Engineers Beluga Liner: How to make a good ship from not quite a good ship..

(Note: several CMDRs asked me about my Beluga. I've decided to make an English translation of my Beluga review, which can be found at Russian forums here: https://forums.frontier.co.uk/showthread.php/300711-(!)?p=4698159&viewfull=1#post4698159 )

Hello there folks.

Today we'll take a brand new Beluga and proceed to remake it into something that doesn't suck.

Let's start with some well-known facts about it:
- Beluga's radiator is one of the most ineffective in the whole game, even small fighters has better heat management.
- Outfitting options are extremely limited, despite many internal bays (11, as much as Conda) - because four of them (both Class 5 and 2 of 4 Class 6) are limited to passenger cabins, cargo bays or HRPs.
- You cannot fit shield, fighter bay and a good fuel scoop at the same time.
- The only shield you can fit is Class 6, and even this isn't particularly effective due to ship's mass.
- You can fit only a Class 6 powerplant, which limits the use of utility slots.

Keeping that in mind, I've developed the following build.

https://coriolis.edcd.io/outfit/bel...0808024fmlmlmnmk0403242t2i2f.Iw18ZJA=.Aw18ZJA

Its task: fix the aforementioned flaws, and make an efficient ship for passenger missions.
The ship is able to take up to 4 VIP missions, you also may install 5th cabin instead of Class 5 cargo bay, or change all the cabins to lower class and get a large bus for "Deliver X passengers to Y" missions. It is possible to use it for long-range (exploration) missions, but I wouldn't advise that - for 6A fuel scoop it takes about 3 minutes to refuel that 128-ton tank (assuming you use it safely).
3A fuel scoop is for emergency use only - you should refuel at the stations.
DO NOT USE THIS BUILD IN OPEN!!! But frankly, it's a suicide to fly Beluga in Open anyway.

We got the ship, now let's pimp it.

Powerplant:

G0HbYgM.jpg

The main feature. It won't be difficult to get such a mod - materials are easy to get, and you do not need to farm missions. Power reserves are more than enough for any auxiliary hardware you want (collector limpets, SRV bay, fighter bay).

Thrusters:

942qOm5.jpg

It is possible to use Dirty Drives. You'll get about 20 m\s more speed and it'll need less power, but heat starts to get somewhat uncomfortable when you're charging your FSD, especially when taking off planet surface. It won't crawl into critical zone, though.

FSD:

UIUF2Fy.jpg

Basically the ideal roll for Beluga - 52.9% to optimal mass without any additional heat! And really nice jump range, of course :) The ship is able to fly for about 300 Ly without refuel (or 10 jumps on max range).

Power Distributor:

4jGJBBM.jpg

Beluga uses about 21 MW per one boost. You can boost indefinitely with 4 pips in ENG (standard flight mode). With two pips in ENG (ship is under attack, 4 pips in SYS) - you'll get 3 boosts before "insufficient energy" message pops up.

Life Support:

rMQy0Jm.jpg

That's what you can get if you have access to Lori Jameson: essential mod for Beluga.

Armour:

BdTU3Ve.jpg

Standard mod for any non-combat ship. All the pros, none of the cons.

Shield Generator:

tr0Hjvk.jpg

Rather standard Reinforced Shield, with good secondary effect for Thermal Resistance.

Shield Boosters:

iAo4cPk.jpg

Ln8Wm5v.jpg

You may have noticed that I've used Class E shield boosters. Earlier, I've used this solution on my trade Cutter - with great effect. Ideal for ships with limited powerplant and for ultralight builds.
I use four resistance-augmented boosters (you can see one of these on 1st screenshot, others are basically the same) and one heavy-duty booster (very... interesting roll - ten times more than stock, which is the same as TWO A-class boosters :) ).


The build proved itself as a very effective one. Despite not being as cold as I wanted, you still can use boost and charge FSD at the same time (be careful near stars!). Shields will allow you to escape any NPC attack. You can install cargo bays instead of passenger cabins and get an ultra-long-range freighter (especially useful for Rares trading and teabagging activities).

