COMPLETED CG Support the Alliance's Expansion into the Coalsack Nebula (Trade)

Status
Thread Closed: Not open for further replies.
My main problem with T9 is it's dog jump range. I think for this CG, w/o fuel scoop you'd need to do something like 40-50 jumps (optimising for fuel). Which is about an hour each way.
Certainly not. You don't have to stuff a T9 to the gills to outperform a Conda at hauling. For long range work I'll go with a 7D shield, 6A scoop, size 5 GFSDB - with the usual engineering that yields over 30ly laden range for over 512 cargo and never stopping to refuel. Only the Cutter beats it for long range hauling throughput.
 
It seems like a Jumpconda was the best ship to use for this, not a cutter.

I had my jumpconda with 400t cargo, and a class 4A fuel scoop. The class 4A fuel scoop works just fine, when you only have the stock fuel tank.

This allowed me to get 48ish ly jump range on the way there(9 jumps), and 71+ly on the return trip. That return trip is a big deal, as It's so much faster(reurn trip only takes lve 5m, where the trip there, takes almost 15m). That time saver even allowed me to get top 25%(and probally the upper end of that, at that).

I can't wait until I can try that FSD on my Phantom :) Sigh but I take it we need to wait until maint, to get the module reward(got my 30m credits, but didn't give me the FSD).

Still the Cutter is better.
I used this build for WHN repairs - and that is farther than Coalsack. And we had no Carriers back then.
736t cargo, 50ly jump range empty and 35ly fully laden. Fast enough to submit and boost out of the random pirate interdiction.

The xeno stuff was to scan the eventual Thargoids that were hyperdicting me - to get thargoids ship scan data... useless i know :)
 
Still the Cutter is better.
I used this build for WHN repairs - and that is farther than Coalsack. And we had no Carriers back then.
736t cargo, 50ly jump range empty and 35ly fully laden. Fast enough to submit and boost out of the random pirate interdiction.

The xeno stuff was to scan the eventual Thargoids that were hyperdicting me - to get thargoids ship scan data... useless i know :)


Oh ok, shocked you got anywhere near that, while carrying over 700 cargo, thought it would be more like 25ly
 
Well, that was an intense finish.

A friend and I were in a wing loading building fabs to a carrier around 1800. Got the message via Discord that the system was stripped clean and jump would commence in 15 mins. We each went to neighbouring systems for a final fill and missed the pad lockdown. "I'll race you to Nysa" I said, which was fun and tense as I had the advantage in jump range but had to pause to scoop more fuel.

I reach the system first and my scanner is overflowing with hollow contacts, most square and a couple of triangles. Crap! I forgot I was in open. Tension ramps up as I supercruise to Nysa, dropping from SC as my friend's blue marker appears by the star. The transition is slow... Will I disconnect and lose the chance to make a final delivery? No! I escape the orange sidewinder!

Amazingly I get docking permission in less than a minute and as I unload I see my wingmate taking damage. Fortunately he escaped the NPC and we proceed to unload the carrier.

I've delivered my cargo from the carrier and am about to call it there to go and eat when system chat informs me of another carrier selling ~11000 power converters. Ah, what the heck. I'll take two loads from there too. Finished on 13,000 with minutes or seconds to spare.

Many thanks to the carriers I loaded and unloaded, and to all the community spirited fleet commanders who were posting their movements here. I think carrier bagging will become a thing.

I'm also quite pleased with my long range T10 build and will share it when I have time later in the week.
 
My main problem with T9 is it's dog jump range. I think for this CG, w/o fuel scoop you'd need to do something like 40-50 jumps (optimising for fuel). Which is about an hour each way.

5H Guardian Booster, 704 Ton no shields, 4A Fuel Scoop, 28-37 Jump Range - 13 Jumps from Adit, 10 on way back, often had to jump 4 more to fill up though. Prob wont fly shieldless in a hurry again though, some of it was hairy, especially when the submit failed and got the extra time penalty.
 
What's the jump range?

My main problem with T9 is it's dog jump range. I think for this CG, w/o fuel scoop you'd need to do something like 40-50 jumps (optimising for fuel). Which is about an hour each way.

With a conda (fully engineered FSD, Guardian jump extension, fuel scoop, small shields) , I was able to do a run in 20 minutes each way (7 jumps to MDR, 5 back, little fuel scooping on the way there), with close to 300 cargo . So on the per/hour cargo I'd have done about twice as much in my conda.

It seems like a Jumpconda was the best ship to use for this, not a cutter.

I had my jumpconda with 400t cargo, and a class 4A fuel scoop. The class 4A fuel scoop works just fine, when you only have the stock fuel tank.

This allowed me to get 48ish ly jump range on the way there(9 jumps), and 71+ly on the return trip. That return trip is a big deal, as It's so much faster(reurn trip only takes lve 5m, where the trip there, takes almost 15m). That time saver even allowed me to get top 25%(and probally the upper end of that, at that).

