Buying Type 7 .... Essential A modules?

I'm picking up a Type 7 and wondering what the 'must have' A grade modules are so I can price it all up.

FSD is the obvious module for max jump range - cargo upgrades go wihout saying.

What else do I need to upgrade before it becomes useful?

(Lazy post, I know ... Soz and all that)
 
To trade? nothing else. You want every other item to be grade D to make the ship lighter. The only exception is the power plant and distributor, make those whatever grade gets the job done for the lowest weight.
 
Definitely get an A class FSD and A class power distributor for boosting. You can also thrown on A class thrusters for the extra speed and agility, but they aren't 100% required.

D for the rest and profit...
 
I have a trading asp and before that a T6. This has worked well for me:
- A shields and thrusters to bug out ASAP with minimal damage
- A power distributor to maximize shield effectiveness
- A FSD and D everything else to maximize jump range
- The best guns you can get while still being able to use a D reactor
- Turn off the cargo scoop, that thing is a power hog
- Chaff dispenser if you think the local station cops are a bunch of squares ;)
 
T7 needs no shields
But it really benefits from a decent power plant and distributor to minimise heat on boost and good thrusters to slow down.

Unless you are a slow and steady Eddie... then D everything and you'll be fine.
 
I don't bother with a fuel scoop. Just get a big fuel tank and refill at stations.

So, basically, Bessie is a box with a big FSD and a fuel tank and I fill it with other boxes of stuff and jump around.
 
Primary: FSD, Power distributor are a must.
pilot preference: Reactor and engines are 50:50 all depends on your prefrence

What I would use: Shield (especially if you use the smallest shield you can fit and be useful).
I would ditch the discovery scanner and install a fuel scoop but that is what I would do, I am a miser when it comes to fuel cost.
 
I don't bother with a fuel scoop. Just get a big fuel tank and refill at stations.

Agreed. At least on the two traders I've owned, on a semi-decent trade route you'll make more by replacing the fuel scoop with cargo racks than you'd save by scooping fuel. And this ignores the time it takes to scoop.
 
Agreed. At least on the two traders I've owned, on a semi-decent trade route you'll make more by replacing the fuel scoop with cargo racks than you'd save by scooping fuel. And this ignores the time it takes to scoop.

Good point. I don't scoop when I am on trade runs because that means I'm slow, vulnerable, and near a star, waving a big flag saying "HEY, PIRATES!!! OVER HERE!!!"

I hate that flag. I try not to wave it much.
 
At least 2x point defence turrets.

They don't use up much power and add no weight, so are really useful. Just make sure you have one on top, one on bottom.
 
I consider A FSD and A powerplant a must have. FSD is obvious, Powerplant runs the ship a lot cooler than sub-A, but you don't need the highest A. Can well go one or two classes lower if it still delivers enough power.
 
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