1g/h Planetary Vehicle Hanger +SRV

How about a smaller weaker hanger bay along with a smaller weaker SRV. It could be a severely weakened SRV that is only allowed in this SRV bay or the only one that fits. This would be the explorers ultimate bay.

Bays: (optionally/Preferably!)

1H:
Mass: 6t (5t)(4t)(2)
Power Draw: 0.15mw
Bays: 0.5(half sized)

1G:

1H:
Mass: 3t (2.5t)(2t)(1t)
Power Draw: 0.45mw
Bays: 0.5(half sized)

*I put this at 2/4t but even something as small as 1/2t would be useful for exploration.

SRV:

Size: 0.5

A half sized severely limited SRV. Less capacity, single turret, maybe better accuracy. It would be utility oriented for exploration instead of half combat. Basically the same SRV but lighter and weaker with some focuses for explorers like single turret instead of double with better center aim. Less ammo, less fuel, less health, etc. But better for gathering materials and things done in the deep void. It would be weaker in combat as a compensation, but maybe better as a lighter support weapon like a scout. This SRV would only fit in this bay. Or be the only one able to fit in the bay. Unless other version were made for the half sized bay.

no shield generator or distributor. single gimballed gun, no turret. 3D printed like the SLFs.


Optimal anaconda build: (this new with bay)


Current potential build:


I guess I save weight if I don't need boost for landings. Then I can mine for resources. Can you get all jump materials or just basic ones with a laser? I guess landing is the most dangerous thing for an explorer ship. I've only died landing and from one neutron star accident. 8)

Apparently mining for resources in a space limits you too only 25% and 50% jump ranges... So, this would help gain a lighter means of getting +100% jump range for explorers.
 
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Lighter and weaker srv.. Lol. That's silly.

You're better off using your size one slot for something else and using a regular bay. If you can't fit a 2G vehicle bay and deal with it in your fitting I think it's flawed. It won't make an appreciable difference to jump range.
 
I'm trying to make an anaconda with max jump of at least 82.68ly without loosing full features. The weight cannot exceed 502.18t total.

https://s.orbis.zone/2rjz <- 3t version

The only thing now i can sacrifice is the PD and I can do it but without boost capabilities for landing. This would help reduce the weight. In fact if it weighed 2.5t/5t it would be better as it's the same weight as going from 3.6-.45t.

I figured this might be better as it would be nice to have a more exploration featured SRV with some better features for material hunting. So, why not a lighter bay and the rest and make nicer exploration builds also. It makes exploration nicer all around.

https://s.orbis.zone/2rk8 <- 2.5t version

That is a completely featured one(only 2.5t) with boost and a plasma slug rail gun and full features for hunting down materials in colonized space. The question is how much power will the new supercruise assist draw. I plan on using the heck out of that for my exploration! 8)

no shield generator or distributor. single gimballed gun, no turret. 3D printed like the SLFs.

That sounds good. The Shields do nothing outside of combat and it's single instead of multi-purpose, so it doesn't need a distributor. That is perfect.
 
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I'm trying to make an anaconda with max jump of at least 82.68ly without loosing full features. The weight cannot exceed 502.18t total.

So Fdev should add new especially tailored features to the game so you can achieve this singular goal?
Perhaps you ask too much. :)
I predict that the chances of this happening are very slim indeed.

I do hope that in the future FDev will add a few new SRV types.
A fast skimmer-like explorer, a heavily armoured combat SRV, a mining SRV, perhaps an amphibious SRV (atmospheric planets) etc. etc.
 