Useful tips for Beluga pilot:
- Do not overstrain your powerplant - you may overheat your ship.
- Do not install weapons, and do not engage in combat. You have all means to escape, so use them.
- Do not install any engineer mod that increases heat (except maybe FSD Range). Never install Overcharged Powerplant.


If you like it, I can make similar reviews for my other engineered ships (Asp, Python, Corvette, Cutter).
 
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Did almost exactly the same mods, reinforced shields, shield boosters (2 augmented 0A, 2 heavy duty 0D), clean drives, but expected chain interdictions from some passenger missions so I added weapons too.

It's very manoeuvrable for its size and with beefed up shields NPCs are easily seen off without damage. I put 2 multi-cannons above, 3 pulses below, all gimballed, and put rapid fire mods on most. On 2 pulses I used efficient mod to get power use low enough to not have the FSD powered down when hardpoints are deployed (grade 1 low emissions pp).
 
Ditching weapons as a general advice doesn't really work, it all depends on if someone fancys some combat or not. If one does fancy some combat ditching weapons gets you nothing (the gain in jumprange is very, very minimal and the beluga does not have jumprange problems in the first place) but lose out on doing combat.
The Beluga itself is very capable of combat in PvE.

And you exaggerate a bit on the heat problem, while hes a bit on the hot side I run a overcharged powerplant just fine.
 
Ditching weapons as a general advice doesn't really work, it all depends on if someone fancys some combat or not. If one does fancy some combat ditching weapons gets you nothing (the gain in jumprange is very, very minimal and the beluga does not have jumprange problems in the first place) but lose out on doing combat.
The Beluga itself is very capable of combat in PvE.

And you exaggerate a bit on the heat problem, while hes a bit on the hot side I run a overcharged powerplant just fine.

This. I use it as a multirole now, my base of operations. Love it. Engineered to the brim. Even on a longer trip, 1 or 2 ly difference in JR won't change the actual number of jumps in most cases.

Called her the 'CS Kardäshian'.
Love it to bits.
 
Please do not use the 0E Shield boosters.

The whole point of E rated modules is to be the cheapest you can get

Pick either 0A shield booster if you can afford the mass and power draw, or pick 0D if you want lightweight and power efficient modules. You will get better bang for your credits
 
Unfortunately, the poor Beluga was so gimped right out of the gate that there really isn't much point in trying to polish that, you know what.

When I first started running one in the Beta, I was first shocked by how low the jump range was! This ship was supposed to be the QUEEN of the Long Distance Passenger Transport Business, yet it can't touch an Asp X or Anaconda with similar Engineer upgrades?

While I was impressed with the normal space maneuverability, that pathetic jump range is a deal buster for me.

I took an Anaconda and modified the crap out of it to the point I am pulling off 42-45 Ly jumps all day long with a full weapon's compliment and four shield boosters PLUS a 1st Class and Business Class Cabin in tow. Why would anyone bother using a Beluga for passenger missions when the Anaconda is so obviously a superior choice for anything in the game involving long distance travel?

My advice... Sell the thing and buy an Anaconda.
 
Thank You for Your Beluga review. Respect. But... GG7 may be right... Decisions...

I have a hunch that Beluga will be buffed. Parked till then.
 
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Please do not use the 0E Shield boosters.

The whole point of E rated modules is to be the cheapest you can get

Pick either 0A shield booster if you can afford the mass and power draw, or pick 0D if you want lightweight and power efficient modules. You will get better bang for your credits

Shield boosters do not follow the usual lineup. D-class booster is E-class with +100% in every attribute (mass, power draw, shield boost). C-class is E-class with +200%, and so on. Thus, if you want a lightweight and power-efficient shield booster, go for E-class.
Also, resistance-augmenting mod gives the same % for any booster.
 
Thank You for Your Beluga review. Respect. But... GG7 may be right... Decisions...

I have a hunch that Beluga will be buffed. Parked till then.

Yes, I agree so mine's parked too... For long (or even short!) range passenger missions, I too will keep using my fully armed 1800 shields and 40ly jumping Anaconda!
 
Initially i didn't like the look of the Beluga and went for the Orca instead. But the more i looked at the Beluga, the more i thought it might be interesting.

So sold the Orca and bought the Beluga, and couldn't be happier.

Its a bit of a whale (pun initended) but actually performs ok.

