yes can agree on that point as we all dont have enough hrs in the day,valid comment.
I see lots of E rated modules
You never go E rated modules. Ever.
Having 3 Shield Boosters and no Shields looks pretty sketchy to me ;-)
I cant say I agree with that.I see lots of E rated modules
You never go E rated modules. Ever.
You should consider getting SCO pre-engineered FSD for that ship.Well, with a fair bit of advice from this thread, I got mine to a comfortable 74+ Ly jump in a very usable ship. Nice and nippy in normal flight, scoops in a matter of seconds and runs very cool rarely getting above 50% when scooping meaning I'm in and out of a system having refueled in a really short time so just jumping is quick. It's also fun to fly, and next time I head out exploring I imagine it would be my go to ship.
Other than needing to get to a system that's far from others, this jump range is plenty, and I have a FC for that eventuality should I ever need it.
This is how my Mandalay ended up.
Yep fixedThat was odd.
That link was taking you to a stock(ish) Mandy' loadout rather than the finished build I cobbled together.
It's like it saved it just after I started twiddling and forgot about the rest of the stuff I did.
Anyway, link should be updated to something a bit more sensible now.![]()
Fringe case exceptions prove the ruleI cant say I agree with that.
Sometimes even E rated have use... even if only one of all of them, its Life support. E rated draws least amount of MW, and they weight same as A and C ones.
Well I mean, one of my numerous bulids, p2 with salvation plasma chargers x5+large seeker with rapid, on armoured PP(6) with monstered, actually require using E rated life support, to be able to use SCO FSD without needing turning it off when hardpoints deployed(via power priority).
It was like 0,02 MW short on power otherwise, and I didnt wanted scale down my boosters too much.
You should consider getting SCO pre-engineered FSD for that ship.
This is true, I use E-rated boosters on my build too.Except Shield Boosters, 0E HD/SC are having best mass/boost ratio, IMHO.
I really think it's worth sacrificing half a Ly for a better power distributor.My explorer Mandalay is very useful ship with very good range. It has shield, planetary hangar, afmu, and it jumps 89 ly. With 16t of cargo it jumps 85 ly
You should consider getting SCO pre-engineered FSD for that ship.
I've got one of every size, plus an extra size 4 & size 5.Yep, might well do that at some point. Somebody kindly posted a how-to guide, doesn't look too onerous.
Yes.The entire point, nearly the only point of FSD engineering these days is to massively increase the range, that's really the only purpose for it, oh yes you can reduce heat, make it stronger, add effects like mass manager which also increase range, but why bother on an exploration focused ship. Any engineering you have already done to make stuff lighter will add maybe 5ly jump range, so you are right, it won't add much. Ideally you should be engineering the FSD first then decide if you need any more jump range by engineering the rest.
LOL yes, and I've been known to use E-rated cargo racks!Except Shield Boosters, 0E HD/SC are having best mass/boost ratio, IMHO.
Hmm, on a Mandalay (class 4 life support) I'm not sure I'd choose the 10 t E-rated module to save 60 kW over the 4 t D-rated unit. (The mass gap shrinks to 2.1 t with the readily-obtainable G3 lightweight engineering, but I still don't think it's a great trade-off.)Sometimes even E rated have use... even if only one of all of them, its Life support. E rated draws least amount of MW, and they weight same as A and C ones.
Yeah, I don't think I've ever lasted more than a few minutes in a ship with no boost capability.I really think it's worth sacrificing half a Ly for a better power distributor.
Agreed, the new Mandalay is barely an improvement on existing ships, I got 76 last night with a build that I could use in the field.You want something like this then?
Absoultely useless other than being a one jump wonder
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerouss.orbis.zone
With the 5A SCO with the Titan‘s boost I brought mine to 85 LY. This gives me in practice jump ranges usually over 80 LY when plotting a route. This makes a difference when you target sector for exploring is 10000 LYs away.
As it is an Explorer, and not a Jump-Ship, it is of course fully equipped and doubles as a Multirole when I come across something interesting at the edges of the bubbles out-/inbound (or in Colonia etc.).
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerouscoriolis.io
Agreed, the new Mandalay is barely an improvement on existing ships, I got 76 last night with a build that I could use in the field.
o7
Yes and in terms of thirst it's also way ahead of the other 3 new ships.The SCO performance is just outstanding - not thirsty and really stable.
I agree. Mandalay cruises in SCO like other ships without it. Just try SCO on cutter or corvette and you will see the difference.I was impressed with how cool it stays whilst fuel scooping.
The SCO performance is just outstanding - not thirsty and really stable.
So two things that are much better than the pre-sco ships in my opinion - jump distance is not the be-all-and-end-all - then again I am only a couple of weeks into the game so feel free to ignore my points.
That is not the correct nomenclature for an air and space craft. You're thinking of PICNIC.Pretty sure it's a PEBKAC issue.
Your points are matching mine and of many other who flying Mandalay and able to enjoy this beauty. IMHO, you choose perfect time to join ED !then again I am only a couple of weeks into the game so feel free to ignore my points.
First off - Welcome.So two things that are much better than the pre-sco ships in my opinion - jump distance is not the be-all-and-end-all - then again I am only a couple of weeks into the game so feel free to ignore my points.