About your anaconda build:
  • Your shield generator has an maximum mass that is too low for your ship. Either reduce the engineering to G2 instead of G5, get a bigger shield generator, or go shieldless.
  • Your 2D power plant struggles to give enough power output for your ship. Turning off critical modules (i.e. sensors) is not good solution. Either get a bigger power plant (A-rated typically have the best power/weight ratio), or decrease your power requirements.
  • Use G1 clean instead of G1 dirty on your thrusters, you'll give yourself an extra 5 tons of space to work with and reduce your power requirements and heat output.
  • Bring a heat sink launcher, they only wight 0.2 tons with G5 lightweight. It will keep your ship from melting if you accidentally run into a star.
  • If you can find a size 2 corrosion resistant cargo rack, use that instead of a normal one. It will keep you ship from melting if you pick up any hazardous cargo.
  • The amount of use you will get out of the collector limpet and docking computer is questionable. You may be better off leaving them behind.
  • Consider bringing a small (1A or 2A) secondary AFMU to repair your primary AFMU. You'll probably use it very rarely, so it may not be worth it.
Basically, I would set up your ship like this: https://s.orbis.zone/2rs0
You'll lose 0.43 ly from your setup (82.25 max instead of 82.68), but you can fit everything you want to bring, including an SRV (no need for an new module). You can mount the collector limpet and docking computer that I took out, but it'll cost you another 0.01 ly.

Considering that I can tweak your setup to only use existing modules and engineer modifications, I would say that you really don't need a new SRV bay in the game to make your build work.

Yes, I would like to see more SRVs in the game, but this seems rather unnecessary to me. I'd much rather see new SRV types (mining, hover-tank, skimmer, etc...) than a convoluted, tacked-on addition that doesn't make much sense and doesn't offer any new gameplay.

Edit: added a plasma slug railgun to the Coriolis build, changed the numbers accordingly.
 
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About your anaconda build:
  • Your shield generator has an maximum mass that is too low for your ship. Either reduce the engineering to G2 instead of G5, get a bigger shield generator, or go shieldless.
  • Your 2D power plant struggles to give enough power output for your ship. Turning off critical modules (i.e. sensors) is not good solution. Either get a bigger power plant (A-rated typically have the best power/weight ratio), or decrease your power requirements.
  • Use G1 clean instead of G1 dirty on your thrusters, you'll give yourself an extra 5 tons of space to work with and reduce your power requirements and heat output.
  • Bring a heat sink launcher, they only wight 0.2 tons with G5 lightweight. It will keep your ship from melting if you accidentally run into a star.
  • If you can find a size 2 corrosion resistant cargo rack, use that instead of a normal one. It will keep you ship from melting if you pick up any hazardous cargo.
  • The amount of use you will get out of the collector limpet and docking computer is questionable. You may be better off leaving them behind.
  • Consider bringing a small (1A or 2A) secondary AFMU to repair your primary AFMU. You'll probably use it very rarely, so it may not be worth it.
Basically, I would set up your ship like this: https://s.orbis.zone/2rs0
You'll lose 0.43 ly from your setup (82.25 max instead of 82.68), but you can fit everything you want to bring, including an SRV (no need for an new module). You can mount the collector limpet and docking computer that I took out, but it'll cost you another 0.01 ly.

Considering that I can tweak your setup to only use existing modules and engineer modifications, I would say that you really don't need a new SRV bay in the game to make your build work.

Yes, I would like to see more SRVs in the game, but this seems rather unnecessary to me. I'd much rather see new SRV types (mining, hover-tank, skimmer, etc...) than a convoluted, tacked-on addition that doesn't make much sense and doesn't offer any new gameplay.

Edit: added a plasma slug railgun to the Coriolis build, changed the numbers accordingly.

