Ships 7A Thrusters?

I'm working on a new build and I am a bit tight for power.

Dropping down to 7A thrusters could fix my power problem.

On paper, they perform fractionally (1 speed more and I presume a similar small increase in handling) than 8D.

7A are over mass for my unladen weight, and I don't often run full of cargo anyway. When I do, I'm not too worried about combat performance anyway.

Anyone using 7A thrusters on a Cutter? Any feedback?

Cheers.
 
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Depending on use it may not be wise to compromise on thrusters. If it's a trader Ok, if not then mmm. But you don't say what the ships role is.

Better I'd say to do even a mild upgrade on the power plant. But you don't say what your module list is that's taking you over budget on power, so it may be that it can be managed.
 
It's basically a general purpose mission boat with some teeth.

Here is the loadout:

https://coriolis.edcd.io/outfit/imp...707p1mlmimdfr322f.Iw18ZZA=.CwBj4yukEZiA?bn=GP

Combat will be mainly interdictions by conda/FDL and assassination missions, so I went with a fairly high alpha damage weapons loadout.

I could engineer the PP, and I do intend to, but that extra power will be soaked up by engineer mods on other modules that I am planning.

As you can see, with 7A the unladen mass is fine, and I do not plan to be flying completely laden, the cargo space is only there for those occasions when you are offered multiple 100+ ton transport missions. And in those cases, I will just ignore the interdictions unless they are mission targets. I'm also often carrying PP stuff and engineering commodities so that space is useful. Hence the drop to a size 6 shield from a size 8.
 
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Ok, I see. But you're only 1% or so over budget at this point and you've managed that out. So I assume you must be trying to free up MWs for modules or mods you're planning.

Well I would suggest:
Replace the A7 thrusters with A8 - that drops your mass by 40t but puts you 6% over budget.
Keep the power management you've already got but:
1) Put the fuel scoop in it's own priority group (ahead of modules not essential for normal cruising) and switched off by default. So when you switch it on, the others go off while you're scooping. But this would be a hassle if you are scooping a lot.
2) Consider a fast boot mod on your FSD. This will give you the option to have FSD in priority 2, going off when in combat. The fast boot means you'll still have to decide a little earlier about whether to bug-out in combat but you won't have to wait so long to do it.
3) Consider putting a shield booster in a lower priority so that it goes off in combat. I know - sounds stupid, but wait. You'll be fully boosted with hard points in and are running away.
4) Consider doing mods to your shield boosters first. Reduce MW on some.

Judicious use of some of the above can gain you the 6% you'll be over budget AND get you some MW for future mods. But you'll have that extra nimbleness and ability to get away in a tight spot which is more important IMO.
 
The shield booster trick solves the whole problem short term. I will hopefully gain enough extra power on the PP mod to solve the problem entirely, it depends on the extra power requirements the other mods I have planned end up soaking up.

Cheers for the advice.
 
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I started with a "budget" Cutter before gradually improving it.

I had 8D Thrusters for a long time and these were generally fine. The 8A Thrusters do give more control, especially when fully laden though. Although the Class 7A's are OK when unladen, remember that for best performance you ideally want double the laden mass for optimal mass (and performance). For that reason I would go with 8D's over 7A's.
I have never had a class 8 power plant however, sticking with the lighter 7A. Upgraded by the engineers this has been fine.
Like you, I went for the 6A Prismatic Shield to free up cargo space. This, modified with the Reinforced Shield upgrade and with 4 upgraded heavy duty shield boosters, has given a shield of just under 1900.
My Cutter is primarily an armed fast trader. Weapons are : a huge multicannon, 2 medium beam turrets, 2 large pulse turrets and 2 medium missile launchers, and this has been effective for this role.
Hope this helps.
 
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