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  • Madrax573's Avatar
    Today, 1:23 PM · 16 replies and 175 views.
    There is an abundance of tinfoil in this thread. Almost enough that it probably should be moved to the whine forums, erm I mean Dangerous Discussions!
  • Un1k0rn's Avatar
    Today, 9:09 AM · 164 replies and 2617 views.
    "We'll make those first graders pay for it!"
  • Madrax573's Avatar
    Today, 6:10 AM · 18 replies and 507 views.
    You do know that there is a whole sub forum on ships/build/tactics etc? Plenty of stuff on the vulture there mate :) edit: Here's a linky
  • Madrax573's Avatar
    Today, 5:05 AM · 18 replies and 221 views.
    I look forward to seeing the results in a more real world (irony in a computer game about space ships :D ) setting. I'd also suggest doing a few 'standard' fits as well as the % adjustment in heat may well affect other systems in the ship. That way you may also stumble on a new setup directly affecting heat control etc. And if clean tuning is broken as someone suggested above you should be bale to find out roughly how broken.
  • Madrax573's Avatar
    Today, 4:02 AM · 18 replies and 221 views.
    Well going off coriolis a grd 5 clean mod with worst stats (outside of secondary effects) is a 25% inc in power and -25% heat. So by applying them then you effectively cancel each other out. So in terms of heat generation you are just like stock. So for the number. My Vulture with 5A thrusters. Standard is 6.12MW multiplied by 100% for stock thermal load = 6.12MW in terms of heat generation. Grd 5 dirty with 'best' roll is 6.61MW multiplied by 140% for 'best' thermal load = 9.25MW in terms of heat generation. Grd 5 clean with 'best' roll is 7.10MW multiplied by 40% for 'best' thermal load = 2.84MW in term of heat generation. Now from what I've seen the calculation on how heat is actually applied is not this simple but you would have to go a long way for clean drives to generate more heat when best grd 5 rolls are taken into account. An 8% inc in power but 40% increase in heat generation for dirty 5
  • Madrax573's Avatar
    Today, 1:46 AM · 18 replies and 221 views.
    This is again a known factor and that is why I mentioned the large list of variables to factor in such testing, which wasn't demonstrated if you did so. Also remember that the mods affect through % so often the results can be much higher/lower with different grade mods & rates on equipment.
  • Madrax573's Avatar
    Today, 1:42 AM · 18 replies and 221 views.
    The initial findings are valid. But you posted a whole thing about clean being pointless. I merely pointed out that the posted conclusion is far from conclusive given the tests described. Also don't forget that there are lots of different variables in overall heat generation and management. And the modifications themselves are full of random variables that may make the result skewed one way or the other. Now if you were testing them under full load (high g world) with 'perfect' rolls on each drive system on various rated drives etc then you can conclude that they are pointless if the result show it. I personally have seen massive differences in how various ships that I have flown and modded handle their heat depending on clean v dirty drives so I wouldn't agree to oyur statement about them being pointless. Feel free to come back with a great test program and demonstrate if that is what you find.
  • Un1k0rn's Avatar
    Today, 1:24 AM · 164 replies and 2617 views.
    I sell propane and propane accessories.
  • Un1k0rn's Avatar
    Today, 1:22 AM · 15 replies and 186 views.
    Real men fly with NES pads.
  • Un1k0rn's Avatar
    Today, 1:20 AM · 5 replies and 366 views.
    Un1k0rn replied to a thread PSA in Dangerous Discussion
    By crash do we mean task crash?
  • Madrax573's Avatar
    Today, 1:19 AM · 225 replies and 23996 views.
    Back in the Vulture. Mainly because I can't actually decide on 'the one' ship to spend my time in. So I got rid of my Keelback and Viper 4. Using this as my current run about build I did notice that while it's not as fast as my viper IV setup doing a similar role it does boost quicker. Obviously shields and agility spank the viper but I'm not convinced yet that the damage from the large pulse/MC combo beats my viper yet. Time will tell I suppose. The jump range is a total PITA! but I'll go see that lovely lady in Deciat and see what can be done about that, maybe some pp and drive tuning while I'm there.
  • Madrax573's Avatar
    Today, 1:12 AM · 11 replies and 235 views.
    Bi-weaves area a standard shield that you can buy anywhere. They are lower rated in MJ and power etc but recharge much faster etc no PP required :)
  • Un1k0rn's Avatar
    Today, 1:10 AM · 14 replies and 293 views.
    Un1k0rn replied to a thread Ram Tah, i give up. in Xbox One
    The problem with RNG, and why I don't like the engineers, is because it's technically possible to NEVER get the items you need.