1. There is a glitch with coriolis where enhanced low power lowers max mass. It doesn't actually do this in game. It keeps it's default maximum mass when lower. What I'm not sure is if there is a way to raise the maximum mass. That would be useful for some other ships in other situations. I think I've played with it, but I don't remember the results. THIS MEANS YOU CAN SAFELY USE MAX ENHANCED LOW POWER WITHOUT WORRYING IN GAME!! :D I was very happy when I realized this. I used to use the same 1.33t shield setup. I don't think a lot of people realize this. I bugged reported this to Coriolis but it hasn't been fixed yet. They may not have seen it. (Check your shield in game. It will say the same max as a basic 3d and not what Coriolis says. Shields never go below default max hull mass for fitting purposes. Devs have confirmed this. So, have I personally.)
2. As far as I know, sensors are only needed for localized objects like picking up cargo and for contacting stations to dock. So, you can get away with this. I'm not worries about the PD either if I'm not landing because I don't have to worry about the annoying PIP changing from the computer. This would basically be a deep space build only. Although if the game changes more in the future I might want to be able to land. Let alone get the resources for 100% jump boosts in deep space. But as I die too easily landing I don't mind not landing until the game gives me more reason too potentially. I avoid it now at all cost.
3. I've never run into needing it. And I'm hoping the 2A would deal with the rest. I currently use 2D with no problem and 0.94 efficiency because it lets me use a 0.9t PP. 2A is minimal power basically but it works. Not sure if I can keep a heatsink powered in a useful way with a 2A like this. I might with the 3D but it's iffy because I currently use shields and other things. I always try to fit one in though.
4. I'll look at the clean. I think it does use more power draw though. I think that is one of the dirties advantage. Clean does it the official way costing power. Dirty does it the dirty way costing heat. And I'm never in a mode where the engines matter. So, the extra power is good. Plus dirty is faster by a hair and takes less materials to get the same result. I'm not too worried about weight unless I need it. I keep 4d engines of all varieties back at my home base. I'm never sure which build/engines I want. I'm currently using 4d 1xReinforced/Drive Distributor. It has 520t limit. It's nice for really hefty 4d engine setups. I'm going to have to make more engines though. Probably Clean at 1x/2x/3x along with dirty at 1x/2x and all with drive distributor. I have the highest value of those atm at my base.
5. I was thinking along those lines originally. I Haven't unlocked them yet though. It's primarily for the 4 limpets from synthesis.
6. Docking computer I use a lot. My ship doubles as a resource collector when back in the bubble to make engineering changes.(And I dock for extra safety to dump data for rep and taking screen shots of FSD#Stations for other reasons.) Or yea, I wouldn't use them. It's an all purpose ship while being as light as possible. I don't really need the fuel transfer either but I think it's useful for some missions for rep and stuff potentially. I'm exploring for rep gain and whatnot also. Odd quirk of my builds. I do mostly gather by hand though, but I like having it there and it's only 0.2t.
7. I fill all empty slots with AFMU's. It varies from 1-x. I tend to bring the bigger ones since I don't use the slots and I can always turn them off in power rank 1.

The SRV idea is becuse at max you can't currently get 82.68 jump range with PD booster ability with a 6t srv without sacrificing things. It would allow a build with boosters to also have the ability to gather stuff for 100% jump range boost as those can't be gotten from asteroids. It would complete exploration ships like the anaconda and let them do everything they need in the end without sacrificing aspects of the game.

If fact, if you notice, the tier5Enhanced low power/stripped down shield uses the exact 1.2mw for it's regen as the 4d Tier5Engine focused/ Stripped Down PD. They fit perfectly together giving proper shield support.

The idea is to allow both that the shields and srv without loosing max jump to get to a certain known system for the best exploration abilities. Pluse I hate the guns on the current srv for gathering stuff. Wastes ammo etc. A nice lighter single bay alternative would be ideal and make all situations better for ultra end game builds and dedicated explorers.

I'm going to change from my 2d to a 2A with monstered when back in the bubble to try it out finally and see if it help speed up exploration in any way. I originally wanted it. But I think it couldn't support the shield and bay and I changed it out for the extra versatility of landing. Which I don't do much anyway. Still want a light way means to do it just in case though. The current options are a little too heavy to make certain areas convenient to explore. I don't like using jump boost if I can avoid it.
 
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1) I actually had to go look at this in-game. As it turns out, you are correct, ELP does not lower maximum mass.
2) I'm not exactly sure HOW sensors work, so I'll take your word on it. As it stands you should be fine with a bit of clever manual power management, but I would be REALLY uncomfortable without sensors.
3) You should be able to keep a heatsink powered with a 2A. Also, don't bother with a 3D, it has more mass and less power than the 2A.
4) G1 clean doesn't actually have a power draw increase. the only thing you lose is 2% optimal mass, which is less than G1 dirty with its 3% loss. Sulphur is not that hard to come by either.
5) I believe you can only get the size 2 corrosive resistant cargo racks from Palin's base. If they're not there, you probably can't get them at all.
6) That's fair, I guess. I would still probably leave the extra mass behind if I knew I wasn't going to be in the bubble for a while and was that desperate for extra jump range.
7) I've been told that that is the proper thing to do, the extra AFMUs can absorb heat damage.

