Ship Builds & Load Outs Asp way under powered

So i find no matter what I do My Asp is coming up just short on power. Any suggestions on how to outfit them so I have enough power I mean I guess i could drop my discovery scanner and shield booster etc but I feel like those have saved my goat or add to the multi use of the ship any tips on modules that help with this. i even switched from Gimbeled Multi cannons to regular cannons still no luck still slicing the edges of my level 5 power plant.
 
You'll have to post your build for a full review. The Asp should have plenty of power to run everything you could possibly need (and then some).
 
I have my asp geared with an A5 power plant, D5 Thrusters, B5 FSD, D4 Power distributor, A3 Shield Gen.
This gives me 20.40MW of available power and runs everything I have with several MW spare. Also look at balancing weight/mass with jump range.
 
I have my asp geared with an A5 power plant, D5 Thrusters, B5 FSD, D4 Power distributor, A3 Shield Gen.
This gives me 20.40MW of available power and runs everything I have with several MW spare. Also look at balancing weight/mass with jump range.


please use this tool and post a link once you have filled out all of your equipment.

http://www.edshipyard.com/#/L=70g,mpW5QG5QG,2-8c8c8c72728c8I,08c7TM03wmpU02M2Uc


And if you can afford it try this build: (you will have to set power management: Fuel Scoop, FSD > priority 3. Cargo hatch off, all SCBs off except the one you're using). This build is super tanky and very murderous in pvp or pve. You make plenty of money for more ammo, and very quickly compared to lasers.

http://www.edshipyard.com/#/L=70g,0...7OX7OX,2-7_7_7_6u6Q8S8I,7UI7iW4zM7fE7fE2jw2US
 
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Ok this is my load out not far from what you have there


[Asp]
U: 0D Frame Shift Wake Scanner
U: 0B Kill Warrant Scanner
U: 0I Chaff Launcher
U: 0B Shield Booster
S: 1E/G Beam Laser
S: 1E/G Beam Laser
S: 1E/G Beam Laser
S: 1E/G Beam Laser
M: 2D/G Cannon
M: 2D/G Cannon

BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 5B Thrusters
FH: 5B Frame Shift Drive
EC: 4C Life Support
PC: 4A Power Distributor
SS: 5C Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6C Shield Generator
5: 5E Cargo Rack
3: 3E Cargo Rack
3: 3A Shield Cell Bank
3: 3A Shield Cell Bank
2: 1C Detailed Surface Scanner
2: 1D Intermediate Discovery Scanner
 
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http://www.edshipyard.com/#/L=70g,3...7OX7OX,2-7_88886k6Q8I8I,7Uc08c05U7fE7fE2jw2US
Is your build currently.
Biggest problem seems to be that you are putting a huge class 6 shield on a ship with a class 5 generator.

I'd recommend only having 1 shield bank active at a time, possibly get rid or downgrade the Frame shift wake and kill warrant scanner since class A and B can only comfortably be run by higher level powerplants such as size 6 and above.
Beams use a ton of power, I'd recommend pulses since they do good shield damage and are quite good at picking off modules.

I messed with some of the internal slots too to increase your jump range, I don't like using B and C class modules.
As a guide: A is best, D is lightest. B is heaviest (supposedly more armoured), C is cost effective for it's abilities.

This build seems quite optimal if you want to run both shield banks at once,
http://www.edshipyard.com/#/L=70g,0...7OX7OX,2-7_7_7_6u6Q8S8I,7Uc08c05U7fE7fE2jw2US

And this one if you are ok with toggling cell banks I'd look at going for the bigger beam weapons and 4 smaller cannons for sniping modules:
http://www.edshipyard.com/#/L=70g,0...4yH4yH,2-7_7_7_6u6Q8S8I,7Uc08c05U7fE7fE2jw2US

Or you can go for the A class shields with pulses which also requires swapping cell banks:
http://www.edshipyard.com/#/L=70g,0...7OX7OX,2-7_7_7_6u6Q8S8I,7UI08c05U7fE7fE2jw2US



Feel free to experiment with burst lasers and alternatives to beams, or stick a class 5 shield gen on there to sort all the issues in one. Or just take one of my suggestions, good luck, if it were easy, everyone would do it :D
(Clipper is great for easy power management fyi)
 
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Whoops on my part because im only runing on shield cell bank which make me wonder what do i have in that slot? I checked and its actually

3: 3A Fuel scoop

Sorry

That said I just switched up my beam lasers for far cannons and swapped my cannons to beam lasers this seems to work better but i still hit power problems whe running from time to time. my shields just drop really quick for some reason. Ive been going for a ship that could flex and do anything but it seems like that dose not work as well as i would like.

