Mandalay Builds post release, your wild optimizations pretty please.

I'd go for lightweight heatsink instead of extra ammo, that saves you 2.4 tons.
That's not my build there. That's the one I gave advice on a few posts above. Didn't even see that they didn't lightweight the heatsinks.
Here's mine: https://s.orbis.zone/qBM0

I got two heatsinks equipped though and point defence for guardian ruins. :D
Might ditch one sink since I can actually synthesize them, but well, old habits.
 
That's not my build there. That's the one I gave advice on a few posts above. Didn't even see that they didn't lightweight the heatsinks.
Here's mine: https://s.orbis.zone/qBM0

I got two heatsinks equipped though and point defence for guardian ruins. :D
Might ditch one sink since I can actually synthesize them, but well, old habits.
Yeah, I would normally lightweight G5 the heatsink but I went with the pre-engineered Sirius heatsink launcher. Not sure it would be worth it to ditch the Sirius module. I tried outfitting the Mandalay like my Phantom but found I needed a bigger power plant and distributor. But this thing handles SOOOOOOO good! And manages heat and SCO like a boss!
 
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Yeah, I would normally lightweight G5 the heatsink but I went with the pre-engineered Sirius heatsink launcher. Not sure it would be worth it to ditch the Sirius module. I tried outfitting the Mandalay like my Phantom but found I needed a bigger power plant and distributor. But this thing handles SOOOOOOO good! And manages heat and SCO like a boss!
What does the Sirius heatsink better than the regular one?
 
Yeah, I know, but that's still not what I want. Things need to be functional and not switch off under certain circumstances. The difference would be about 0.4ly and that's also not worth it in my book. I need my ship to be robust and functional somehow.

How often do you deploy SRV whilst in super cruise? Genuine question. Power priorities are helpful and by design. Their entire point is to ensure the right modules are functional at the right time.

I'd humby suggest scooping at a star probably doesn't need the SRV being good to go, or if you experience a collision with a star, but you do you.
 
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after playing with it for a few hours, I've made a few changes to my Mandalay PP runner (call it "optimize" if you will :D).

  • I've swapped the 6C Bi-Weave to a 5C in favor of upping the cargo capacity to 64 t.
  • I also swapped the resistance augmented booster I had thrown in from storage with a newly engineer thermal one. Together with the swap above it now has 1441 MJ with 54/45/24 percent explo/kin/thrm. I think that's a good balance. Not enough of being attacked by a wing of 3 deadly / dangerous NPCs while engaged with a fourth party, but for okay for your average squabble.
  • I've also sacrificed some armor for a better limpet controller. For one collecting salvage with only one limpet is just too slow, and also I was missing the ability to hack. So I dumped the size 3 HRP for an operations controller with 4 active limpets and swapped the original size 1 collector for a heavy duty HRP.

I having tested it for a few more hours I think it works better now. Especially the upped cargo capacity works well, I can ferry 48 t of rare goods while still carrying some limpets or PP commodities. I am enjoying my Mandaly Powerplay runner.

For anyone who cares, here's the updated Coriolis build.
 
Here is my explorer build:

Explorer Mandalay

The heatsink and DSS are not engineered because I use the pre-engineered ones and Coriolis doesn't seem to have them available to use...

On my way to Beagle Point!
 
I bought the stellar version just because I wanted the ship kit. Also I didn't use the prebuilts, after buying access to the Mandalay via ARX I bought one in the shipyard.

Same here. I wanted the ship kit anyways and the paint is a bonus in this case.

Anyways, i havent got time to check the builds here, but i went for this build: 77ly unladen, 16t cargo, 2g srv hangar, afmu, 500MJ shields, research limpet and either 3C Operations MLC (collector, hatch breaker, recon limpet) good for the eventual megaship found out there or 3C Rescue MLC (fuel transfer, repair, hatch breaker) bit more realistic MLC for exploration..

Basically about all the tools one may need out there.
And still doing 74+ ly jumps.

forgot to add.... I really like the ship
 
Here is my explorer build. 80.5-87 light years depending on fuel, heat sink and a mining lance, can complete a jump while scooping without heating up, supercharged constant supercruise on 54 heat tops, has about three boosts at a time, speed of 353/442, research and repair limpets (pre engineered surface scanner that's not in coriolis). Flies like a charm! :)


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I think this is the best jump range you can get, but it's not good for much except going a long way quickly. The empty slots are where I'd put a shield and SRV bay, BUT the power plant doesn't have enough juice for either. It's surprisingly speedy for such a bare-bones ship, but perhaps a bit toasty.