No weapons, efficient power plant, clean drives. Didn't bother with trying to boost the shield, its pretty poor, just stuck a thermal resistance mod on there and in the utility slots went with 1 chaff, 1 heat sink, and 4 PDTs.

Its working well enough.
 
Initially i didn't like the look of the Beluga and went for the Orca instead. But the more i looked at the Beluga, the more i thought it might be interesting.

So sold the Orca and bought the Beluga, and couldn't be happier.

Its a bit of a whale (pun initended) but actually performs ok.

No weapons, efficient power plant, clean drives. Didn't bother with trying to boost the shield, its pretty poor, just stuck a thermal resistance mod on there and in the utility slots went with 1 chaff, 1 heat sink, and 4 PDTs.

Its working well enough.

Orca suffers greatly from its abysmal jump range, and even L5 FSD mod cannot fix that - all you can get is something about 25-26 Ly, and that's with ultralight build.
 
(Note: several CMDRs asked me about my Beluga. I've decided to make an English translation of my Beluga review, which can be found at Russian forums here: https://forums.frontier.co.uk/showthread.php/300711-(!)?p=4698159&viewfull=1#post4698159 )

Hello there folks.

Today we'll take a brand new Beluga and proceed to remake it into something that doesn't suck.

Let's start with some well-known facts about it:
- Beluga's radiator is one of the most ineffective in the whole game, even small fighters has better heat management.
- Outfitting options are extremely limited, despite many internal bays (11, as much as Conda) - because four of them (both Class 5 and 2 of 4 Class 6) are limited to passenger cabins, cargo bays or HRPs.
- You cannot fit shield, fighter bay and a good fuel scoop at the same time.
- The only shield you can fit is Class 6, and even this isn't particularly effective due to ship's mass.
- You can fit only a Class 6 powerplant, which limits the use of utility slots.

Keeping that in mind, I've developed the following build.

https://coriolis.edcd.io/outfit/bel...0808024fmlmlmnmk0403242t2i2f.Iw18ZJA=.Aw18ZJA

Its task: fix the aforementioned flaws, and make an efficient ship for passenger missions.
The ship is able to take up to 4 VIP missions, you also may install 5th cabin instead of Class 5 cargo bay, or change all the cabins to lower class and get a large bus for "Deliver X passengers to Y" missions. It is possible to use it for long-range (exploration) missions, but I wouldn't advise that - for 6A fuel scoop it takes about 3 minutes to refuel that 128-ton tank (assuming you use it safely).
3A fuel scoop is for emergency use only - you should refuel at the stations.
DO NOT USE THIS BUILD IN OPEN!!! But frankly, it's a suicide to fly Beluga in Open anyway.

We got the ship, now let's pimp it.

Powerplant:


The main feature. It won't be difficult to get such a mod - materials are easy to get, and you do not need to farm missions. Power reserves are more than enough for any auxiliary hardware you want (collector limpets, SRV bay, fighter bay).

Thrusters:


It is possible to use Dirty Drives. You'll get about 20 m\s more speed and it'll need less power, but heat starts to get somewhat uncomfortable when you're charging your FSD, especially when taking off planet surface. It won't crawl into critical zone, though.

FSD:


Basically the ideal roll for Beluga - 52.9% to optimal mass without any additional heat! And really nice jump range, of course :) The ship is able to fly for about 300 Ly without refuel (or 10 jumps on max range).

Power Distributor:


Beluga uses about 21 MW per one boost. You can boost indefinitely with 4 pips in ENG (standard flight mode). With two pips in ENG (ship is under attack, 4 pips in SYS) - you'll get 3 boosts before "insufficient energy" message pops up.

Life Support:


That's what you can get if you have access to Lori Jameson: essential mod for Beluga.

Armour:


Standard mod for any non-combat ship. All the pros, none of the cons.

Shield Generator:


Rather standard Reinforced Shield, with good secondary effect for Thermal Resistance.

Shield Boosters:


You may have noticed that I've used Class E shield boosters. Earlier, I've used this solution on my trade Cutter - with great effect. Ideal for ships with limited powerplant and for ultralight builds.
I use four resistance-augmented boosters (you can see one of these on 1st screenshot, others are basically the same) and one heavy-duty booster (very... interesting roll - ten times more than stock, which is the same as TWO A-class boosters :) ).


