Especially if you are still training the NPCs, it goes a lot faster without waiting for the rebuild and they usually don't die before the the first finished rebuilding.

I like 2 SCBs on mine, but like N4I said: I never actually use the second one. I do keep a second heatsink just in case I do ever use it. I'm really digging turreted beams on my small slots...the placement is awkward, but since I'm usually tracking up in combat, they are always on target. Really helps finish off the smaller ships I have a hard time hitting with the huge PACs!

I like b-rated sensors with long-range mod: great for ramming since they way 400t or something absurd! :black101:

Harminoff
Oct 24, 2005

👽
Am I missing something or route planning horrible in this game? Like if I pick up multiple missions for say data delivery, is there no easy way to plot multiple destinations or sort by other missions with close destinations?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Harminoff posted:

Am I missing something or route planning horrible in this game? Like if I pick up multiple missions for say data delivery, is there no easy way to plot multiple destinations or sort by other missions with close destinations?

Nope, being a Han Solo chart-your-own-course space captain is part of the :turianass: appeal :turianass: of the game. You can filter the route by selected star types, so you only go to OBAFGKM-scoopables or only NMS when you are in neutron fields, but that's the extent of it right now.

My way around this is to create bookmarks for my course. I make the destination 00 - Whatever, then the waypoints are 01, 02, 03, etc. I do them about every 900ly when exploring, or for trade circuits in the bubble.

Phuzun
Jul 4, 2007

Flew up close to my first blackhole, under 1mm and everything was distorting around. Was very weird in VR and almost sickening.

Currently moving further and further away from start, going up mostly. Goal is to get the 5000ly unlock and have been scanning objects in each system, provided they are close or look to be worth scanning. Certainly need to get more practice in identifying what is worth scanning though.

INTJ Mastermind
Dec 30, 2004

It's a radial!

Toxic Fart Syndrome posted:

I like 2 SCBs on mine, but like N4I said: I never actually use the second one.

If you have the power plant capacity you can use both at the same time while only consuming a single heat sink.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

INTJ Mastermind posted:

If you have the power plant capacity you can use both at the same time while only consuming a single heat sink.

Yup. I actually have power to spare, even. Everything stays on when hardpoints are deployed!

Wolfechu
May 2, 2009

All the world's a stage I'm going through


Toxic Fart Syndrome posted:

My way around this is to create bookmarks for my course. I make the destination 00 - Whatever, then the waypoints are 01, 02, 03, etc. I do them about every 900ly when exploring, or for trade circuits in the bubble.

Or use https://www.spansh.co.uk to give you cut n paste routes. If you don't wanna use neutrons, set the efficiency to 100. That site is awesome for any trips over 1000ly.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS

Toxic Fart Syndrome posted:

Nope, being a Han Solo chart-your-own-course space captain is part of the :turianass: appeal :turianass: of the game. You can filter the route by selected star types, so you only go to OBAFGKM-scoopables or only NMS when you are in neutron fields, but that's the extent of it right now.

How do I filter by star type?

Natsuumi
Jun 13, 2003

Natsuumi's gone.
I'm Cherlene now.


Taintrunner posted:

How do I filter by star type?

Let me show you! with some other stuff to do with it

https://www.youtube.com/watch?v=rSyQFPuBxbI

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
This grind has given me some ideas

You really should be able to play pong on your ship computer

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Fojar38 posted:

This grind has given me some ideas

You really should be able to play pong on your ship computer

:eng101: Multi-monitor for Netflix/Rimworld!

Zest
May 7, 2007

ACHIEVE HEAVEN THROUGH VIOLENCE
On the topic of 'Vette builds, I'm finally at Post Captain after playing for around a year, and I figured I should get some feedback for my proposed build:

https://eddp.co/u/uClhecmW

The aim is basically a PVE pocket star destroyer: Keeps aggro off fighters and spits all sorts of nasty debuffs and hellfire at things in CZs/RESs.

Notes:

* I prefer running cool on my combat ships, hence the Clean Drives and High Eff/Heat vent C3 Beam
* Not sure about whether I need 2 SCBs. Really trying to figure out what else would be good in a C7 slot for combat.
* I figured weight was mostly a non-issue for my use-case
* I've had some good experiences with engineered turrets for both solo and Multicrew combat. Gives the gunner something else to do, and in solo they keep their debuffs up pretty reliably.
* Lots of engineering on this, but I figured it would be something to progress on with the ship.