My T-9 was getting approximately 28.5Ly fully loaded and 42Ly empty, helped by a 3H GFSDB, with a 5A fuel scoop (which refills the tank by the time I'm lined up for the next jump, so no stopping for fuel), 680t of cargo. Pig slow though at 159m/s, 243m/s boost (which I can do once every 14 seconds or so). The above Anaconda would do 3x 400t per hour, with a 20 minute round trip, I was getting 30 minutes for a round trip, so 2x 680t an hour - 1,200 vs 1,360, so not much in it but a win for the T-9 on those rough maths. On the single hop loops when loading/unloading a carrier I was struggling to keep up with the Cutters in my wing, as they could get in & out of the stations mass lock area faster.

My t-9 isn't fully engineered though (I've not got anything fully G5) and I had to have a very small power plant and distributor to get those stats, not even enough power to leave the distributor powered up, so I set it where I need it (2SYS, 4ENG) and switch it off.
 
I used this T9 build for this CG and was very satisfied. 9 jumps back to bubble empty, no stops for refuel, and 13 jumps back to Coalsack fully loaded at 672 tons. On the way back to Coalsack, I kept skimming the stars to refuel while aligning with my next jump. Managed to do 21000 tons in total, of which prob 6720 with the help of different carriers (thanks commanders!).

T9 Build

After the CG finished, I built this Cutter for next time. Almost same cargo load (16 tons less) but faster boost, better fuel scoop and better jump range (and prob better maneuverability in SC).

Cutter build
(engineering is work in progress on the Cutter)
 
Last edited:
I was bored last week and made a jumpaconda. Watch commander mini on YouTube to learn how. 😘
 

Attachments

  • Screenshot_20201107-232634.png
    Screenshot_20201107-232634.png
    702.2 KB · Views: 82
ded gumit yall. I go away for 1 day at 75% was gonna come back and get it to 25% and yall sum-bitches over achieved.No special FSD for me. yall beat everything you know that....
 
Barely missed the 25% cutoff by like 1000 tons. Wasn't able to make it to the CG until Saturday night and it finished within 12 hrs. Sad to miss out on the double engineered FSD... hopefully there's another CG in the future that will offer it as a reward again.
 
Barely missed the 25% cutoff by like 1000 tons. Wasn't able to make it to the CG until Saturday night and it finished within 12 hrs. Sad to miss out on the double engineered FSD... hopefully there's another CG in the future that will offer it as a reward again.


Ya I think Fdev set the goals a little low for how many people jumped on the events, they barely lasted half their time limit before getting completed.
 
Using somebody else's Cutter is the best, for me. :)
This!

And I feel the enormous economical power of the FC marks the end of an era.
No independendent freelance commander has any chance (at all) to compete with FCs at ranges +300 LY , no matter how he tricks out his Conda/Cutter/T-9.

I started out refitting my trusty Anaconda for long range hauling. Trying to stick to the old ways like a true Samurai (or the Dodo?).
After 4 tiresome runs - realizing the futility - I turned to loading FC's following the old rule "if you can't beat them, join them". And the co-operation involved was fun and lead to more immersion, as some FC owners reached out on the board etc. . Loading in open led to friendly encounters (and friendly bloopers around the Mailslot) with other CMDRs also busy hauling.
In the end due, to RL matters (wife and kids), I never got a chance to unload an FC and profit for the CG. The FC I had loaded for hours was already emptied when I got a chance to play again.
And it dawned on me that all the regular CMDRs are now just "hired" hands at the mercy of the FC owners. (At least if they wan't a chance for a reward in hauling CGs in the current format)

The only idea to give regular commanders hauling CGs with a chance would pprobably be shorter ranged hauling (max. 150 LY?) to Outposts in Systems (Sectors?) locked locked for FC's due to too heavy Thargoid presence or some such...

Still - congrats to the winners of this CG!
 
My Cutter was more multi-purpose, so I happily destroyed any Elite Condas or T-10s that were "looking for me". FdLs I just burned up in the sun or left in my wake as they don't pay enough or drop decent enough mats to make it worthwhile stopping. I'd just honk, scoop and jump and make it there in 12 jumps and back in 9, half an hour round trip would allow enough time to grab a drink, recycle the last one and catch up on the forum before heading out again.



With 650t I easily made Top 25% (because I had the time to invest). Once I'd signed up as crew on the Hyperion and taken out the Fuel Scoop and FSD Booster I had 730t, but even with the Carrier set to Friends only I'd often only get 2 unload runs in as we were all in Cutters or T-9s; so the Carrier wasn't the game changer some people seem to think it was.

It was a very different experience operating with the Carrier and I enjoyed the variety and the company. I empathise with the Carrier owners who have to work with the limited tools available, especially in multiplayer, but I guess we all learnt lessons which will hopefully make the next one run smoother.
 
From my stand, as a fresh FC owner ( I only have mine for less than 2 months) I can say this was - and it is, still - a learning curve - I enjoy a lot the co-op mode in this kind of CG, and the satisfaction to see my objective achieved AND help others to do the same was more than enough to enjoy the game even more;
I learned more this CG, especially when it comes to help other players - and I am sure next time I will perform better, more effective on this direction.
The Forum here was a great help, you guys manage to maintain an atmosphere alive, with adrenaline, and is nice to be part of something bigger.
In the end was a win-win situation for almost all of us, a great distraction on this disturbing period of pandemic situation....

Thank you all, guys , for making this community shine !
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom