So I can cut down on power plant size with no problem and just make sure I have an adequate distributor to ensure I can boot (at least once)
Then take the ship to The Dweller and have him modify the distro with an ENG focus - faster recharge, more boosts.So I can cut down on power plant size with no problem and just make sure I have an adequate distributor to ensure I can boot (at least once)
Im building a lightweight shieldless craft and was wondering which is it that places the limit on boosting ability Power Plant or Power Distributor?![]()
Im building a lightweight shieldless craft and was wondering which is it that places the limit on boosting ability Power Plant or Power Distributor?![]()
So how does this sound
1) Check if I can get a smaller A class distributor wth enough juice to do a jump otherwise stick with a slightly bigger D class
2) Get an engine focus upgrade from an engineer
3) Switch all pips to engines and switch it off the distributor (I dont use shields or weapons). Will the engineer upgrade still work with the distrib off?
4) Switch off stuff I dont use (like senors because when interdicted I plan to boost and run and I have a docking computer and a pair of eyes for landing)
5) Get the lightest / smallest power plant I can fit and assign module priorites
Is there an engineer thing that I can use to reduce the weight of the power plant?
If you are saving a lot of mass by ditching the weapons, I'd go for the larger distributor, for maximum boosts.
1) the first time, where a smaller a-class trumps a bigger d-class is 4A/5D - below that, it is always better to take the larger d-class.
3) yes, will work.
"Is there an engineer thing that I can use to reduce the weight of the power plant?" - no, but you can maybe use a smaller class and make an overcharged mod L1 - only needs sulphur, adds up to 11% power, and you can roll often so you don't get a hit on heat efficiency?
have in mind, that you still need sensors to request docking (and the docking computer needs power to work).
Yes, I have done builds on medium pad ships with a tiny 3A power plant. They didn't have to power any weapons or large shields.
As long as the overall ship power load doesn't exceed the Power Plant, you are good to use it.
One thing to consider, is the 50% power drop point. IIRC, in combat when a power plant is targeted and drops to 0%, it's power output will reduce to 50%. So it's key to use the power management groups (1,2,3, etc.) to make certain that your core modules (Group 1) will have power if your Power Plant is at 50% output. Anything above that should be in Group 2, 3, etc., and those would go offline in case the Power Plant goes down.
I keep these modules in Group 1:
Thrusters - Gotta keep mobility
Distributor - To recharge for boosting away
Chaffe/Point Defense - Maintain defenses
FSD - Critical, my escape hope.
Then in Group 2:
Shields/Boosters - If the Power Plant is sniped, the shields are already offline. Worthless.
Life Suppport - With an A rated module I'm good for 25 minutes, other builds might reconsider this being in Group 1.
Weapons
Cargo Hatch
...
The point regarding Power Plants and this is... This 50% balancing act might be hard on a ship with super small Power Plant and large module power draw. The boosted/engineered thrusters alone might take up 45% of the full power output, leaving little room for critical stuff like FSD.
If anybody sees that I'm doing something wrong above, please post. Certainly worth knowing and considering.
Just need the one boost really for my style of flying. Enough to get me up to and over max normal speed quickly. By the time its slowed to normal top speed Im ready to jump.
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Thanks I'll be fitting a A4 then.