Ship Builds & Load Outs Please look at my first real ship build

How does this look?

https://s.orbis.zone/dw7

I'm going for an "armored" space truck type thing. it could protect it's valuable cargo long enough to flee?

First, remember that you lose money when you sell a ship.
If you are certain you are ok with that, then store all the modules first, which will automatically replace them with E grade.
Then you only lose money on the hull.
 
thanks for the advice I will store then sell. if I downgrade some stuff for this build I can have the same thing for 25mil but not all a rated, which I will work on. I will have to sell my vulture but would have more than enough and I can get back to my reliable basic med trading (with some firepower)
 
I have Martuuk. Anyways, I bought and fully outfitted a Vulture. I got killed one or two times and now I have only 600k credits left of my 35mil (most in my ship). I don't have enough now for insurance so what do I do. This is so frustrating. I will probably need to sell my vulture and get my type 7 back, damnit.
Take a deep breath, try to relax.You have a couple of options here. If you're "fully outfitted", I'm guessing you have some A rated items; You can downgrade them. For example, sell the A grade thrusters and install D rated. You'll lose a little on the re-sell but you'll have some money in the bank, hopefully enough to cover a re-buy. Then, cool it with the combat for a while and run some cargo or data missions. Once you build up some capital, then start working on your combat again.
 
How does this look?
https://s.orbis.zone/dw7
I'm going for an "armored" space truck type thing. it could protect it's valuable cargo long enough to flee?

Some suggested changes:

https://s.orbis.zone/dwh

It isn't a combat ship so D-rate the sensors and life support in fact, you might consider losing the weapons too (weapons are heavy) and just learn to escape interdictions. Learn to land and lose the docking computer. Lose the MRP in favor of increased cargo cap. It's big and slow, so a point defense can't hurt. You need a fuel scoop. A heat-sink launcher won't hurt. An advanced discovery scanner is an awesome, semi-passive source of secondary income. Plenty of power left in the energy budget. This build jumps twice as far as yours and even with the FSD mod removed it jumps 5 LY farther than your build. o7
 
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If you are certain you are ok with that, then store all the modules first, which will automatically replace them with E grade.

Good advice. Good idea to slip back to the T7 too .. don't lose all your assets!! You should be able to make enough money in just a couple of T7 runs to get an Eagle or Viper - to get your head around combat building and take a break from trading. Take it steady until you're sure you've got those rebuys in the bank though. o7
 
https://s.orbis.zone/dwo
(edited)


That's with Martuuk engineering.

Ditch the weapons and learn to run.

Engineer the shield for thermal/lo-draw, thrusters for dirty/drag and FSD for range/mass manager.
I added a chaff launcher for interdictions.

This was meant for open, and while it's a little out of date for that, it still totally applies for solo/PG.
(profanity)

[video=youtube;Uh9AWV_BWo0]https://www.youtube.com/watch?v=Uh9AWV_BWo0[/video]
 
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Good advice. Good idea to slip back to the T7 too .. don't lose all your assets!! You should be able to make enough money in just a couple of T7 runs to get an Eagle or Viper - to get your head around combat building and take a break from trading. Take it steady until you're sure you've got those rebuys in the bank though. o7

i got taken out by another vulture in the most stupid way as well, this p'd me off so much i went to bed. my glass shattered and my guy suffocated about 3 seconds away from landing at a station. HOLY ************** 2. something million to rebuy.

oh yah and i couldn't see anything out of my broken window
 
refuel in 36 sec's WOW! do you suggest, that since this is like a garda truck, I'm not looking for combat and so it will be far and few between.. so maybe I could do 4 torpedo pylons instead. huge damage for the rare encounter / interdiction I might face, and the ammo should not be an issue for one off's?

A lot of newer CMDRs think that just because a hull is designed to be "multi-purpose", that means it can do many jobs at once. It can't, especially the more brick-like ships. "Multi-purpose" means a hull can be fitted to do a job and then refitted to do another job when that job is done.
Your goal as a cargo-hauler is going to be to avoid combat altogether if at all possible. You are not going to go looking for trouble with cargo racks full of platinum.
Be the rabbit. Rabbits do not fight, rabbits RUN! Learn to win the interdiction mini-game and also learn the "submit and boost away" method of escaping interdictions you cannot avoid.
Torpedoes are about useless. Either keep the MCs or remove all the weapons entirely to reinforce rabbit thinking.

I run an exploration-fitted Anaconda full of passengers on tourist runs with no weapons at all and a shield just strong enough to avoid damage on landing. I do this because an explora-conda can make the trip between Robigo and Sothis in two jumps where an A-rated Anaconda takes four jumps to do the same job, using twice as much fuel and taking twice as much time. This run earns me an average of 19 million per 15 minute lap. I earned 300 million yesterday.
 
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You can do cargo missions that can earn significantly more then that. You'll need to build your rep with a faction of your choosing, but the big money cargo missions are available. They're typically 180t of cargo or less, often times one or two hops away and can earn you several million per mission. I tend to run cargo missions from my home station and then deliver commodity goods back to my home system from wherever I ended up.

Take a deep breath, try to relax.You have a couple of options here. If you're "fully outfitted", I'm guessing you have some A rated items; You can downgrade them. For example, sell the A grade thrusters and install D rated. You'll lose a little on the re-sell but you'll have some money in the bank, hopefully enough to cover a re-buy. Then, cool it with the combat for a while and run some cargo or data missions. Once you build up some capital, then start working on your combat again.

