Type 7 Heavy jumps too close...

The thing with the T7 it has almost god like ability to defeat interdictions by NPCs its major failing is it just doesn't fit on a medium pad.

Not so much failing as bug. This single trait makes it almost useless. It wouldn't even be a candidate for mining if the dropship weren't pretty terrible.

I was gonna say it's clearly not a medium ship like the Type 6/Keelback. But then I realized I don't know for sure if they are medium ships either. So this thread made me look up the Type 6 and apparently it's the same crap.

starshipengineeringd.png

Even if you make the height argument, the height is so close with the Type 7 to the medium hangar that it has to be unintentional. I don't know the hangar difference for the T6/KB.
 
Is this true? I thought it was heat efficiency that mattered above all else. I used to go exploring in an anaconda with 2A plant in it just fine. All A rated plants have the same efficiency afaik

Another thing that may reduce your heat close to stars, probably not really applicable here but, clean drives.
Yes but you probably had 'D' grade components on everything else which would make a difference. But if you have A grade on everything it would be a different story.
 
The thing with the T7 it has almost god like ability to defeat interdictions by NPCs its major failing is it just doesn't fit on a medium pad.

Too bad trade missions spawning intedicting NPCs could be done solo with Krait with some cargo space, and the ability to directly and easily fight the NPC for the bonus. While using medium pads.

Too bad wing trade missions completely washed away the 300+ T trade missions.

Too bad aid bulk hauling or smuggling could be done in a T9.
 
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Only in the hands of milk drinkers. My Type-7 is the most beautiful, elegant, cool-running ship in the 'verse!

I'd rather drink milk than invest dozen of hours on engineering to fix flaws in a ship FDevd didnt touch for years. Post a pic of your military grade fully engineered coffin suit here if you dont feel the same.
 
I'd rather drink milk than invest dozen of hours on engineering to fix flaws in a ship FDevd didnt touch for years. Post a pic of your military grade fully engineered coffin suit here if you dont feel the same.
It did get a buff, it now has class 5 PP, shields plus increased cargo capacity. Before it had only class 4 components and less cargo capacity than the Python. But I have to admit I would rather go with the Python in any case as it still can dock at outposts.
 
T7 is a flying coffin. .

That is an ancient tale from early cmdrs, anyone who thinks the T7 is a flying coffin, probably shouldn't be flying freighters (or any ship in ED)

@Op - Stock T7 runs hot if you are the kinda cmdr that likes to mash that FSD spool up button as soon as the cool down has finished.

You have a few choices -

A. keep the ship stock (A rated PP) give the ship a few seconds to accelerate away from the star before charging the FSD, it is a cargo ship, a few extra seconds on each run is not going to make a big difference.

B. Add some minor tuning to the thrusters/PP to increase heat efficiency. Doesn't take much to keep the heat down.

C. If you use a Guardian booster, keep it offline unless your trade run actually requires the additional jump range.

D. Consider fitting a couple of heat sinks (can also be used to break scans when you have dodgy cargo onboard) learn to time each coolent purge, you can time it to also retain 0% heat on arrival at the next star (You'll arrive with canopy iced up)

These older freighters require a little extra TLC
 
Before you travel anywhere that needs frequent scooping, put 4 pips to engines and 2 to shields then switch off the power distributor, cargo rack, weapons and everything that you don't need for travelling. That includes shields and boosters if you go exploring. The lower power consumption means you don't heat up as quickly when scooping., so you can scoop for longer and not have to worry about smoke or flames.
 
And you can have ingame footage too or will it need a few hours of ship transfer to get this brick with unengineered powerplant and 64T of cargo space ?
I literally threw it together in 5 minutes and didnt bother to engineer the core stuff, armed frieghter
 
Update; was able to upgrade to a 5G, huge improvement over the 4E. Funny they don't engineer these things at the factory to avoid being incinerated. I jumped into a Quasar with my Cobra 3 and had to move fast to avoid becoming a comet. Not sure I would've had that margin with the 7 if I did it with the 4E.
This game freaks me out in VR.
 
I seem to remember putting mine layers in the top and bttm hard points on mine. If you put them in the front they hit the ship as soon as they launch.
 
That is an ancient tale from early cmdrs, anyone who thinks the T7 is a flying coffin, probably shouldn't be flying freighters (or any ship in ED)

And here comes the thought police.

Say would you recommend T7 for people starting the game? Can you write an essay about that. Funny also that you snip my comment and proceed to dispense the same advices.
 
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