I'm still not exactly sold on your idea. Yes, it's an "endgame" tool, but it's not that useful overall and is really just a variation of an existing module. On a scale of meta-alloy HRP to seismic charge launcher, it falls right around the enzyme missile racks in terms of offering new gameplay. I just don't see it being that useful for anything other than increasing the explorable area of the galaxy from 99.9999900% to 99.9999901%.

If we get new SRVs, I would much rather get some form of meaningful variation that gives new gameplay.
 
Actually, Coriolis does say clean 1 is cheaper power wise... So, I might have to switch to that. Unless that is not accurate again.

Another reason is that with atmospherics coming it might be nice to have full ground exploration gear. I can do easily with space only now. But it might be more interesting later. So, lighter optimized exploration gear might become more useful as time goes on. Or I wouldn't personally be surprised. As is, it removes you from getting resources for the 100% jump boost. And if you have ground exploration gear you want booster capability. This adds about 9t minimum to any build compared to 1d PD and no PVH. It will be desired later I'm guessing if not now for the jump booster. I just hate having low jumps for those edge areas where you need higher jump range to just get around. I already explore directly below the bubble like that and you need at least 81-82 to get around comfortably. And every drop of jump makes it easier to get to new areas. It's a nice place to explore though.

This is my current build: https://s.orbis.zone/2rw5

I think I had a slightly lighter one when I was exploring at the extremities below the bubble. Probably no shield and no PVH. But I don't remember.

Edit: I just noticed something else. Coriolis has tier 5 light weight for Life Support now. Was that added? I know some new engineering stuff was opened up but I wasn't aware of that one yet. It says Etienne Dorn. That will help if true. Although the wiki only says tier 4 for lifesupport and he's out in colonia... Still might be easier than getting Jameson and now won't require combat to get. I guess that reopens the idea of no combat rank to find raxxla.(a bit off topic!;d)

Edit2: Even with the new potential tier 5 life support mod you still can't get it with boost capability, 2g PVH, and a shield: https://s.orbis.zone/2rxw Although it is really close. At this point any of those designs would be light enough for a full 82.68ly anaconda build. I'm also not including the 1.1t fuel in the fsd. So, you want the max range higher than that to jump practically I'm assuming. Either way, we are now 0.08ly short of that potential. This sort of addition would allow full feature builds to be supported with ease.

This sort of design would help immensely in max range builds. The lighter the better. The point is for very serious exploration ships. And convenience for explorers/resource harvesters.
 
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Small pad ships should have optional wheels instead of landing pads, then you just use your thrusters to get around and launch limpets to gather mats.
 
....
I guess that reopens the idea of no combat rank to find raxxla.(a bit off topic!;d)
....

Remember, in the original version of Elite, you only needed a 7ly jump range to be able to get to Raxxla.

I'm sure there's an interview somewhere with Braben sometime before engineers where he says that Raxxla was already in the game and was reachable (I may be wrong though).

I don't think you need a max-ed out jumpaconda to be able to get to Raxxla....
 
Small pad ships should have optional wheels instead of landing pads, then you just use your thrusters to get around and launch limpets to gather mats.

Yea, I was watching videos of the old games and noticed everything had wheels instead of landing struts. That would be interesting.

Remember, in the original version of Elite, you only needed a 7ly jump range to be able to get to Raxxla.

I'm sure there's an interview somewhere with Braben sometime before engineers where he says that Raxxla was already in the game and was reachable (I may be wrong though).

I don't think you need a max-ed out jumpaconda to be able to get to Raxxla....

That could very well be. One of my goals is to run around the bubble and try to scan everything and get max rep and stuff. I've haven't completed that yet. Out a ways scanning star clusters atm.
 
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