General FSD w/ Overcharger - Engineering is needed

Hopefully fdev have plans to add engineering for the new drive - and it's all around the Boost technology instead of extra range :love: Arf kinda implied this in one of his FU sections where he talked about the Python 2 being a bit difficult to steer (maybe getting confused between the ship and the module).

... otherwise we'll have all the usual suspects back demanding an A class for the SCO drive :sneaky:
 
Gome way past 200 module limit.
We need a war chest.! Charge us rent! Put it at Hutton orbital...just give us more storage slots!
As for this new fsd..hehe..
1) can (I've not tested it yet forgot to load up the krait) it overdrive when interdicted?
2) can it boost away during a hyperdiction.?
What o) I do know is it gets hot quick and uses alot of fuel ⛽
 
New FSD module is C class, so its stats are bad, and it doesn't have an engineering option!
Please add it to the modding list.

Edit. Separate Overcharge module as Optional would be nice too.
It is as it is as a trade off. Gain some, lose some.

There is now another FSD module in the game and whether to use it or another is a choice for the player depending on the situation.

Steve
 
Hopefully fdev have plans to add engineering for the new drive - and it's all around the Boost technology instead of extra range :love: Arf kinda implied this in one of his FU sections where he talked about the Python 2 being a bit difficult to steer (maybe getting confused between the ship and the module).

... otherwise we'll have all the usual suspects back demanding an A class for the SCO drive :sneaky:

Does the Guardian FSD booster still work with it as normal? I am guessing it does but I can't get on for a day or two to test.
 
Hopefully fdev have plans to add engineering for the new drive - and it's all around the Boost technology instead of extra range :love: Arf kinda implied this in one of his FU sections where he talked about the Python 2 being a bit difficult to steer (maybe getting confused between the ship and the module).

... otherwise we'll have all the usual suspects back demanding an A class for the SCO drive :sneaky:
Still waiting for A biweaves. 😁
 
Ok, I just had the chance to test it on my DBX. On the one hand, it's hilarious: the speed, the uncontrolled flight: the overcharge button is on/off, not active while you press it. I found out the hard way, when my ship reached star corona temperatures. My poor modules...
The fuel consumption is beyond belief. The small fuel tank above the main one was reducing quantity so rapidly, it looked like a cylon's eye or a car led turn indicator. I see the fuel rats quitting due to overwork...
If this is a Mk1 and there are upgrades (and of the engineering type, too), it would be a very good move. Otherwise, I see it as another orrery, checking it from time to time and shaking my head.
Sirius won't bankrupt any time soon.
 
It's a prototype, by a new manufacturer.
Improved versions will follow, with better handling, heat control and fuel economy.
Eventually, the engineers will get to know it and come up with blueprints.

At this moment, it is comically bad.
On purpose*

*(under a devs point if view).

Sounds a lot of fun nevertheless, can't wait to try it tonight.
 
I think the heavy downsides are on purpose:
  1. It is a prototype, and engineers will only follow after the final product.
  2. Fdev wants to see how people use it before refining it, and there are plans already.
  3. I can imagine we get another Titan CG where we collect more/other material for an improved version.
  4. This is meant as a short boost only, and then it's actually fine.
  5. The chaotic movement will probably stay so gankers cannot close the interdiction gap too easily.
  6. It can also be used to get away from interdictions if you watch your six in the radar and do short boosts in some random directions like a rabbit.
  7. Maybe this drive will be needed to interdict Thargoids in the future?
  8. Will the future Python Mk2 secret have anything to do with it? ;)
I think we should let it settle for a while before demanding any quality of life improvements.

I'm enjoying the Zefram Cochrane moment at least. :)
 
I think the heavy downsides are on purpose:
  1. It is a prototype, and engineers will only follow after the final product.
  2. Fdev wants to see how people use it before refining it, and there are plans already.
  3. I can imagine we get another Titan CG where we collect more/other material for an improved version.
  4. This is meant as a short boost only, and then it's actually fine.
  5. The chaotic movement will probably stay so gankers cannot close the interdiction gap too easily.
  6. It can also be used to get away from interdictions if you watch your six in the radar and do short boosts in some random directions like a rabbit.
  7. Maybe this drive will be needed to interdict Thargoids in the future?
  8. Will the future Python Mk2 secret have anything to do with it? ;)
I think we should let it settle for a while before demanding any quality of life improvements.

I'm enjoying the Zefram Cochrane moment at least. :)
It also carves out a specific niche all of its own; rapid in- system manouvering.

Traditional FSDs have been a long- established mechanism with various optimisations to get you from a 10Ly range out to 70Ly, and further with neutrons and synthesis and such.

The SCO doesn't compete at all in that space because it doesn't need to. It's specialising in a completely different domain that a traditional FSD can't compete with. The C class, unengineerable nature of it limits it to low jump ranges, which you can provide a crutch to via the Guardian booster... and extend usability through FSDs and fuel tanks as- needs.

Brief experimentation with it shows for rapid moves at around 10kls a system while doing poi based mission stacks such, i don't need fuel tanks, heatsinks or such... meanwhile a build specially targeting long- haul passengers and cargo runs for the extra profit may need to consider these, it's a very reasonable trade-off.

I would expect if we did get engineering in this space, it shouldn't allow the sco to compete in the space occupied by traditional FSDs... rather, it should just enhance what it's good at, and if it does compete, it should do so at heavy expense to the very reasons you use an SCO.

It's no different to the choice of using fuel tanks vs fuel scoops, before ship transfers broke that consideration.

There's potentially a line here for the P2 where it's physical appearance suggests maybe it dissipates heat better and offers more stability.... and perhaps that's coupled with the disadvantage of simply having worse jump stats versus a traditional fsd (primarily; weight)
 
My thought is if you're doing a ship for stacked massacre missions. This FSD is going to be outstanding for that.
And indeed it is... it basically doubled my efficiency... but also its useful for:
  • all uss based missions
  • passenger/ cargo stacks at long range (with a suitable dedicated build, which you should always use for that anyway)
It also means supporting some system factions via missions in systems where mission generation favours distant stations suddenly becomes much more viable.
 
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