- - - Updated - - -

Also mostly the lower than A internals are a cost thing IE i don't have the cashe YET!
 
Whoops on my part because im only runing on shield cell bank which make me wonder what do i have in that slot? I checked and its actually

3: 3A Fuel scoop

Sorry

That said I just switched up my beam lasers for far cannons and swapped my cannons to beam lasers this seems to work better but i still hit power problems whe running from time to time. my shields just drop really quick for some reason. Ive been going for a ship that could flex and do anything but it seems like that dose not work as well as i would like.

- - - Updated - - -

Also mostly the lower than A internals are a cost thing IE i don't have the cashe YET!

Ahhhh. Quick question, are you taking hull and module damage from heat or enemy fire??
If the powerplant takes damage it produces less power meaning your modules start to drop off one at a time, Put weapons on a higher level than shields and you may notice it earlier without being in a bad situation..
 
Ok this is my load out not far from what you have there


[Asp]
U: 0D Frame Shift Wake Scanner
U: 0B Kill Warrant Scanner
U: 0I Chaff Launcher
U: 0B Shield Booster
S: 1E/G Beam Laser
S: 1E/G Beam Laser
S: 1E/G Beam Laser
S: 1E/G Beam Laser
M: 2D/G Cannon
M: 2D/G Cannon

BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 5B Thrusters
FH: 5B Frame Shift Drive
EC: 4C Life Support
PC: 4A Power Distributor
SS: 5C Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6C Shield Generator
5: 5E Cargo Rack
3: 3E Cargo Rack
3: 3A Shield Cell Bank
3: 3A Shield Cell Bank
2: 1C Detailed Surface Scanner
2: 1D Intermediate Discovery Scanner

5A thrusters and 5A FSD will lower your power use. What I noticed is that "A" grade stuff usually uses the same power as "C" grade stuff of the same class, though offers better performance than B grade. Thus, I usually skip B grade - I move from D or C to A for all modules.

Z...
 
5A thrusters and 5A FSD will lower your power use. What I noticed is that "A" grade stuff usually uses the same power as "C" grade stuff of the same class, though offers better performance than B grade. Thus, I usually skip B grade - I move from D or C to A for all modules.

Z...
5B thrusters = power of 5.61
5A thrusters = power of 6.12

You are looking at weight which yes you are correct, B class supposedly has better armour to make up for the weight but I have no idea how much or if its worth it.

Also FSD power is irrelevant as it should always be powered off for combat anyway.
 
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5B thrusters = power of 5.61
5A thrusters = power of 6.12

You are looking at weight which yes you are correct, B class supposedly has better armour to make up for the weight but I have no idea how much or if its worth it.

Also FSD power is irrelevant as it should always be powered off for combat anyway.

Odd, I could have sworn they used less power... Maybe I'm confusing power and weight, as you say.

OK, well, as you were, carry on. nothing to see here....

LOOK! OVER THERE! A SQUIRREL!


Z...
 
Yeah, generally A grade uses the most power, but you get the best performance. A and C Module weights are around the same though.
Looking at just power issues, and not worrying about weight, then go for B or C for your non critical modules, and if you can run your system mostly fine or are just barely over the limit, then you will be just fine when usiing power priorities.

Just remember to turn the FSD and fuel scoop to lower priority which knocks off quite a few percentage points of active power usage. Also look for anything non combat related like discovery scanners n such.

Set cargo scoop to lower priority as well (if not disabled completely) - the cargo scoop actually has a big power draw so that will save you some power.


Just be glad you arent working the vulture....that thing needs some seriously major tweakage to get the power running right...but it is so worth it for that agile lil guy lol
 
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I have a way to fix the problem. You shut down one SCB until the other one is empty, then deactivate the empty one and reactivate the full one. I can also fit an A5 FSD and an A6 shield gen with A life support. For combat have the cargo hatch, FSD, DSS, and one SCB off.
 
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What are you even trying to use it for?

The amount of beams on the ship is overkill. The asp isn't really a ship to hang around trying to remove shields with beams, if it's a combat situation you need to beable to hit hard and fast and run if it's not going your way.

It has more than enough power for what it's capable of and I think you're trying to get it to do something it's not supposed to.

This is my current pirate build for 1.3 :

http://coriolis.io/outfit/asp/25A5D5A4B4A5D5C2a2a292923230405020d4f042t6g6v0101?bn=Pirate-Asp

This allows me to keep my weapons functional even with the cargo hatch open should the need arise.

You'll see i'm keeping the weight under the optimum value for shield and thrusters. If something is still standing after a few hits from the quad rails then you shouldn't be hanging around to fight in in the first place.
 
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