It's just occured to me that I've been doing power plants wrong.

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So I do a bit of everything in this game. Fight, trade, explore, etc.

For a long time I had always blindly rushed to overcharged powerplants.

No longer. Taking into account my weapons, shields and thrusters; and that I don't use any of the power-hungry Guardian modules...

I have realised that an armoured PP is just better. The mass increase is negligble, on a Cobra that is, and I can limit that penalty further with exp.

As someone who regulary smuggles stolen goods that I "recover" from wanted smugglers...

The lower runnimg temps', increased power output, are just brilliant!
Never going back to OC again. Actually I'm selling my spare PP now that I have no use for it.
 
Very few people use cool running ships (pve and some pvp), but when you find one that suits you and get rid of the shields you find a new game. As I said today somewhere else, I can't remember the last time my ship was scanned and I only engage the ships I want to, no longer having to worry about some pesky pirates trying to get 1T of scrap from my ship!

Additionally, you can disable the modules you don't regularly use or need. Few people does that, but also helps a lot and increases the "inmurshion" level.
 
Very few people use cool running ships (pve and some pvp)

Hmm i`d disagree strongly here.

The err... "reclaimer of illicit property" aka Salvagers love to use low emissive mods on our "stealth build" ships.
Take something like a DBX, DBS they run cool to start with, don't bother with guns(it is fast enough) Clean drive 5, with thermal spread, and all the other goodies...
Then your collector ship is perfect for black box salvage, as the ship will run cold as ice, more so if you pop a heatsink, then synth a +30% one afterwards.

So yes, we do use "cold mods" for our ships, just ask any beluga owner "how do you deal with the excessive heat?"- Answer cool mods!

Here is a some black box ops ships.

You can ofc go full thermal spread with low emissions, but this does reduce you power a considerable bit, but if you can afford a larger power plant and have the mats for the engineering, then go fo it as it drops the temp a HUGE amount

DBX
https://s.orbis.zone/133s

Dolphin
https://s.orbis.zone/133x

you ofc can use a Dolphin from more cargo, and a faster top end speed, but then the price goes up a lot.
Smaller ships are better suited for smuggling, due to their smaller profife, although the Krait phantom is supposed to be a "decent smuggler", play testing will see, as i didn't get round to building one in the beta, specifically for smuggling or black box retrieval missions.

Krait Phantom
https://s.orbis.zone/133y

These are ofc just something of what you can do to make a smuggler / black ops ship, and can be customised to suit your playstyle.
But the krait looks to be quite decent for illicit cargo running, also fairly fast at 370 / 520ms on boost, but still a lot slower than the Cobra 3, and damn lot more to build @ 70 million creds vs 4 million for a Cobra, although it does hold a lot more cargo, so fine for illicit traders, or you could go Python, but it is slower still @ 342 / 445 on boost.

Python
https://s.orbis.zone/133_


Have fun out there, and watch for goids

Ran
 
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Hmm i`d disagree strongly here.

Sorry, let me clarify for min-maxers: very few people uses cool running ships for everything (not just one particular task), a lot of people might use cool running when smuggling only and a lot of people uses cold modules to avoid overheating because of other mods.
 
Here is a some black box ops ships.

You can ofc go full thermal spread with low emissions, but this does reduce you power a considerable bit, but if you can afford a larger power plant and have the mats for the engineering, then go fo it as it drops the temp a HUGE amount

DBX
https://s.orbis.zone/133s



I do want to build a cold running ship one of these days just for hauling criminal passengers hopefully without worry of being scanned. Thanks for that and I'll futz around with Coriolis some. I never considered thermal spread, mostly because I didn't really know how it worked. My ship of choice for this would be a DB Scout.
 
Great thread ! I'm considering switching to an armored powerplant for my Dolphin since it has heat spikes during planetary maneuvers.
 
So I do a bit of everything in this game. Fight, trade, explore, etc.

For a long time I had always blindly rushed to overcharged powerplants.

No longer. Taking into account my weapons, shields and thrusters; and that I don't use any of the power-hungry Guardian modules...

I have realised that an armoured PP is just better. The mass increase is negligble, on a Cobra that is, and I can limit that penalty further with exp.

As someone who regulary smuggles stolen goods that I "recover" from wanted smugglers...

The lower runnimg temps', increased power output, are just brilliant!
Never going back to OC again. Actually I'm selling my spare PP now that I have no use for it.