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
Dirty > Clean all day every day.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Zest posted:

On the topic of 'Vette builds, I'm finally at Post Captain after playing for around a year, and I figured I should get some feedback for my proposed build:

https://eddp.co/u/uClhecmW

The aim is basically a PVE pocket star destroyer: Keeps aggro off fighters and spits all sorts of nasty debuffs and hellfire at things in CZs/RESs.

Notes:

* I prefer running cool on my combat ships, hence the Clean Drives and High Eff/Heat vent C3 Beam
* Not sure about whether I need 2 SCBs. Really trying to figure out what else would be good in a C7 slot for combat.
* I figured weight was mostly a non-issue for my use-case
* I've had some good experiences with engineered turrets for both solo and Multicrew combat. Gives the gunner something else to do, and in solo they keep their debuffs up pretty reliably.
* Lots of engineering on this, but I figured it would be something to progress on with the ship.

Heat isn't a problem, I have DD5 and a rank 5 overcharged power plant and I can shoot beams forever and only get to 101% with sustained beam/PAC fire.

I have 2 SCBs on mine, but like I've said: I never use the second one. I just have it because I never figured out a good answer to the second half of that question.

Weight can cripple your jump range, but unless you are doing some comedy corvette build, I go for heavy-as-possible to ram fools!

I am loving beam turrets on my MC/PVE corvette in the small/medium slots. With the efficient mod, they fire forever at 2 pips and take down small ships reliably, leaving my PACs for big ships!

And yeah, lots of engineering required, but planning it out lets you know what kind of mats you need. I would plan to roll at least 10 for each module if you want high end. Go for 30-50 each if you want top-tier.

Nostalgia4Infinity posted:

Dirty > Clean all day every day.

:iia:

a big fat bunny
Oct 4, 2002

woo look at 'em gonk



Zest posted:

On the topic of 'Vette builds, I'm finally at Post Captain after playing for around a year, and I figured I should get some feedback for my proposed build:

https://eddp.co/u/uClhecmW

The aim is basically a PVE pocket star destroyer: Keeps aggro off fighters and spits all sorts of nasty debuffs and hellfire at things in CZs/RESs.

Notes:

* I prefer running cool on my combat ships, hence the Clean Drives and High Eff/Heat vent C3 Beam
* Not sure about whether I need 2 SCBs. Really trying to figure out what else would be good in a C7 slot for combat.
* I figured weight was mostly a non-issue for my use-case
* I've had some good experiences with engineered turrets for both solo and Multicrew combat. Gives the gunner something else to do, and in solo they keep their debuffs up pretty reliably.
* Lots of engineering on this, but I figured it would be something to progress on with the ship.

Bump the missiles up to the medium slots and kick those pulse turrets down to small. Missiles don't come with a lot of ammo to begin with and at small it's pretty much comedy option amounts.

INTJ Mastermind
Dec 30, 2004

It's a radial!
Corvette is maneuverable enough that you really don't need turrets. I've even used fixed beams on the size 1 and size 3 hard points with good effect.

Zest
May 7, 2007

ACHIEVE HEAVEN THROUGH VIOLENCE

Toxic Fart Syndrome posted:

Heat isn't a problem, I have DD5 and a rank 5 overcharged power plant and I can shoot beams forever and only get to 101% with sustained beam/PAC fire.

I have 2 SCBs on mine, but like I've said: I never use the second one. I just have it because I never figured out a good answer to the second half of that question.

Weight can cripple your jump range, but unless you are doing some comedy corvette build, I go for heavy-as-possible to ram fools!

I am loving beam turrets on my MC/PVE corvette in the small/medium slots. With the efficient mod, they fire forever at 2 pips and take down small ships reliably, leaving my PACs for big ships!

And yeah, lots of engineering required, but planning it out lets you know what kind of mats you need. I would plan to roll at least 10 for each module if you want high end. Go for 30-50 each if you want top-tier.

Noted :) I chalk my hesitance about heat up to bad experiences with SCBs :shobon:

I'm in the same place RE: that 3rd O7 slot on the Vette. Figured it was that, or dump a 7A collector controller in it, and replace the 5A collector with another HRP for some padding :shrug:

RE: Engineering, I've got all the rolls planned out in EDEngineer, and I've been stockpiling rare stuff from mission running in Niu Hsing. Still haven't managed to get any Pharm Isolators, though.

a big fat bunny posted:

Bump the missiles up to the medium slots and kick those pulse turrets down to small. Missiles don't come with a lot of ammo to begin with and at small it's pretty much comedy option amounts.

