Vulture power management

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I don't doubt that, Stalker, but I can't work out how to even make it work, LOL. Other than cargo hatch (which I kill 100% of the time), and FSD (which I have set to shutoff when needed), I'm not sure what else I can let shut down... O_O
 
In Beta I had to manually shift priorities when I wanted to use some equipment, - could not get the shield boosters and kill warrant scanner functioning at the same time without some equipment downgrades. This is with the normal power management stuff like hardpoint retracted equipment and cargo scoop being on low priority and shield cells prioritized for hardpoint retracted use only.

So I raised the priority of the scanner when I wanted to use it, which would cut out the shield booster, then lowered scanner priority to get the booster online if an actual threat appeared. Alternatively i could've just set the booster to a higher priority than the scanner and switched the booster on and off as needed, same difference.

Worked well, a bit fiddly but if you're willing to switch things around in flight you can get even more utility out of power management then a fixed suite of priorities.

You asked what the point of more than 2 priorities was Vendraen, well if you start really fiddling with the system you'll see the value in p3 and 4, the extra priorities allow you to use weapons-out equipment that would otherwise be mutually exclusive, by pushing all the stuff you can't use with your weapons out anyway into group 3 or 4.

That includes anything you only use in supercruise like fuel scoops and interdictors.
 
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I don't doubt that, Stalker, but I can't work out how to even make it work, LOL. Other than cargo hatch (which I kill 100% of the time), and FSD (which I have set to shutoff when needed), I'm not sure what else I can let shut down... O_O

Kill the SCB, you don't need it!

Also I think the B5 shields are just fine.
 
The whole power management thing is what kept me away from the Vulture during Beta. After trying the Python i was like "What? I can have 3 large gimbal bursts and have more shots!?"

I think it's nice though with the price tag. It makes it the Viper of the Asp.
 
Here is my laodout :
5D shields generator is good enough for PVE


[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0I Chaff Launcher
U: 0D Kill Warrant Scanner
U: 0I Point Defence
U: 0I Heat Sink Launcher


BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4A Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5D Shield Generator
4: 4A Shield Cell Bank
2: 2A Frame Shift Drive Interdictor
1: 1E Cargo Rack (Capacity: 2)
1: 1E Basic Discovery Scanner
---
Shield: 208,21 MJ
Power : 12,76 MW retracted (82 %)
15,00 MW deployed (96 %)
15,60 MW available
Cargo : 2 T
Fuel : 8 T
Mass : 339,9 T empty
349,9 T full
Range : 16,65 LY unladen
16,55 LY laden
Price : 18 423 925 CR
Re-Buy: 921 196 CR @ 95% insurance
 
You asked what the point of more than 2 priorities was Vendraen, well if you start really fiddling with the system you'll see the value in p3 and 4, the extra priorities allow you to use weapons-out equipment that would otherwise be mutually exclusive, by pushing all the stuff you can't use with your weapons out anyway into group 3 or 4.

That includes anything you only use in supercruise like fuel scoops and interdictors.

I don't have a scoop or an interdictor fitted. I can't think of anything other than FSD and hatch that I can allow to shut down... Life Support, Thrusters, Shields...hell no. KWS, kind of need that... Chaff and Point Defense... need those too. There's nothing else. :D
 
The power management was fun on this ride actually, it's that bit of Gran Turismo mechanic work I enjoy. A-spec slot-pooping is honestly boring, there's no character or interest to a build for me where you just throw in the most expensive stuff you can find and boom, out comes a supership. I much prefer to have to work at finding the optimal ride setup for my needs.
 
I don't understand the need for more than 2.

Good reasons to use more than two:
-Simplified power management if things like SCB are manually toggled on - my p5 modules were already off, now my p4 and maybe p3 modules flip off until I power down the scb.

-Idiot proofing for when you buy a new module and forget to edit its priority, or if you manually toggle two things you intend to be mutually exclusive on at once.

- If you take power plant damage, and your reactor output drops, things power off gracefully in phases.
 