That's what the 'hole' at the top of the Cobra is for: it's a heat vent. ;)
 
I love my Armored Power Plants! I use G4 Armored on all my ships, even ones with Guardian modules and running one size PowerPlant under max (w/ an Efficient special effect).

Glad that there's other fans of it out there. :)
 
Hmm i`d disagree strongly here.

The err... "reclaimer of illicit property" aka Salvagers love to use low emissive mods on our "stealth build" ships.
Take something like a DBX, DBS they run cool to start with, don't bother with guns(it is fast enough) Clean drive 5, with thermal spread, and all the other goodies...
Then your collector ship is perfect for black box salvage, as the ship will run cold as ice, more so if you pop a heatsink, then synth a +30% one afterwards.

So yes, we do use "cold mods" for our ships, just ask any beluga owner "how do you deal with the excessive heat?"- Answer cool mods!

Here is a some black box ops ships.

You can ofc go full thermal spread with low emissions, but this does reduce you power a considerable bit, but if you can afford a larger power plant and have the mats for the engineering, then go fo it as it drops the temp a HUGE amount

DBX
https://s.orbis.zone/133s

Dolphin
https://s.orbis.zone/133x

you ofc can use a Dolphin from more cargo, and a faster top end speed, but then the price goes up a lot.
Smaller ships are better suited for smuggling, due to their smaller profife, although the Krait phantom is supposed to be a "decent smuggler", play testing will see, as i didn't get round to building one in the beta, specifically for smuggling or black box retrieval missions.

Krait Phantom
https://s.orbis.zone/133y

These are ofc just something of what you can do to make a smuggler / black ops ship, and can be customised to suit your playstyle.
But the krait looks to be quite decent for illicit cargo running, also fairly fast at 370 / 520ms on boost, but still a lot slower than the Cobra 3, and damn lot more to build @ 70 million creds vs 4 million for a Cobra, although it does hold a lot more cargo, so fine for illicit traders, or you could go Python, but it is slower still @ 342 / 445 on boost.

Python
https://s.orbis.zone/133_


Have fun out there, and watch for goids

Ran

I'd been led to believe that the extra power draw from clean drive tuning negated the drive's lower heat emissions, by causing other components on the ship (power plant?) to emit more heat. So compared with dirty drive tuning you end up with a slower, heavier ship and no real benefit because the heat is a wash. Sounds like your group has some real experience with this... what are your findings?
 
Same here, I've recently begun reingeneering many PPs towards Armoured after realising its potential. Power output of G5 armoured is the same as G1 overcharged, sufficient even for many combat builds. By limiting your power output you also have to give the offensive/defensive outfitting options more thought, thus sometimes leading to more unique module combinations. Of course on those energy weapon/shield tank builds there's still no other choice but overcharged...
 
6A PP Overcharged & Monstered
Output: 37 MW
Integrity: 90

6A PP Armoured & Monstered
Output: 29.6 MW
Integriy: 273.... yes 273!

Back in the day crazy overcharged PP's seemed the only way of getting ships like Vultures and even my Vette builds to be viable. But now with better engineering options (efficient) and perhaps also the popularity of Bi-Weave shield builds power requirements across the board seem to be a lot less.

I know a lot of my ships have huge gaps now between output and consumption so I'm armouring a new generation of powerplants.
 
Back in the day crazy overcharged PP's seemed the only way of getting ships like Vultures and even my Vette builds to be viable. But now with better engineering options (efficient) and perhaps also the popularity of Bi-Weave shield builds power requirements across the board seem to be a lot less.

Don't forget the armoured powerplant mod was also significantly improved in one of the last updates. It used to generate less power (or the same, not sure) as an unengineered PP, before they included a power output buff in the blueprint, which made the mod vastly more useful.
 
Very few people use cool running ships (pve and some pvp), but when you find one that suits you and get rid of the shields you find a new game.

Why no shields? My Dbx runs at < 10% with shields (not a combat build admittedly). I mean, I can run at 4% without shields, but does it make a big difference, or is that just so you can have some weapons? (Asking because I really don't know!)

Quite surprised no-ones mentioned the FDS, that's another cool runner with more space than the DBX
 
I'd been led to believe that the extra power draw from clean drive tuning negated the drive's lower heat emissions, by causing other components on the ship (power plant?) to emit more heat. So compared with dirty drive tuning you end up with a slower, heavier ship and no real benefit because the heat is a wash. Sounds like your group has some real experience with this... what are your findings?