Good point! I think I originally had the C2 pulses due to uncertainty about the hardpoint layout. And I'd really like to have the extra ammo, at least for the drag munitions.

INTJ Mastermind posted:

Corvette is maneuverable enough that you really don't need turrets. I've even used fixed beams on the size 1 and size 3 hard points with good effect.

From above, the turrets are more so that a multi-crew gunner has something effective they can use :) With headtracking/VR I can target things by looking at them, so it can be helpful in tackling FDLs and other fast ships.

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
In my experience if you have turrets players will fly a fighter. If you don't have turrets someone will invariably join the gunner role.

Sixto Lezcano
Jul 11, 2007



Figured people here might be interested in this if they don't know - open source alternative to Voice Attack.

https://github.com/Al-th/Vocals

It's great, it's free and kinda simple but super fast to set up. I've been impressed with the responsiveness too. Big help for exploration - you can use it to control maps, throttle and the FSD so you only need your finger on the steering wheel.

I play phone games and bark orders at voice control. Really helps my immersion as an Imperial Space rear end in a top hat who makes his underlings do his work :V

Sixto Lezcano fucked around with this message at 18:20 on May 27, 2017

Exit Strategy
Dec 10, 2010

by sebmojo

Sixto Lezcano posted:

I play phone games and bark orders at voice control. Really helps my immersion as an Imperial Space rear end in a top hat who makes his underlings do his work :V

You know, it's weird. I bought VoiceAttack and a few HCS Voicepacks when I first started playing. As I've gotten to be a better pilot, I've learned that VA largely just holds me back.

Morningwoodpecker
Jan 17, 2016

I DIDN'T THINK IT WAS POSSIBLE FOR SOMEONE TO BE THIS STUPID

BUT HERE YOU ARE

Nostalgia4Infinity posted:

Dirty > Clean all day every day.

Unless you are exploring.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Morningwoodpecker posted:

Unless you are exploring.

Hardly even then. As far as I know, the thruster thermal load only matters in normal flight. Since exploration tends to happen either in frameshift or close to planetary surfaces, going clean doesn't matter for the one time heat could be a worry (near stars), whereas dirty could provide that additional boost you need in order not to lithobrake when you descend onto a high-g planet. If nothing else, it means you can downsize your thrusters and still have enough thrust to not just fall out of the sky, so you might gain that juuuust one more Ly that an exploration ship craves. :D

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.

Exit Strategy posted:

You know, it's weird. I bought VoiceAttack and a few HCS Voicepacks when I first started playing. As I've gotten to be a better pilot, I've learned that VA largely just holds me back.

It's pretty useful with VR though.

I took the HCS stuff and used it as a basis for my own thing, though.

Morningwoodpecker
Jan 17, 2016

I DIDN'T THINK IT WAS POSSIBLE FOR SOMEONE TO BE THIS STUPID

BUT HERE YOU ARE

Tippis posted:

Hardly even then. As far as I know, the thruster thermal load only matters in normal flight. Since exploration tends to happen either in frameshift or close to planetary surfaces, going clean doesn't matter for the one time heat could be a worry (near stars), whereas dirty could provide that additional boost you need in order not to lithobrake when you descend onto a high-g planet. If nothing else, it means you can downsize your thrusters and still have enough thrust to not just fall out of the sky, so you might gain that juuuust one more Ly that an exploration ship craves. :D

Thermal load from thrusters is constant.

Highblood
May 20, 2012

Let's talk about tactics.
Speaking of thermal crap, I'm planning my fully engineered exploraconda and I was wondering if heat efficiency was important enough to sacrifice a bit of weight. I can either use a 2a power plant with overcharged 1 or 3a with low emissions 3 although I need a pretty good roll to still power everything. Thoughts?

Zest
May 7, 2007

ACHIEVE HEAVEN THROUGH VIOLENCE
loving FINALLY!



Now I just need an Elite rating so I can get into Shinrata Dezhra or however it's spelled.

EDIT: Are the 'Tip off' messages worth doing, as it interesting data/mats/loot? Or is it just a fancy USS?

Zest fucked around with this message at 23:55 on May 27, 2017

Shadow_333
May 2, 2016

Zest posted:

On the topic of 'Vette builds, I'm finally at Post Captain after playing for around a year, and I figured I should get some feedback for my proposed build:

https://eddp.co/u/uClhecmW

The aim is basically a PVE pocket star destroyer: Keeps aggro off fighters and spits all sorts of nasty debuffs and hellfire at things in CZs/RESs.

Notes:

* I prefer running cool on my combat ships, hence the Clean Drives and High Eff/Heat vent C3 Beam
* Not sure about whether I need 2 SCBs. Really trying to figure out what else would be good in a C7 slot for combat.
* I figured weight was mostly a non-issue for my use-case
* I've had some good experiences with engineered turrets for both solo and Multicrew combat. Gives the gunner something else to do, and in solo they keep their debuffs up pretty reliably.
* Lots of engineering on this, but I figured it would be something to progress on with the ship.

I have the Corvette as my main ship for both heavy pvp and bgs grind, and it has been the solution for most stuff for a while.
Your build does not work for 99% of pvp encounters, so i will focus on pve style build
If you want to keep something for multicrew gunners; get 2x medium longrange burst. Plinking at anything from 5+ km range with no dmg dropoff is gold for gunners.
for the rest of the outfit i would do
2x huge oc5 mc (go incendiary if you feel your shield dps is lacking, otherwise go for autoloader.
Large pulse efficient/oc (the large is horrible placed, but does good with laser stuff. oc/efficient choice comes down to capasitor draw)
Small hardpoints: if you want to add utility, get one longrange scramble pulse turret, and one gimbal ammo cap5 corrosive mc. (pulse turret goes with the med burst firegroup, the mc goes with the huge)
I would swap the chaff for something useful; a second heatsink. Your ship is 167 meters long, and 87 meters wide. Chaff is not that useful for such a big target.
Fire the heatsink and one scb first, then wait 3 sec before firing the other one if needed (assuming both are powered at the same time)
For the PD go with charge enhanced. It is a sure winner.

INTJ Mastermind
Dec 30, 2004

It's a radial!
Just curious what a heavy PVP corvette build would look like?

Rectus
Apr 27, 2008

Zest posted:

EDIT: Are the 'Tip off' messages worth doing, as it interesting data/mats/loot? Or is it just a fancy USS?

They're just crashed ships/settlements with cash data dumps. Gives a million or two at the most.

Shadow_333
May 2, 2016

INTJ Mastermind posted:

Just curious what a heavy PVP corvette build would look like?

Atleast 4k shields + decent hull, huge pac, mc/frags for filler dps, scb rails, dd5.
The corvette is basically built around the 2 huge hardpoints. Mess them up, and you loose basically.

Edit: the 2 huge can be tailored to suit your opponent, but against most large ships, the 2 huge pac will make a lasting impression.

Fishreds99
Jul 8, 2009

Beep Boop
You can run whatever you like in terms of weapons for a PvP vette--but I'd recommend frags/PAs because a Vette is really only to be useful for engaging other large ships. You will almost never be able to secure a kill on a medium fighter so don't worry about kitting for that.

Defenses are the most important thing: right now SCBs are a major potential weakness in your EHP pool. Cascade rails will cut your bank EHP by 90%. Because of this, right now your best bet is to lean heavily on HD booster stacking and a reinforced prismatic.

Hybrid tanking is not possible with big ships: if you don't want to die, you should be waking out before your shields drop. If you don't, I can put one rail volley into your fsd and have my way with you.

Zest
May 7, 2007

ACHIEVE HEAVEN THROUGH VIOLENCE

Shadow_333 posted:

I have the Corvette as my main ship for both heavy pvp and bgs grind, and it has been the solution for most stuff for a while.
Your build does not work for 99% of pvp encounters, so i will focus on pve style build
If you want to keep something for multicrew gunners; get 2x medium longrange burst. Plinking at anything from 5+ km range with no dmg dropoff is gold for gunners.
for the rest of the outfit i would do
2x huge oc5 mc (go incendiary if you feel your shield dps is lacking, otherwise go for autoloader.
Large pulse efficient/oc (the large is horrible placed, but does good with laser stuff. oc/efficient choice comes down to capasitor draw)
Small hardpoints: if you want to add utility, get one longrange scramble pulse turret, and one gimbal ammo cap5 corrosive mc. (pulse turret goes with the med burst firegroup, the mc goes with the huge)
I would swap the chaff for something useful; a second heatsink. Your ship is 167 meters long, and 87 meters wide. Chaff is not that useful for such a big target.
Fire the heatsink and one scb first, then wait 3 sec before firing the other one if needed (assuming both are powered at the same time)
For the PD go with charge enhanced. It is a sure winner.