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Currently using this http://www.edshipyard.com/#/L=60N,5TE5TE3we0_g0_g0__,316Q8S6Q5U7_6u5A,7Sk15O03w02M02M
Pulse lasers, +50% shield strength and hull
Seems to pack a punch and has pretty good survival, more of a tank build. Still need some power management but it works fine
You can easily do this (http://www.edshipyard.com/#/L=60N,5TE5TE3we0_g0_g0_g,316Q8S6Q5U7_6u5A,7Sk15O03w02M02M) if you also give your FSD lower priority so it disables automatically when you deploy your weapons. You can't jump and supercruise with deployed weapons anyway.
 
I don't have a scoop or an interdictor fitted. I can't think of anything other than FSD and hatch that I can allow to shut down... Life Support, Thrusters, Shields...hell no. KWS, kind of need that... Chaff and Point Defense... need those too. There's nothing else. :D

Well, your going to have to set i tup so the KWS runs exclusive of some other combat equipment, since KWS is really a pre-combat thing or at worst, something you only have to have on for a few secs under fire.

You could for instance put non-essentials on 3, weapons on 2, kws, combat and flight essentials on 1, then manually toggle the KWS on when you want to use it, - toggle off when you want to shoot.
 
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I don't doubt that, Stalker, but I can't work out how to even make it work, LOL. Other than cargo hatch (which I kill 100% of the time), and FSD (which I have set to shutoff when needed), I'm not sure what else I can let shut down... O_O

Sorry mate, I thought I had posted a link to my build

http://www.edshipyard.com/#/L=60N,5TE5TE01Q01Q0_g0__,316Q7_6Q5K7_6u5A,7Sk15O4xo0HM9ok

I have no cargo slot so bay is just off, as is the repair unit (until needed)

FSD/Interdictor/Fuel Scoop are all on Priority 1

The Shield boost units at A and C are equal to running 2xB but use less power.

[Vulture]
L: 3D/F Pulse Laser
L: 3D/F Pulse Laser
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0A Shield Booster
U: 0C Shield Booster

BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5A Shield Generator
4: 4D Hull Reinforcement Package
2: 2A Fuel Scoop
1: 1A Auto Field-Maintenance Unit
1: 1A Frame Shift Drive Interdictor
---
Shield: 336.74 MJ
Power : 16.61 MW retracted (106%)
18.41 MW deployed (118%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 387.4 T empty
395.4 T full
Range : 14.65 LY unladen
14.65 LY laden
Price : 58,891,278 CR
Re-Buy: 2,944,564 CR @ 95% insurance
 
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I've asked the author of EDshipyard to look at the possibility to be able to set and share power priorities.
Could be interesting to see how people manages power in their builds.
 
I have also been playing with power on the Vulture. Just goes to show it's not perfect or over specified. You really have to work on your power management/allocation.
Also it's not cheap when you have finished upgrading. Still looking for a FSD A rated. Stuck on a B.
 
FYI I'm Able to run C3 Gimbo Beams, C3 Fixed Cannons, KWS, 0A Shield Booster, Chaff.
Distro, Thrusters, FSD and Shields All Full A, 2B Shield Cell used only with HP not deployed, 3E Life Support, 4D Sensors, 4D + 1D Hull Enhancers, aaaaaand 1D Interdictor.
I've even a Point Defence but I keep it on low priority, so it is generally shut off when HP are deployed. I don't know if it works when HP are not deployed, but it seems to me it does not.
FSD, Hatch, Interdictor, Shield Cells, and Point Defence on different low priorities.

The trick is to shut off manually all non Combat related systems BEFORE and WHILE outfitting (FSD, Scoop, Hatch, Interdictor, even Shield Cells). In this way you just watch the modules panel to see if it is always under 100%. If it is red, no way, change something.
Then turn everything on again when finished outfitting.

The Vulture is PERFECT as it is. A mass destruction tool for whom is capable to manage it :D

Cheers
 
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