  • Madrax573's Avatar
    Today, 1:06 AM · 18 replies and 221 views.
    So in the single set of tests you conclude that clean drives are useless? On a ship that already has good heat dissipation with sub grade thrusters and no other modifications. And on a low g planet (Try it on a 5-6 g planet and see what happens)...hmmm Also don't forget that as you increase the rating the power draw and therefore heat goes up. Then the %'s applied are in effect much greater on higher rated equipment. Now if you ran these tests of a full range of rated drives and with various other mods/setups and the answer came out the same you can jump to the conclusion above but in a single setup test that doesn't cover much other usage then no, I don't agree based on my experience with clean v dirty. I normally go clean drives before even considering dirty drives. The slight performance increase of clean is usually enough for me as seeing as I DO modify my power plant and often my weapons as well and I can tell you in most of the small ships (I usually fly small) the difference in using A rated...
  • Madrax573's Avatar
    Today, 12:43 AM · 3 replies and 88 views.
    Madrax573 replied to a thread Cobra Mk IV Looking for decent Pve build in Ships of Elite
    Welcome to the club! The MKIV is a much under appreciated ship. Here are a couple of fit that I have spent way too many hours in. General Duties BH Lander
  • Madrax573's Avatar
    Today, 12:07 AM · 7 replies and 275 views.
    Mines on a planet are simply bombs :) It takes some practice to be able to complete a successful bombing run but very satisfying to do so. Basically place yourself above a POI with some skimmers. And 'fire' your mines. Making sure that they are on the underside of your ship obviously, or flip your ship over if using a Cobra IV for ex where all HP's are on the top. Gravity will pull the mines down and if they contact a skimmer, BOOM! If not they just bounce around depending on the gravity of the planet. They are also pretty good to take out landed ships and turrets. Place yourself above the target, let loose with the mines as many as possible before bailing out of enemy fire etc and watch your target go pop :D
  • furrycat's Avatar
    Yesterday, 11:11 PM · 194 replies and 7480 views.
    Personally I never had great success at dropping in front of the station despite my best efforts at practising and following the advice from people who claimed they could do it every time. And I'm not talking about the demonstrably untrue station always faces planet type of advice either. With the 2.3 hologram I've gone from being happy to have the slot visible somewhere on the screen to disappointed not to be perfectly lined up. By way of illustration I spliced together a selection of drops from two entries in the Black Riband race. One in version 2.1 and one in 2.3. Both were under race conditions; I was trying my best to go as fast as I could. With the hologram I have much more success. I tip my hat to those who don't need it.
  • Un1k0rn's Avatar
    Yesterday, 10:37 PM · 17 replies and 340 views.
    With the utmost respect to the OP, there's a lot more to atmos then creating assets. Actually, assets are the easiest thing to solve. But there's a much more complex challenge for FD, and that is to recreate a realistic flight model. However far do they want to go? Will they just settle for one or two models for different atmos types, or will it be procedural like most if the game? If the latter, that is a lot of mathematics to be done. I like the OP, but he's looking at this too simply. I mean no disrespect by this.
  • Un1k0rn's Avatar
    Yesterday, 11:23 AM · 28 replies and 434 views.
    Haha! Boy I worded that badly!
  • Madrax573's Avatar
    Yesterday, 7:03 AM · 7 replies and 275 views.
    I've not tried a bomber asp but I know the vipers work excellent for that with the two medium being below and to the back. With two small dumbfire launchers up front and two medium mine launchers they make excellent ground attack vehicles. Bombs away!!!
  • Madrax573's Avatar
    Yesterday, 7:01 AM · 7 replies and 275 views.
    Turning them around won't make any difference in like 99% of the times you fire them. In the case of the OP the mediums as already described will detonate against the ship but the smalls below will be fine. Turning them around wouldn't make any difference at all. I've used mines on most of the small/medium ships and I have not seen any ship where flipping them around would stop them of detonating against the ship if they already do so.
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About Madrax573

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About Madrax573
I like blowing stuff up. And fixing my jeep!
New South Wales
Explosive engineer


CMDR Madrax573

Praeliator of the dark places!

Come check out the daft FA-off pilots!

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