Thanks for the tips! I've already got most of that routed out on EDeng!

Also, just threw a test fit on and rolled out to the Zhen hazRES to see how it performed. It was nice seeing an elite python go from untouched to space loot in under 15 seconds :black101:

Zest fucked around with this message at 01:20 on May 28, 2017

Mercurius
May 4, 2004

Amp it up.

Morningwoodpecker posted:

Thermal load from thrusters is constant.
Tippis is correct and your thruster heat modifier from drive mods only applies in real space when you are boosting, banking hard or manoeuvring in a gravity well.

Your power plant heat modifier is always applied, however, so ideally for exploration you want to run a low emission mod on top of the smallest A rated power plant you can manage. There's also a correlation between the numeric representation of your heat efficiency on your power plant (stock A rated is 0.40 as an example) and your idle heat temperature in that if you're at 100% power use and your heat efficiency is 0.4, you'll idle at 40% heat.

This also means that if you can handle the extra weight, it's often worthwhile upsizing your power plant one notch from where you were and then applying a higher grade low emission mod to it to increase your thermal headroom and make your ship run stupidly cold.

As an example, I recently moved my alt out to Colonia and didn't want to transfer an 8A PP after I got there (because it's expensive as heck) so I flew there with it equipped and at 40% total power use I could sit in the star at max scooping rate range and spool up my FSD for the next jump without overheating. I had max size thrusters with DD5 on them with a 90% bonus heat penalty so if thruster heat applied in super cruise there's no way I'd have been able to do that.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Zest posted:

Noted :) I chalk my hesitance about heat up to bad experiences with SCBs :shobon:

I'm in the same place RE: that 3rd O7 slot on the Vette. Figured it was that, or dump a 7A collector controller in it, and replace the 5A collector with another HRP for some padding :shrug:

RE: Engineering, I've got all the rolls planned out in EDEngineer, and I've been stockpiling rare stuff from mission running in Niu Hsing. Still haven't managed to get any Pharm Isolators, though.


Good point! I think I originally had the C2 pulses due to uncertainty about the hardpoint layout. And I'd really like to have the extra ammo, at least for the drag munitions.


From above, the turrets are more so that a multi-crew gunner has something effective they can use :) With headtracking/VR I can target things by looking at them, so it can be helpful in tackling FDLs and other fast ships.

Sorry, I really need to clarify: I have the heatsinks for the SCBs, because if I fire the SCB before the heatsink (always fire the heatsink first), my ship will jump to 150% heat really quickly.

In theory, this is an incentive to figure out something else to do with that other 7-slot, because then I could replace the extra heatsink with another utility. But eh.... :shrug:

Morningwoodpecker posted:

Unless you are exploring.

This has been said a couple of times already, but I'd like to add to the :bandwagon:

I literally cannot think of a reason to ever use Clean Drives over Dirty. Dirty is always going to provide the better utility, even in an exploration vessel (which already eat heat for breakfast).

FakeEdity: I thought of one: comedy silent running build.

Mercurius posted:

Tippis is correct and your thruster heat modifier from drive mods only applies in real space when you are boosting, banking hard or manoeuvring in a gravity well.

Your power plant heat modifier is always applied, however, so ideally for exploration you want to run a low emission mod on top of the smallest A rated power plant you can manage. There's also a correlation between the numeric representation of your heat efficiency on your power plant (stock A rated is 0.40 as an example) and your idle heat temperature in that if you're at 100% power use and your heat efficiency is 0.4, you'll idle at 40% heat.

This also means that if you can handle the extra weight, it's often worthwhile upsizing your power plant one notch from where you were and then applying a higher grade low emission mod to it to increase your thermal headroom and make your ship run stupidly cold.

As an example, I recently moved my alt out to Colonia and didn't want to transfer an 8A PP after I got there (because it's expensive as heck) so I flew there with it equipped and at 40% total power use I could sit in the star at max scooping rate range and spool up my FSD for the next jump without overheating. I had max size thrusters with DD5 on them with a 90% bonus heat penalty so if thruster heat applied in super cruise there's no way I'd have been able to do that.

I would actually disagree with this, and say that the better exploration kit is to overcharge and undersized, A-rated power plant.

INTJ Mastermind
Dec 30, 2004

It's a radial!
There's no reason to use more than one scramble spectrum laser right?

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Fishreds99
Jul 8, 2009

Beep Boop

INTJ Mastermind posted:

There's no reason to use more than one scramble spectrum laser right?

Correct. There is an ICD.

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