Ships Krait Phantom Long Range Exploration and Science Vessel

Why do none of you guys use kinetic resistance on the shields. What use is thermal resistance and explosive resistance when you don't fight anything with an explorer?
 
Why do none of you guys use kinetic resistance on the shields. What use is thermal resistance and explosive resistance when you don't fight anything with an explorer?

Why kinetic?

Resistances do not matter for an exploration build
Collisions (and ramming) do absolute damage. So what matter for an explorer is raw megajoules and 4 pips to Sys in case of a crashlanding (and hopefully they dont run with the PD disabled to save power/heat so they cannot move pips from Eng to Sys)
 
Why kinetic?

Resistances do not matter for an exploration build
Collisions (and ramming) do absolute damage. So what matter for an explorer is raw megajoules and 4 pips to Sys in case of a crashlanding (and hopefully they dont run with the PD disabled to save power/heat so they cannot move pips from Eng to Sys)
Thanks. I didn't know that. I had always assumed collisions caused kinetic damage, so in most cases reinforced is best?
 
Thanks. I didn't know that. I had always assumed collisions caused kinetic damage, so in most cases reinforced is best?

Depends on the build - i use either enhanced low power or reinforced for smaller ones

For example, my DBX is normally using 3A enhanced low power
But my Phantom is most likely to use 5D enhanced low power or if i need the larger slots for something else, i might use a 3A reinforced
 
Depends on the build - i use either enhanced low power or reinforced for smaller ones

For example, my DBX is normally using 3A enhanced low power
But my Phantom is most likely to use 5D enhanced low power or if i need the larger slots for something else, i might use a 3A reinforced
I used thermal resisitance thinking it would help if I get too close to a star while refueling or jump into a WD or nuetron star too close. am I wrong about that?
 
I used thermal resisitance thinking it would help if I get too close to a star while refueling or jump into a WD or nuetron star too close. am I wrong about that?
I think logically it should help, but AFAIK it does not.
Only powerplant efficiency and low energy usage vs. powerplant capacity do.
 
I used thermal resisitance thinking it would help if I get too close to a star while refueling or jump into a WD or nuetron star too close. am I wrong about that?

As been said, it doesnt work like that.
Shield and hull resistances work only against weapon attacks. Collisions and ramming are doing absolute damage (resists are ignored), Some weapons also have an absolute damage component (plasma is 60% absolute, 20% heat, 20% kinetic)

Thermals on a ship depends only on 3 things:
  • the power efficiency of the powerplant (the lower the better)
  • total power consumption for everything else in the ship (less power used, less heat generated)
  • heat dissipation characteristic - this is different for every ship - DBX/DBS used to be the best small ships, after being "fixed" the Dolphin trumps them now
 
silent run ?

Silent Run means all the thermal exhaust vents are closed so the heat is not evacuated - how fast the ship overheats still depends on the same 3 things (pp eficiency, power consumption, thermal capacity of the ship)
 
Silent Run means all the thermal exhaust vents are closed so the heat is not evacuated - how fast the ship overheats still depends on the same 3 things (pp eficiency, power consumption, thermal capacity of the ship)
So according to YOU the overheating rate will be the same ?
 
So according to YOU the overheating rate will be the same ?

Well, not sure what you mean by that

The ship is producing heat, right?
With silent run the heat is not being vented out and it keeps building up and sooner or later it will overheat the ship
In normal operation the heat is being vented out.
The ship will build up heat and the temperature will be raising only if the heat produced by the ship is bigger than what the ship can dissipate

So to conclude, with silent run on, a ship with crap pp efficiency and high power usage will heat pretty fast
While a small ship (lets say an Adder) with g5 low-e pp having everything disabled except the 1E life support, will take a loooong time to overheat.
 
Well, not sure what you mean by that

The ship is producing heat, right?
With silent run the heat is not being vented out and it keeps building up and sooner or later it will overheat the ship
In normal operation the heat is being vented out.
The ship will build up heat and the temperature will be raising only if the heat produced by the ship is bigger than what the ship can dissipate

So to conclude, with silent run on, a ship with crap pp efficiency and high power usage will heat pretty fast
While a small ship (lets say an Adder) with g5 low-e pp having everything disabled except the 1E life support, will take a loooong time to overheat.
I mean the ship's overheating is affected by the silent running.
 
@Northpin
so with this build

are you saying that the resistance for explosive, kinetic, and thermal aren't as important as the HP for absolute, explosive, kinetic and thermal and those MJ numbers are what I should be improving on my build? Also what does "resting heat' mean? Is that just the normal heat the ship generates when cruising?
Thanks in advance for the help.
PS this is the build I used on my last expolration journey up to Empyrian Straights - Arcadian Stream and back.
Also, The ship jumps a little further than coriolis shows.
 

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Just putting mine out there, does what i need it to, i dont need cargo, decent range and protection, heat isnt an issue it gets you where you want to go.
I put the cargo rack and and bust lasers in case I ran into a guardian site or tower I could collect needed items and blue prints. I don't have the FSd booster yet.

Aslo, 4D thrusters will get you 1 ly more of distance in that build.
 
are you saying that the resistance for explosive, kinetic, and thermal aren't as important as the HP for absolute, explosive, kinetic and thermal and those MJ numbers are what I should be improving on my build?

yes, for an exploration build that is not supposed to engage in combat - only the absolute values for shields and hull matter (134mj shields and 428 hull in your case) - which IMO is way to low to survive a crash landing (or boost-bumping some natives that can populate a NSP)

not sure about the resting heat - i always ignored that (however, if you go to use edsy, they do offer better heat values)

Anyway, if that build worked for you... it's ok, but i would have not used it
my take at your build - as you can see
  • better pp efficiency (0.35 instead of 0.84, so lower overall heat),
  • almost 3 times better shields (5d low power and 0E heavy duty shield booster),
  • better speed (5D drives instead of 4A - but normally I'd use 4D Drives),
  • and all these gains came with a slight increase in jump range 54.02 vs 53.69 (in Coriolis values)
 
yes, for an exploration build that is not supposed to engage in combat - only the absolute values for shields and hull matter (134mj shields and 428 hull in your case) - which IMO is way to low to survive a crash landing (or boost-bumping some natives that can populate a NSP)

not sure about the resting heat - i always ignored that (however, if you go to use edsy, they do offer better heat values)

Anyway, if that build worked for you... it's ok, but i would have not used it
my take at your build - as you can see
  • better pp efficiency (0.35 instead of 0.84, so lower overall heat),
  • almost 3 times better shields (5d low power and 0E heavy duty shield booster),
  • better speed (5D drives instead of 4A - but normally I'd use 4D Drives),
  • and all these gains came with a slight increase in jump range 54.02 vs 53.69 (in Coriolis values)
Cool, I'll look into getting the Krait more like that build. Thanks, again.

BTW, I did drop into one heavy gravity planet and bounced hard on the ground losing all my shields and about 50% damage to the ship. Thought I was done for but lucked out.
 
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Cool, I'll look into getting the Krait more like that build. Thanks, again.

BTW, I did drop into one heavy gravity planet and bounced hard on the ground losing all my shields and about 50% damage to the ship. Thought I was done for but lucked out.

When you do realize you're going to crashland, you really need to remember to put 4 pips into shields - it may be the life saver
However, in a Phantom, i'd usually run with pips 4-2-0 all the time
 
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