Vulture and Power Frustrations

Ok, so I have been flying a vulture for weeks. After the update owning ships has become harder :) I have been playing with adding SCB's by using some of the builds found on here. The power % under modules is around 120. It would be great to get a build where I can have a HWS rated higher too. Waiting for them to get under 2km's is too close for me. I mirror their builds but can not seem to grasp how they use them. When I deploy HP's my ship shuts down due to power. I have tried changing and turning things off. I can not seem to get it. Can someone share their secret?
 
This tool is wonderful:

http://www.edshipyard.com/#/L=70N,5TP5TP01Q01Q0Wg3wo,326Q7_6Q5K7_6a5A,7Sk7fO4xo10i10i

For my build Cargo hatch, FSD and fuel scoop disengage for combat.

It's all to do with setting priorities in the modules tab. Things you can turn off for combat set to priority 4 or whatever, things you need set to 1 or 2.
Usually its thrusters and shields on 1, weapons and life support on 2, everything else on 3 and the ones that are supposed to turn off when deploying hardpoints on 4.
 
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Are you properly using the priorities? You can set the FSD, Cargo, Docking computer, and Fuel scoop to the lowest priority (I am sure I forgot a system here...). Also the Vulture is meant to be power hungry. I recently got an FDL. I am still at the limit, but I am more happy compared to my Vulture times. Also be sure to have inly one Shield Battery switched on at a time.

EDIT: I also never managed to fit a "D" KWS into the Vulture...
 
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That's the trade off you have with the vulture, its high shields and maneuverability comes with the cost of a low power plant and sacrifices have to be made. Also a vulture doesn't need SCB's as you can just outturn most fire anyway. Stick on x2 C3 fixed pulses or bursts and you are good to go. Here is a good build for you.

http://coriolis.io/outfit/vulture/24A5A4A3D5A4D3C1d1d05050n004a026f2525.Iw19kA==.IwBhrSrCg===

As you can see, you get all you need, decent firepower and defences with FSD, cargo hatch, FSD Interdictor all offline, everything else is powered up when deployed.
 
Vulture's like their smaller cousins, are limited by power. Most ships have limitations with power, but the combat ones especially so.

You have to compromise.
 
I wish we could see our ship stable with out having to log in to the game. I went to see what I was running so I could share that with you but the game is updating and seems to be doing it at a snails pace this morning. If I can find my way back here I will post what I have.
Thrusters C5
Shield Generator B5
Shield Cell Banks B5
Shield Booster A0
Sensors A4
Pulse Lasers E3
Pulse Lasers E3
Cargo Hatch (disabled)
Frame Shift Drive A4
Life Support E3
Fuel Scoop A1 (disabled)
ECM (disabled)
Power Plant A4
Basic Discovery Scanner E1

Not sure if this is good or bad but it works for me
 
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That's the trade off you have with the vulture, its high shields and maneuverability comes with the cost of a low power plant and sacrifices have to be made. Also a vulture doesn't need SCB's as you can just outturn most fire anyway. Stick on x2 C3 fixed pulses or bursts and you are good to go. Here is a good build for you.

http://coriolis.io/outfit/vulture/24A5A4A3D5A4D3C1d1d05050n004a026f2525.Iw19kA==.IwBhrSrCg===

As you can see, you get all you need, decent firepower and defences with FSD, cargo hatch, FSD Interdictor all offline, everything else is powered up when deployed.

So in your example you have the FSD's turned off? Does that mean I have to go to the right panel and turn it on everytime I want to use the FSD?
 
Not if you set it up right. Go onto the right panel under modules page and use the priorities (left/right).
Basically the lower the number it is the last thing that will be turned off. So if you haven't got enough power the priority 4 systems will turn off, if you still don't have enough power the priority 3 systems will turn off and so on.

You will see the bars at the bottom change too as you edit it to show which ones are ok and not. Have a play and see what you can make work :)
 
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It's all about the module management. It took me a while to catch onto this but through the module screen you can prioritise modules such that as you exceed your power capacity, less important modules switch out. Using this approach I'm able to run a fully tooled up Asp Explorer with a D2 Power Plant.
For starters, switch off the cargo hatch, then drop the priority of your FSD - this way deploying hardpoints will kill your FSD, but you're already in normal space so what the hey.
Similarly do you need shields and FSD active together?

There's a world of tweaking you can do with module priority (and indeed just switching off redundant components).

Oh and always, always test your configuration close to a station before heading out. Better to go back and refit than claim insurance and get an express ticket home!

Have fun!
 
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So in your example you have the FSD's turned off? Does that mean I have to go to the right panel and turn it on everytime I want to use the FSD?

All that means is, as soon as you deploy hardpoints, those that say off on my example will power down, when you retract your hardpoints they will power up. Just make sure to set the priorities to 4 if you can.

Because you don't need for FSD, FSD interdictor and cargo hatch powered up if you are fighting.

Want to run away? retract weapons, boost and charge FSD.
 
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All that means is, as soon as you deploy hardpoints, those that say off on my example will power down, when you retract your hardpoints they will power up. Just make sure to set the priorities to 4 if you can.

Because you don't need for FSD, FSD interdictor and cargo hatch powered up if you are fighting.

Want to run away? retract weapons, boost and charge FSD.

So the key is using priority 4? I have been using priority 2 instead for the things I want to turn off. If 4 actually turns the things off that will make a huge difference.
 
Priorities work in order. 4's off first then 3 then 2 then (if you're still draining too much power) the lot goes off and you're running out of oxygen!
 
This is what I use for PVE bounty hunting: http://coriolis.io/outfit/vulture/0...e6e--.AwRj4zyA.CwBhoRgkoZn2EBMpZA==?bn=Combat

I used to have 5A thrusters and retract hardpoints to use the cell, but it got too annoying, so I take the small decrease in manoeuvrability for the convenience. The shields are optimised (max value with my available power, without silly weights) using a calculator I wrote

Priority 1 - Survival
Priority 2 - Combat essentials
Priority 3 - Combat nice to have
Priority 4 - I'm taking hull damage I don't care about these
Priority 5 - Out of combat
 
Yes the key thing with vultures is priorities. You want everything not important when you fight to be set to the highest, that way you pull out you guns, that stuff (which you cant use anyway) turns off. Retract guns, it comes back on (eventually, there is a slight pause). If you do want to use mutiple SCBs then you should only have one module turned on at once, it saved power but more importantly if you have multiple turned on it fires them all. So when one is empty, you turn it off and switch the next bank on, in that order.

I just upgraded my vulture for a python, I do miss it a bit, it feels like a bit of a cheat mode ship vrs NPCs, get it to A class and it is very very capable fighter, I loved mine.
 
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