Newcomer / Intro Power Usage Changed

I just refitted my modules to my Python but the deployed power use was above the available power. Before I changed it around a couple of weeks ago it was fine. I have engineered the FSD to G5 and the thrusters to G4 but they are the only changes. I have had to go from a 4A to a 6A power plant?
 
Dirty Drives and Increased Range FSD both increase power load, around 15% or so for each. So that could be it.

Engineering a module also resets its module priority setting to 1, so maybe just needs a re-jig.

But like Ordoruin said, a build would reveal all.
 
As said, Dirty drives and increased FSD range both require extra power. I have clean drives on my mining Python, which work really well. You run cooler when scooping. You can go back to a 4A power plant if you engineer it to overcharged and monstered. First, you have to change your 6a one to the 4A, but then you won't have enough power to fly your ship to the engineer. you can get around that by switching off all the modules you don't need for the trip like this:
 
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I clearly have a lot to learn about engineering! That also explains why my DBX started overheating last time I scooped.
 
Even unengineered FSD, Thrusters with a 4A PP can not support that build you posted unless the PP was engineered overcharged 2, or your priorities shut down something drastic like your shield generator.
 
If you've got the money, you should keep the 6A powerplant - you'll need it later, and eventually you'll want a build that requires moar powaaar.

In fact, if you're mining, you can hit the Borann A2 triple LTD hotspot and put on a 7A powerplant in a couple of hours. I don't recommend it, but it is doable. A fully armed and operational Python (May the 4th be with you) is a beast, but it can be very power-hungry.
 
Just to mention that clean drives actually draw more power than dirty drives (+16% vs +12%), but has a -60% on thermal load at maximal G5.

If you set your priorities properly (such as shutting down the fuel scoop when deploying hardpoints), you should be able to get away with a G4 overcharged on the 4A power plant. No point in overcharging too much when you do not need to. Also, make a habit out of testing out your builds in EDSY or Coriolis before applying the engineering effects.
 
If you've got the money, you should keep the 6A powerplant - you'll need it later, and eventually you'll want a build that requires moar powaaar.

In fact, if you're mining, you can hit the Borann A2 triple LTD hotspot and put on a 7A powerplant in a couple of hours. I don't recommend it, but it is doable. A fully armed and operational Python (May the 4th be with you) is a beast, but it can be very power-hungry.
There is no need in fitting a power plant that is too big, in fact, it will only affect the jump range negatively. My mining Python runs three lasers and has core mining equipment on top of that (including a power hungry 0A PWA). It is powered by a G4 overcharged 5A PP (although G2 would actually suffice - I had it lying around). Swapping for a 7A PP would cost me almost a lightyear in laden jump range.
 
If you've got the money, you should keep the 6A powerplant - you'll need it later, and eventually you'll want a build that requires moar powaaar.

In fact, if you're mining, you can hit the Borann A2 triple LTD hotspot and put on a 7A powerplant in a couple of hours. I don't recommend it, but it is doable. A fully armed and operational Python (May the 4th be with you) is a beast, but it can be very power-hungry.
A Python takes a 7A PP. The 4A overcharged is more than enough for mining, passengers, missions, etc. A 7A for combat gives more options and requires less engineering, without affecting speed and jump range too much, which leaves the 6A in no-mans-land. The 6A PP compared with an overcharged 4A gives the same speed and 1/2LY less jump, so hardly worth the effort to get an engineered 4A unless you want to build the ultimate miner.
 
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Stay a little farther from the star? :)

Heat is a result of the power your modules draw. Lower the draw, lower the heat.

Edit: And the heat efficiency of the power plant and thermal load of the various options.

The DBX gets a lot of flak for it's class 4 scoop. It's also a cool running ship and can be built and engineered to accentuate this, as can any ship. One of my Kraits with a class 5 scoop actually gets a slightly lower scoop rate at the same heat point. The DBX rests at 18% heat. The Krait at 28% heat. In practice, they both get between 250 and 300 scoop rate at 60% heat. if you want to scoop faster, get cooler.

Heat isn't the focus for many commanders, and there are good reasons for that. But it's something I focus on. I like my ships to run cool.
 
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There is no need in fitting a power plant that is too big, in fact, it will only affect the jump range negatively. My mining Python runs three lasers and has core mining equipment on top of that (including a power hungry 0A PWA). It is powered by a G4 overcharged 5A PP (although G2 would actually suffice - I had it lying around). Swapping for a 7A PP would cost me almost a lightyear in laden jump range.
Hmmm!. You don't need a PWA for laser mining. Tests I did show that it's a waste of time to make a multi-mining ship because laser mining is the fastest. Also. the limpets can't keep up with three lasers, which causes the fragments to spread out and push the collection time much higher, so three ends up being slower than two.
 
How do I stop my ships from overheating while scooping because I fitted dirty drives?
Switch everything off that you don't need for travelling. That's limpet controllers, lasers, refinery, DSS, power distributor, cargo hatch, shields and shield boosters. Don't switch the shields and boosters off when you're travelling back loaded with LTDs! Switch off as soon as you leave the station and back on again while you're flying from the star to the hotspots.
 
How do I stop my ships from overheating while scooping because I fitted dirty drives?

I'd go with greater distance from the star too but the 4A scoop needs to scoop for longer to fill up so, potentially, you'll build heat unless you keep an optimum distance. Juggletime.

Personally, when I fit a scoop, I'll plop it in the biggest slot I have*. You should see how a 7A sucks :D

* fully appreciate this is not always viable.
 
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Hmmm!. You don't need a PWA for laser mining. Tests I did show that it's a waste of time to make a multi-mining ship because laser mining is the fastest. Also. the limpets can't keep up with three lasers, which causes the fragments to spread out and push the collection time much higher, so three ends up being slower than two.
According to my own stats, I am mining faster when multi-mining in Borann. The difference is miniscule and within statistical errors. It depends a lot on how you change your behaviour to accommodate both modes. If your hunt for cores takes over your general prospecting, you will certainly mine slower. Based on the miniscule difference I observe, the variation in the mining is well worth it even if the faster dual mode mining is a statistical fluke and the real rate is lower.

It is simply not true that the limpets in a Python cannot keep up with three lasers. I am running 7 collectors and they keep up just fine. With perfect positioning I am even having one limpet hanging back because of lack of collection targets (not always though, so running 6 would be too few for me). Obviously, the number of collectors required to keep up with the lasers strongly depends on positioning relative to the fragment stream.
 
....... the limpets can't keep up with three lasers, which causes the fragments to spread out and push the collection time much higher, so three ends up being slower than two.

I disagree with this - I have 5 collectors on the go with 3 mining lasers and they have no issue clearing up all the mining fragments before any fragments expire. I have checked this several times, targeting the last fragment and watching it decay, they always get collected before they wither and die. ;)

As long as you don't have fragments spurting-off in all directions and so having more travel time for the limpets then I can't see a problem - I try to have the fragments come off in a steady stream and ensure I am close and move above them on depletion - things seems to run smoothly.
 
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