Fully agree.

Combat is expensive, even PvE. Use cargo missions, once you've rep'ped up with the factions, and the cash will flow in. Source and return missions will often offer around 20M credits to a source within five jumps (plus the ones back) and the smaller missions to locations only a jump away will often add up to more money with less jumping if you cab stack a few. As Chromezero says, fill up on profitable commodities on the way back and you'll soon have enough for either a T9 or a combat ship. Though I'd recommend learning in a small ship, I'm only ranked Master for combat and only PvE but I don't see the rebuy screen often because I learned how to manoeuvre, position, control my thrusters and run away in something small and easy. PvE fighters will tell you how to really fight but it sounds like that should come a bit later.
 
i got taken out by another vulture in the most stupid way as well, this p'd me off so much i went to bed. my glass shattered and my guy suffocated about 3 seconds away from landing at a station. HOLY ************** 2. something million to rebuy.

oh yah and i couldn't see anything out of my broken window

When you get back in the Vulture the MRP helps with that, but it's still a known weakness for a few ships.

I took them off of your T7 build since you should run before you'd need them.
 
my boys, i decided I will do road to riches. is THIS a good build for that and farming the engineers?
https://s.orbis.zone/dx7
and I can find black holes while staring out of that beautiful cockpit

Just a suggestion but:

https://s.orbis.zone/dxh

I do not think the SRV is needed for the road to riches (?) and as a general rule-of-thumb, for exploration you D-rate everything you can because D-rated modules have the least mass (weight). Under-sizing some modules further reduces mass and disabling module you are not using reduces power draw meaning you can get by with a smaller, lighter power plant. You do not need a frame shift wake scanner either as you will not be chasing anyone and with a bit of collecting you can synthesize heat-sinks reducing your need for heat-sink launchers.

Here is a quick run-down of what module letter ratings mean:

E = Economy. For when you cannot afford anything else. Usually the "stock" module type on newly purchased ships.
D = Da lightest. The module type with the least mass, useful for ships of exploration but with correspondingly lower performance.
C = Compromise. Fairly inexpensive and usually good enough, but comparatively massive (heavy) compared to performance levels.
B = Better. Perform better than C-rated modules and with higher Integrity but usually the most massive (heaviest) type of modules.
A = Absolutely the best. The highest performance modules you can buy, still heavy but usually half the mass of B-rated modules and with significantly better performance.

The numbers refer to what size slot a module can fit into. You can fit a smaller module into a larger slot but only down to a certain size below which it simply will not work so outfitting will not allow it to be fitted. o7
 
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Just a suggestion but:

https://s.orbis.zone/dxh

I do not think the SRV is needed for the road to riches (?) and as a general rule-of-thumb, for exploration you D-rate everything you can because D-rated modules have the least mass (weight). Under-sizing some modules further reduces mass and disabling module you are not using reduces power draw meaning you can get by with a smaller, lighter power plant. You do not need a frame shift wake scanner either as you will not be chasing anyone and with a bit of collecting you can synthesize heat-sinks reducing your need for heat-sink launchers.

Agreed, but I think OP's using it for engineer stuff too.
 
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Agreed, but I think he's using it for engineer stuff too.

yes for the wake scanner that's because I need to scan wakes for those things for martuuk to give her. d rating everything I can makes a lot of sense though. and damn that build is way better... i want the srv though just for fun. and are you sure the power pip thing that is 2d will be sufficient?
 
Agreed, but I think OP's using it for engineer stuff too.

You are correct, I forgot. Then allow me to make a slightly different suggestion:

https://s.orbis.zone/dx_

An Asp-X is a fairly large and relatively expensive ship. A Diamondback Explorer (DBX) will do the job a lot more cheaply and is much easier to fly thanks to its much smaller size. I use a DBX to farm data and materials myself.

EDIT: Changed the build to add a shield booster, takes only .33 LY off jump-range and bi-weave recharge rate is not affected by shield boosters. o7
 
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Just a suggestion but:

https://s.orbis.zone/dxh

I do not think the SRV is needed for the road to riches (?) and as a general rule-of-thumb, for exploration you D-rate everything you can because D-rated modules have the least mass (weight). Under-sizing some modules further reduces mass and disabling module you are not using reduces power draw meaning you can get by with a smaller, lighter power plant. You do not need a frame shift wake scanner either as you will not be chasing anyone and with a bit of collecting you can synthesize heat-sinks reducing your need for heat-sink launchers.

Here is a quick run-down of what module letter ratings mean:

E = Economy. For when you cannot afford anything else. Usually the "stock" module type on newly purchased ships.
D = Da lightest. The module type with the least mass, useful for ships of exploration but with correspondingly lower performance.
C = Compromise. Fairly inexpensive and usually good enough, but comparatively massive (heavy) compared to performance levels.
B = Better. Perform better than C-rated modules and with higher Integrity but usually the most massive (heaviest) type of modules.
A = Absolutely the best. The highest performance modules you can buy, still heavy but usually half the mass of B-rated modules and with significantly better performance.

The numbers refer to what size slot a module can fit into. You can fit a smaller module into a larger slot but only down to a certain size below which it simply will not work so outfitting will not allow it to be fitted. o7


how about: https://s.orbis.zone/dx-

I took your suggestions and this lets me keep some of my extra's and similar performance (pre-engineering)
 
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