The build proved itself as a very effective one. Despite not being as cold as I wanted, you still can use boost and charge FSD at the same time (be careful near stars!). Shields will allow you to escape any NPC attack. You can install cargo bays instead of passenger cabins and get an ultra-long-range freighter (especially useful for Rares trading and teabagging activities).

Useful tips for Beluga pilot:
- Do not overstrain your powerplant - you may overheat your ship.
- Do not install weapons, and do not engage in combat. You have all means to escape, so use them.
- Do not install any engineer mod that increases heat (except maybe FSD Range). Never install Overcharged Powerplant.


If you like it, I can make similar reviews for my other engineered ships (Asp, Python, Corvette, Cutter).
Sometimes gameplay of different pilots is different..

So my beluga is about 700Mj shield, 350 speed (7D thrusters) also with weapons (cause why the hell not?) cold PP and 8 cabins. Well sometimes i even fit 2 more of them. Basicly this ship was made for a passenger types like

Generals, CEO, Head of a state, And others who really care about Luxury. You just have to know where to get them..

This ship is my favorite so far. This ship one of not many ship in game that can actually do some YAW maneuver. And it is soooo goood in super cruise mode.

From my own expirience in our space (buble) Anaconda really really suck hard compare to Beluga. By a lot reasons.
 
Just a question : what about mine laucher to enhance defensive capacities ? Is it efficient ? In case the answer is yes , should it be shock mines or the other (the one dealing more damages but less perturbation) ?

Thanks.
 
Sometimes gameplay of different pilots is different..

So my beluga is about 700Mj shield, 350 speed (7D thrusters) also with weapons (cause why the hell not?) cold PP and 8 cabins. Well sometimes i even fit 2 more of them. Basicly this ship was made for a passenger types like

Generals, CEO, Head of a state, And others who really care about Luxury. You just have to know where to get them..

To everyone his own... I usually do not put any weapons on non-combat ships - combat takes time, which means I have less time for mission\trading. Besides, evading interdictions is much easier in 2.2 (hopefully they won't bring unwinnable interdictions back).

This ship is my favorite so far. This ship one of not many ship in game that can actually do some YAW maneuver. And it is soooo goood in super cruise mode.

From my own expirience in our space (buble) Anaconda really really suck hard compare to Beluga. By a lot reasons.

Exactly why I chose it over Conda - it is much more comfortable to fly. Conda is great for ultra-long-range missions, though.

- - - - - Additional Content Posted / Auto Merge - - - - -

Just a question : what about mine laucher to enhance defensive capacities ? Is it efficient ? In case the answer is yes , should it be shock mines or the other (the one dealing more damages but less perturbation) ?

Thanks.

NPC AI was buffed somewhat in 2.2, they now actually try to evade mines. So if you're not looking for combat everywhere, like previous poster, your best bet is escape.
 
Thank You for Your Beluga review. Respect. But... GG7 may be right... Decisions...

I have a hunch that Beluga will be buffed. Parked till then.

I won't hesitate to buy one for real if Frontier ever addresses the jump range issue, but speaking as someone who flew the Beluga exclusively through the entire 2.2 Beta test cycle, I refuse to buy one in the live game until it can out jump my Anaconda Liner.

All the much more trivial aspects such as looks, normal space performance etc. pale in significance when it takes 70% longer to complete a Sightseeing mission in a Beluga than it does in a properly kitted Anaconda.

Those who don't mind wasting that much of their game session time to a design failure are welcome to do so, but there is no way I am going down that road.
 
[....]NPC AI was buffed somewhat in 2.2, they now actually try to evade mines. So if you're not looking for combat everywhere, like previous poster, your best bet is escape.

Ok thanks for this feedback. Does it mean that mines have returned to useless stuff state or can they still be of some use in some situations ? Shame if they are useless again...
 
Ok thanks for this feedback. Does it mean that mines have returned to useless stuff state or can they still be of some use in some situations ? Shame if they are useless again...

You may use them as bombs to attack surface targets. Totally unintended and totally fun usage :) Be sure to mount them on your underbelly hardpoints.
 
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