Newcomer / Intro Uh oh, I messed with..

Hardpoints:
Pulse Laser 1F CLASS 2
Pulse Laser 1F CLASS 2
EMPTY MEDIUM HARDPOINT CLASS 2
SAME BUT CLASS 1 AND SMALL
ANOTHER ONE OF THE ABOVE

UTILITY MOUNTS:
ALL EMPTY

CORE INTERNAL:
LIGHTWEIGHT ALLOY 1C CLASS1
POWERPLANT 4C CLASS 4
THRUSTERS 4E CLASS 4
FRAMESHIFT DRIVE 3C CLASS 4
LIFE SUPPORT 3E CLASS 3
POWERDIST. 4E CLASS 4
SENSORS 3D CLASS 3
FUELTANK (CAP: 2) 1C CLASS 4

OPTIONAL INTERNAL:
EMPTY INTERNAL COMPARTMENT CLASS 5
SAME BUT CLASS 4
CARGO RACK (CAP: 8) 3E CLASS 4
EMPTY CLASS 4
CARGO RACK (CAP: 4) 2E CLASS 3
EMPTY CLASS 3
SAME
ADVANCED DOCK. COMP. 1E CLASS 2
SUPERCRUISE ASSIST 1E CLASS 1
ADV. PLANERETARY APPROACH SUITE 1L CLASS 1


NO SRV
 
Here's your problem:
FRAMESHIFT DRIVE 3C CLASS 4
LIFE SUPPORT 3E CLASS 3
POWERDIST. 4E CLASS 4

Frameshift drive should be 4A (or 4C if you can't afford 4A).
Life support for longest jump range shoud be 3D.
Power distributor shoudl be 4D or 4A, could get away with 3A if not planning to do much combat.

Fuel tank should be bigger, I'd suggest 3C (cap 8).
 
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Is there a return to default? No, that would be too easy. I can dig it.
Normally the modules you replace are put on storage, if you don't elect to sell them. But in case of Cobra V, it might not work that way if it is a pre-built ship, bought with ARX.
 
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CORE INTERNAL:

FRAMESHIFT DRIVE 3C CLASS 4
The 4E FSD(SCO) that was in the ship originally would let you jump around 10 light years further than the 3C that you have installed.

If you sell or store any modules you have bought then let the Cobra go boom you can redeploy it as it was originally purchased.

You can, as you have demonstrated, put an undersized non SCO FSD in a ship but it doesn’t work well for a ship that you want to go places in.
 
Huh, well i'm lost. 2.24LY is my new jump range....lol I think I'll just can it and buy another. Not really though. lol
 
So it's lights out for the Cobra.... I had the colors so nice ..... No I want to keep it. Leraning specimen. Can I buy another? Or is it only one per?
 
The 4E FSD(SCO) that was in the ship originally would let you jump around 10 light years further than the 3C that you have installed.

If you sell or store any modules you have bought then let the Cobra go boom you can redeploy it as it was originally purchased.

You can, as you have demonstrated, put an undersized non SCO FSD in a ship but it doesn’t work well for a ship that you want to go places in.
Bingo!
 
Which FSD module stats setting do I need more or less of?
It needs to be the same number as the Slot you are putting it in.
E is cheap
D is light
C is middle of the road
B is heavy and tough
A is generally the best.
SCO is better than old school

Your paint job will remain and can be added to any Cobra V you have.
You can only deploy one Cobra V at a time but if the current one is destroyed you can deploy a replacement just as originally purchased.
 
Which FSD module stats setting do I need more or less of?
The module size is important. For the FSD, you want the module size to match the module 'slot' size.

On a Cobra Mk V (which is the single best ship in the game, IMO), the FSD slot is a size 4. You can put smaller size components into the slot, but you can't put larger size ones. When it comes to FSDs, putting a size 3 FSD in a size 4 slot will only give you stupidly low jump ranges. In this instance, you need a size 4 FSD.

The size is denoted by the number, the quality of the component is indicated by the letter. A 4C FSD will always be better than a 3C FSD. Change it.

If you have the funds, a 4A FSD will give you the best jump range. A 4A SCO FSD is preferable, as SCO FSDs have both the "wheeeeee!" button you found out about yesterday, and better jump range.
 
Does the fine stay with the ship????lol What is the most efficient way of redeploying this bad boy. I really borked it up good.
 
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