Here's one with a little more versatility and QoL.
 
How often do you deploy SRV whilst in super cruise? Genuine question. Power priorities are helpful and by design. Their entire point is to ensure the right modules are functional at the right time.

I'd humby suggest scooping at a star probably doesn't need the SRV being good to go, or if you experience a collision with a star, but you do you.
I do I.
 
My take on a Mandalay explorer. 80.5 LY jumprange, the biggest difference is that I have included a size 2 hull reinforcement module, engineered, to have a better buffer against mishaps that might happen. Better to err on the side of caution than to risk a destroyed ship and loss of potentially weeks or months of work.
 
I think Shield Boosters are a better use of the weight than the Hull Reinforcement if you're worried.

I've bashed mine into the ground intentionally, and sometimes not so intentionally, during my testing and the hull will hold up to even malicious landings.

So long as you repair any damage when it happens I'd suggest dropping the Hull Reinforcement.

This; shields are depleted before hull (even if the collision is sufficient to absorb the entire shield pool and hit hull health).

If people are worried about (un)controlled flight into terrain, boosters are probably the better option to improve the 'oops' buffer.
 
When the era of carriers arrived i ended up changing most of my explorers layouts, since there are always carriers a few dozen jumps away wherever in the Galaxy you are.

Also I tend to bring a carrier with me, it helps crossing sparse areas and reaching that far away star that you'd otherwise always be wondering about..

So I've reached a middle solution with medium self efficiency. If anything, needing to do anything out of the ordinary, solving problems and facing mistakes makes exploration more fun.

P.s. but I am going to change that 3D shield to a 4D. No need of the extra cargo space, and it's almost 4 times the shield losing about half a year jump. Still over 80 lys which was the goal for this build.
 
I've started with a "traveller" build (with SRV): Min: 75.42LY, Max: 82.90LY, 416m/s / 520m/s boost. https://s.orbis.zone/qBtC

The "long legged" version, without SRV: Min 83.00LY; Max 90.08LY; 347m/s / 433m/s boost. https://s.orbis.zone/qBt8
Doesn't it get a bit toasty while scooping and engaging FSD at the same time?
I don't think your build is gank proof. 2 python mk2 with 4 frags / pacifiers with incendiary experimental will cut thru that shield like knife thru butter, and grom bombs will prevent you from waking. Not to mention if you get rammed.
If you hang around and try to take them on, then yes, you're going to be toast.
If you get ganked, high wake very quickly, doing evasive defencing flying while the FSD is charging then their build should be plenty tough enough to escape.
My long range taxi DBX, with 600mj prismics, has been ganked by a frag boat Python Mk2s a few times...easily escaped with only 50% max of my shield lost. No biggie.
 
Doesn't it get a bit toasty while scooping and engaging FSD at the same time?

If you hang around and try to take them on, then yes, you're going to be toast.
If you get ganked, high wake very quickly, doing evasive defencing flying while the FSD is charging then their build should be plenty tough enough to escape.
My long range taxi DBX, with 600mj prismics, has been ganked by a frag boat Python Mk2s a few times...easily escaped with only 50% max of my shield lost. No biggie.
In general that's true. Lots nof gankers won't compromise their dps for fitting grom bombs. pm2 is different with 4 pacifiers and two class 2 hps, there is room for it. And often I find them in a wing in Shin. I guess fast charge fsd helps.
 
Max heat I've had after 100+ jumps was 87 and I do not believe that it is linear function.
When scooping carefully, it gets max rate at <50-52%. If throttle to max and start charging FSD then it jumps on 69-72.
If scooping at 55-58%, throttle to max and start charging FSD then it goes up to 87 right before jump with all those screaming and warnings.
P.S. PP is 3A Armoured G5 / Thermal Spread so it runs not very hot to start with.
 
Max heat I've had after 100+ jumps was 87 and I do not believe that it is linear function.
When scooping carefully, it gets max rate at <50-52%. If throttle to max and start charging FSD then it jumps on 69-72.
If scooping at 55-58%, throttle to max and start charging FSD then it goes up to 87 right before jump with all those screaming and warnings.
P.S. PP is 3A Armoured G5 / Thermal Spread so it runs not very hot to start with.
yea, similar to my armoured thermal spread PP. I was referring to Roberts overcharged monstered PP, which I have not tested.
Currently building a cool running low emissions Colonia Express Taxi since doing 300 jumps, those extra seconds add up. This will be my 1st ever paper thin build, but it has only 1 job to do which is travel to Colonia in the fastest time possible.
 
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