So you think that because the engine mod pulls more power, that the power plant emits more heat.. a good question, but flawed.
Because was are not in real life, and you could be asking "does my unicon run faster because it has more sparkles?" :p

But to answer you Faybs, nope.
As the mod takes this into consideration(more so given we can cherry pick secondary effects)Let me give you two examples
1. Stick a dirty drive one on to your ship, and yes it`ll run hotter, because, you know AFTERBURNER EFFECT!!!!!(+20 thermal increase) But then stick a thermal spread effect onto it and it takes off 12% thermal increase, meaning you gain the benefits of +1 DD, that only adds +8%(20% DD1 - 12% thermal spread secondary).

2. Now do the same with a clean drive 1 and you get -20% thermal load to start with, add the secondary thermal spread(-12%) and they stack, you get a instant -32% thermal load, so yea feel free to mash that boost button and not overheat your mamba, yes the ship will not move as "fast" as a dirty drive, but it will faster than a stock thruster, but also run a hell of a lot cooler and make it suitable for smuggling, black ops & illegal passenger missions.

NPC scans
Remember over 25% it it typical emission range(scanner range) under 25% heat then the scan range is about 1000m, under 20% heat and it is eyeball range only, so if you have a small, fast ship, and come into dock at 300m/s + then the chances of them scanning you are VERY LOW, even then, don't panic, just hit a heat sink(resets scan) and you will still have +10 seconds to get through the toast rack(this is also why docking computers are recommended for smuggling, as it will slow down prevent a crash(usually) faster than you can, and yes, dock it too!
Just go out and fight a dbx, and see when you can lock target onto it, if it drops a heat sink, it will "break target lock" and you will have to visually acquire(see it, click it, shoot it), the npc cops use the same principle, and as such, we the players can work round it, just like they can.

A lot of the information i use and give to others is under the smuggling thread, and there is a massive amount info there for you, should you wish to get into this type of activity, and the various ship build that go along with it.

Also remember any module that draws power will ADD to your thermal image(as per Faybs initial impression of how Elite works) until you start to engineer cold running mods to off set this(notice the discovery scanner does not draw power at the moment).
You can offset this by turning off modules, and this will drop your heat also.
Additionally this is why i usually do not use guns on my smuggling ship- what it the point? As you will be faster without them and colder too, also killing the cops near a station is a quick way to get a rebuy and a hefty fine, on top of your other fine if you get scanned... yea...don't shoot the cops at a station :p
Also i use https://coriolis.io/

This is a brilliant tool for working out ships stats, dps for combat builds, etc.
Alas it does not have a "thermal image" of how hot or cold your ship will run. Simply put the thermal increase / decrease of the mods will stack adding or decreasing the heat or "thermal image" of your ship- this is the bottom right hand side of you ui, watch it spike when near a star or boosting(just add heat!)
To get the "raw mod stats" from the site you need to mouse over the mod name itself, such as clean drive 5, dirty drive 5, thermal spread(secondary effect) wtc, etc. This will give you the stats, you can ofc theory craft with inra, and go from module to module, write it down and tally it up, but it is a lot more work and a lot slower than this site.
https://inara.cz/galaxy-blueprint/4/

I hope this helps you

And remember as Hicks said "Stay Frosty"

Ran
 
Quite surprised no-ones mentioned the FDS, that's another cool runner with more space than the DBX

Mainly because of the Unlock requirements for it, but yes all that mass will make is run cold, like a large(very large) steel brick with an engine :p

I also run a Clipper for larger illicit cargo runs, with docking computer to stop it inside the station!
 
Also i use https://coriolis.io/

This is a brilliant tool for working out ships stats, dps for combat builds, etc.
Alas it does not have a "thermal image" of how hot or cold your ship will run. Simply put the thermal increase / decrease of the mods will stack adding or decreasing the heat or "thermal image" of your ship- this is the bottom right hand side of you ui, watch it spike when near a star or boosting(just add heat!)
To get the "raw mod stats" from the site you need to mouse over the mod name itself, such as clean drive 5, dirty drive 5, thermal spread(secondary effect) wtc, etc. This will give you the stats, you can ofc theory craft with inra, and go from module to module, write it down and tally it up, but it is a lot more work and a lot slower than this site.

I find http://www.edshipyard.com/new/ is much better than coriolis for heat calculations, since it does display various heat levels (middle bottom of the outfitting), though I prefer coriolis for most other tasks.
 
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