My vulture and me (outfitting)

So i thought i would put this out there, a little info about my vulture, and i how i build it.
And i see no shortage of power, like i hear from many other pilots.
I will explain the reasoning behind the modules that are fitted.

This build is for experienced pilots, or it will kill you, simple as that.

This build is to be either a bounty hunter of a pirate, and requires about 19.4mil Cr.(+10% if not bought at founders world).

Screenshot_0005.jpg
These are the hard points and the utility mounts.

Screenshot_0006.jpg
These are the internal compartments.

Screenshot_0003.jpg
As you can see the "2" is juuuust visible.
The cargo hatch, frameshift drive, and frame shift drive interdictor are all set too priority 2 or above.

This has too be done since deploying your hard points will overload your power plant, and render your ship useless.
You have no need for any of these modules in actual combat, and it does not matter if they are rating A or rating E for your power plant, since they will be offline anyway in combat.
So you best buy them rating A if you have the credits.

Options:

An extra Gimballed Beam Laser?

You could do that, that would mean you have and extra 20 power available to play with.

20 Extra power, why would i bother with that?

I can hear your thinking that, well you have a choice here with that power.
That extra 20 power can buy you a D rated life support system.
But you have to downgrade your sensors to E rated, instead of your fitted D rated one as fitted in the screenshots.
D rated sensors use 0.310 power and D rated life support uses 0.480 power.
The incline in power for sensors from E to D is 0.040 power and for life support from E to D is 0.060 power. <== here is your "just" 0.020 power!

Also, i hate flying blind and the 4km. range on the E rated scanner is just crap :).

Why not choose the D rated life support system over the D rated sensors?

Your a small craft, your ultra nimble in flight, and you save more weight with a D rated sensor then you do with a D rated life support, making you more nimble.
Escaping with just enough atmosphere is every pilot's dream but face it, if your already shot down like that, the chances are slim your going to escape anyway, so i prefer avoid being shot at with less weight.
And 5 minutes of atmosphere does not mean you can't escape, it will just be harder :).

This means you can stay behind ANY large vessel with just 1 pip in engines.
The other remaining pips you can distribute evenly (its what i prefer against larger ships), that would mean 2,5 pips in both system and weapons.

Combat style and Weapons groups:
Screenshot_0004.jpg

2 fire groups, and primary fire is used with the gimballed beam laser, this is no coincidence.

Chaff can mess up any gimballed lasers day, so you always have an extra beam laser that is not gimballed, which you can use when your target uses chaff.

Have a real good chance of hitting with both your weapons? Use both weapon groups then.

Just an E rated kill warrant scanners? that range is just awful.
That is true, but you have the engine power and manoeuvrability to compensate that, your in a vulture.
And further more if you want to pirate you can swap in the warrant scanner for limpets if you so desire.
Both power ussages are the same.

2 Large Beam Lasers ==> the heat!

Indeed, heat has to be managed carefully, as does weapons power.
Here it all comes down too keeping your cool and think twice before firing both of those baby's at the same time. Hence why this is for experienced pilots.

Stowing those large guns has too be times too, since they take a while to be stowed, it will also take a while for your frame shift drive too come back online, remember this.

And have your fired 2 large beam lasers at like an anaconda, python, or FDL? Then i hope you did notice the shields melting in just seconds, and remember one of them is gimballed.

Well here you all have it, hope this gives some of you some ideas, and if someone has a tip for i would love to hear it.

Kind regards, Duncan.
 

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I did much the same but dropped the cargo containers, and added both a shield and a hull module. Turning off your cargo hatch outright makes it give more room before deactivating other (although you could just set the hatch to 5 I suppose.

There are no power issues with a vulture if you are paying any attention at all. Good work on bringing it up.
 
Thanks for the info, didn't know about the rating, have had to keep turning indictor drive off as soon as complete to just keep under the 100% - nice tip
 
Little OT: reading patch notes I found nothing, but from today I noticed a much smaller reservoir (or worse fuel consumption) in my Vulture.

1 hour of BH at NB and I needed to rush to starport because I was only at 4% left. Pretty sure yesterday was different.

Am I dreaming and an hopeless noob or someone else noticed the same? thx
 
cool, but i just release the target if they use chaff and my Gs work just fine:) Might be some downsides to this but it works for me :p
 
The power problem shows up on the Vulture, when you want to run something like a shield booster. All of a sudden, you're stuck. If you leave that off the ship, there are no power issues. If you WANT it... you have to start downgrading lots of things. This is about the same load-out I run, but I run both my beams gimbled, and I run class "A" sensors.
 
I do see something wrong: A5 Shields! I can kill any NPC with C4 and an A0 Booster, I think A5 Is way overkill, unless you're Player FdL hunting :)
 
I don't take any of the Scanners besides a Discovery Scanner. I can get A5 Shields, and two A0 Boosters, but I pass on the Cell Banks. I top off at 108% power which is well within the no-Scoops/FSD power management cap.
 
You could have a C5 shield generator and A0 shield booster on there; it would give you more shield capacity, the ability to bring shields back online faster when they go down, and a ~200K lower rebuy cost.

You could also increase your sensors to C-grade if you wanted.

Edit: link
 
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The K-Warrant scanner is still getting me in my vulture. It's strange it still pulls 10% of the PP's power even when not being used. I am at like 113%? (i forget off hand). I still lose all systems when bringing up my guns. That is with A5 thrusters, and Bscanners. Do I drop my scanners to C? or lose the Kwarrant and run A everything?
 
Personally I think with a power distributor like the vulture's will be overtaxed by 2x beam. I would go 2x pulse for a more efficient build. My favourite atm is Pulse+plasma for efficiency but also insane burst in the right situations

(BTW if your target uses chaff you can just detarget, no need for one gimballed one fixed. Though I seriously dont see the need for any kind of gimballing when you have the vulture's turn rates)
 
Little OT: reading patch notes I found nothing, but from today I noticed a much smaller reservoir (or worse fuel consumption) in my Vulture.

1 hour of BH at NB and I needed to rush to starport because I was only at 4% left. Pretty sure yesterday was different.

Am I dreaming and an hopeless noob or someone else noticed the same? thx

You didn't have to do that.

Your ship (all ships) have two fuel tanks. One that's used for general flying about (active fuel reserve tank), and another that's used for Hyperspace (main tank).
The thin line is the general one
The HS one is the main bar. This is the one that fills up when you're fuel scooping.
The active reserve fuel tank is used up boosting and flying about in normal space. When it's empty it is automatically refilled from the main tank.
This keeps happening until your main tank is empty and you're in deep trouble.
I have only ever seen one refill of the active reserve tank and never, ever anyone getting anywhere near running out of their main tank whilst doing anything in normal space.

Have a read of the DDF post: https://forums.frontier.co.uk/showthread.php?t=15547
 
Here's my Vulture. I prioritize internal modules over hardpoints. I've tried prioritizing hardpoints, but seeing less than A-class internal modules gives me a nervous twitch. ;)

Vulture 01.jpgVulture 02.jpg

To be honest I haven't had an opportunity to test these priorities in the field, but it looks good on paper!

Powered off
  • cargo hatch (no racks)
  • first shield cell bank (can only power one at a time, powering both will trip priority 4 and 3 modules)

Priority 4 - powers down when hardpoints deploy
  • frame shift drive
  • fuel scoop
  • second shield cell bank (must retract hardpoints to use)

Priority 3 - first to power down with power plant damage
  • kill warrant scanner
  • shield boosters (power these down manually before using a shield cell or if shields go down to reduce recharge time)
  • life support
  • sensors

Priority 2 - combat modules, second to power down with power plant damage
  • pulse lasers (can't power burst or beams, gimballed for max subsystem damage)
  • power distributor (pips to engines to facilitate evac)
  • shield generator

Priority 1 - if this powers down you're dead
  • thrusters
 
Little OT: reading patch notes I found nothing, but from today I noticed a much smaller reservoir (or worse fuel consumption) in my Vulture.

1 hour of BH at NB and I needed to rush to starport because I was only at 4% left. Pretty sure yesterday was different.

Am I dreaming and an hopeless noob or someone else noticed the same? thx

Are you aware your standard flight / SC fuel tank automatically refuels back to 100% by taking a small amount from your FSD fuel tank when it reaches 0%?

Provided you have plenty in your FSD tank there is no need to rush back to starport when your standard flight / SC tank is down to 4%.
 
Personally I think with a power distributor like the vulture's will be overtaxed by 2x beam. I would go 2x pulse for a more efficient build. My favourite atm is Pulse+plasma for efficiency but also insane burst in the right situations

(BTW if your target uses chaff you can just detarget, no need for one gimballed one fixed. Though I seriously dont see the need for any kind of gimballing when you have the vulture's turn rates)

Gimballed turrest, stay on point nicely when you target a subsystem.
 
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