Elite: Game talk

07 Dec 2018, 3:18pm
Lyonhaert
Mobanditothanks you. it looks like my Clipper only gets around 100ly on a tank of fuel


Fuel tank size is actually not the same. Both have class 5 FSDs, so if the FSDs are the same then they'll have the same max fuel per jump. But the Clipper's default fuel tank (4C - 16 tons) holds half the fuel of the Python's default fuel tank (5C - 32 tons)


You, Sir, are correct. I looked right at it last night and didn't see it, but the Clipper packs half the fuel, and has a (default) hull mass of 400t, to the Python's 350t. Then factor in loadout, etc for total mass.

Mobandito, you CAN equip additional fuel tanks into your optional internals for greater range if need be.
07 Dec 2018, 8:39pm
James Hussar
Mobandito, you CAN equip additional fuel tanks into your optional internals for greater range if need be.


You can, but keep in mind fuel mass takes away from jump range, and the automatic plotter always assumes all tanks are full. You hit diminishing returns pretty fast. In most cases you’ll cover distance faster with a good fuel scoop than with a bigger tank.

I found it highly instructive to see what buildouts the Buckyball racers are using. You don’t want to run something that optimized every day, but it really shows what matters when it comes to max light years per hour.
08 Dec 2018, 3:31am
Bonus note: Fuel Scoops have no weight.
08 Dec 2018, 4:49am
Bonus tip: Check your route to be sure you can fuel at those stars before deciding to run with only enough fuel for one jump at a time.
08 Dec 2018, 10:16am
Hi CMDR's, SK1 here and just trying to get a sense of my trading cutter, I am only getting 15ly with 704t cargo, is this alright for a cargo cutter or am I missing something? Any advice would be much appreciated.


https://coriolis.io/outfit/imperial_cutter?code=A0pktxFplydxsCf5---------040404040404070705054i0404--3224.Iw18ZFA%3D.Aw18ZFA%3D..CwegTCAMUgzBB2SoCmBDA5gGxSEBGSImaSIA&bn=Cargo%20Cutter
08 Dec 2018, 10:37am
WilliamReaceBonus tip: Check your route to be sure you can fuel at those stars before deciding to run with only enough fuel for one jump at a time.


Always remember, KGBFOAM
08 Dec 2018, 10:47am
Sierra-Kilo-1Hi CMDR's, SK1 here and just trying to get a sense of my trading cutter, I am only getting 15ly with 704t cargo, is this alright for a cargo cutter or am I missing something? Any advice would be much appreciated.


https://coriolis.io/outfit/imperial_cutter?code=A0pktxFplydxsCf5---------040404040404070705054i0404--3224.Iw18ZFA%3D.Aw18ZFA%3D..CwegTCAMUgzBB2SoCmBDA5gGxSEBGSImaSIA&bn=Cargo%20Cutter


https://s.orbis.zone/14r1

greetings from the Asgard
08 Dec 2018, 12:15pm
Hi Sierra-Kilo-1,

Yes this is what you get with not engineered ship. Your build is in the right direction. For more range you need to go to Felicity Farseer or Elvira Martuuk. There you have access to G5: Frame Shift Drive.
Even if you do not make to G5 every upgrade is going to increase your range.
Using exactly your build with g5, I get: Max 37 LY and Laden 24.9. You can get more if you add Guardian frame shift booster. This is exaclty what was done in the build Biliskner. But his build is not really cargo, I think his ship is a an over engeneered combat ship in a super optimized Cargo outfit.


However I can make some recommendations.
-Put at least 1 point defense /you know there are some players with Grom rockets (Containment Missile) to reboot the FSD./ For the other free slot you can put another booster, or even another point defense why not. You can put also a Heat sink. /for big ships heat sinks work much more than chaff/.

-Your base shield is weak.
Shield 567 MJ
Hull 720
With those stats you are asking for a disaster even from a NPC. We had a member of our wing that lost his Cutter in that way.
-Check what  Biliskner did. Use your military slots. Put something there, whatever. 1 Hull reinforcement and 1 module reinforcement. You loose some range but the weight of those modules is not big compared to the overall weight of your vessel so the loss will be nothing and you can hugely increase your survival chances.
-You put D grade thrustsers combined with  grade D shields. That is not good. If you explore OK but if you cargo around 600 t. or plus of juicy cargo, not good.
Either you thrursters have to be good or your shields, preferably both.
The cheapest is to put 6A shield, then you have 963 MJ shield, and that is viable.
Regarding entry level of engeneering what you can do:
You would be happier to travel with the 5B fuels scoop around and just replace it with cargo, when you find  a station from where you can run missions.

There are 2 critical engeneers for you Elvira Martuuk and Felicity Farseer
Engineer the FSD grade 5
Engineer the Shields to grade 3
Engineer the G3: Thrusters
Engineer the G1: Shield Booster
Engineer G1: Power Plan (Last but not least you can save a lot of money with that)


This is what I got with that build /you can play more with the shield boosters combination if you wish/
https://s.orbis.zone/14rv


Max range 36.4 LY
Laden 24,6 Ly
Shield: 1707 MJ
Integrity: 1110
Speed 273 m/s
Boost speed 437 m/s
Cargo 704 t.
____________________
Price: 302 437 Cr.
Insurance 15,1 Millions

The price is the same I just added the 6A shields. And that is what I call Basic engineering but it dramatically increase the capabilities of your ship and those 2 engineers are the very first to be unlocked.

There are end-game commanders and PVPers out there thinking and knowing how to get the best of the best in terms of engineering. My focus is how to use base level engineering to save money by improving cheaper modules and get a very decent performance. That is the idea behind the build I shared.


Last edit: 09 Dec 2018, 10:31am
08 Dec 2018, 2:08pm
CMDR's Biliskner / Corney, thanks for your help you really helped me out o7
09 Dec 2018, 5:57am
Bonus note: Fuel Scoops have no weight.
09 Dec 2018, 6:33pm
it goes thru the hull of ship and will damage all modules it hits -


Experimental munitions that are capable of penetrating and damaging all modules along its trajectory, at the cost of increased reload times.
09 Dec 2018, 11:54pm
Paul_ervinit goes thru the hull of ship and will damage all modules it hits -


Experimental munitions that are capable of penetrating and damaging all modules along its trajectory, at the cost of increased reload times.


Like a true railgun with unparalleled forward force.
Or they could make it have exploding munitions, the force of the impact causes a detonation and turns some of the dmg into explosive too.
Or make it shatter upon impact creating shrapnel and tearing up more of the outer/inner hull.
Many more ideas obviously can do be done with a projectile being fired at the target.

Simplest boost is making it a penetration round, blasting through the armor plating, all/any subsystem(s) that are on the same path, and finally comes out the other side of the target, haha.
10 Dec 2018, 12:58am
found an aquarius class tanker, that is dmg'd by thargoids in Deciat orbiting the gas giant next to felicity farseers' engineering base.

If anyone is interested.

*edit*
Bring your (recon) limpits


Last edit: 10 Dec 2018, 1:05am
10 Dec 2018, 1:11am


YIS Jan 13th !
10 Dec 2018, 7:29am
Looking for anyone who can do missions for 160 SOAR in Furuhjelm III-674 especially discovery data please.

Post edited/moved by: Artie, 10 Dec 2018, 4:12pm

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