Newcomer / Intro Building a Type 9

Hi all,

As I am planning to move into space trucking in the near future, thought I get started with designing my Type 9 740T Space Trucking ride.

Details are here -

Couple of points
1) Should I get a fighter bay? Currently my hardpoints are all set to empty. Any thoughts on this? I only have mine launchers in place. I dont intend to fight if I get interdicted.
2) Should I have a higher rated shield? Currently I am at 5A.
3) I assuming zero engineering for now. Are there any modules you think i should engineer?
 
1) No.
2) If you want any protection except for a bumper shield when docking, I would get a larger shield.
3) Engineer at least FSD and Thrusters. You would also do well to get 7A thrusters. The T9 is really a space whale and crippling it more than necessary seems like a bad idea. Particularly when you get interdicted.

Also: D rate life support. Get the smallest A-rated power plant you can get away with.
 
Don’t bother with chaff, the T9 is so big that as soon as anybody shooting at it gets below medium range chaff isn’t going to do anything useful.
A fighter hanger will take cargo space but a fighter can be useful as a diversion if you do lose an interdiction I have two T9s one with one without.
One of your cargo racks is undersized for the slot.
I would lose the single mine launcher, one isn’t likely to help much.
Bind 25% and down 10% throttle buttons/keys if you get interdicted dropping to 5% will usually let you successfully fight off the interdiction.
Engineer FSD first then all the others over time for better performance or lower mass.
Eventually add a size 5 Guardian FSD Booster to add another 10Ly jump range.
 
I will confirm, that a 5a shield with 4 shield boosters does not hold up for long when attacked by high ranking anaconda pirates, your best bet is to just get good at avoiding being interdicted. Don't bother with a slf either

I'd add a 4a fuel scoop tbh, for the longer journeys
 
Sorry to sound unkind, but that build is a flying coffin. You'll get blown up by every ship that interdicts you. It's too slow and too weak. Without engineering, you need maximum thrusters and power distributor for running away and good shields that will hold until you get away. Even with all that, it still will take some practice to get away from interdictors.
 
Bind 25% and down 10% throttle buttons/keys if you get interdicted dropping to 5% will usually let you successfully fight off the interdiction.
Engineer FSD first then all the others over time for better performance or lower mass.
Eventually add a size 5 Guardian FSD Booster to add another 10Ly jump range.
I read in another thread that FD devs confirmed that throttle has no influence on the interdiction mini-game.
 
I read in another thread that FD devs confirmed that throttle has no influence on the interdiction mini-game.
I would want to check the source for that statement, it does not match my experience and could easily be a misinterpretation somewhere in the chain. Thrusters size or class certainly make no difference, but throttle setting... Not so sure.
 
That's interesting, how does that work?
I read in another thread that FD devs confirmed that throttle has no influence on the interdiction mini-game.
The interdictor is effectively a gimballed weapon so operates in a cone from the firing ship the further away from the firer you are the wider the cone so the easier it is for the firer to keep you in the beam if you slow right down the firer will close up and the cone gets narrower meaning you don’t have to move so far to get out of the beam.

In the beginning my reaction to an interdiction threat was to go to full power to try and outrun them and stay at that throttle setting during the mini game which I would almost always lose.

Then I saw somewhere the advice to go to 50% throttle this worked quite well but my T9 would still almost always lose even if I was using lateral and vertical thrusters as well as half breaking my stick.

There was a discussion about this over on Dangerous Discussions last year where the 5% recommendation was made, after setting up the preset bindings I have used this since and have rarely lost I also haven’t felt like I was abusing the stick in my efforts to chase the target, most of the losses have occurred when my supercruise speed was very slow and dropping the throttle that much was seen as a submission.
 
I would want to check the source for that statement, it does not match my experience and could easily be a misinterpretation somewhere in the chain. Thrusters size or class certainly make no difference, but throttle setting... Not so sure.
I can't find the recent post that was a few weeks back, but a search turned up this one with no source (post #11). Maybe it's a myth, but that's two different people mentioned it, and I've got a feel it's true. Some guys say throttle in the blue zone is best, some 50% throttle, some 10%, now 5%, some say low when the target is ahead and high when it's not, others say that the other way round. Also there's those that say to use the lateral and vertical thrusters. Average all that out and you get the answer. From my own personal experience, I'd say that the throttle is disabled during the mini-game apart from zero as a switch.

 
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I would want to check the source for that statement, it does not match my experience and could easily be a misinterpretation somewhere in the chain. Thrusters size or class certainly make no difference, but throttle setting... Not so sure.
Found it. Third section - absolutely definitive, "The throttle plays no part ":
 
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Found it. Third section - absolutely definitive, "The throttle plays no part ":
Thanks for finding that. However I disagree both with your interpretation of the statement, and the conclusions you take from it.
Will carry on setting throttle to 75% so I'm in the blue. The idea that the ability to manoeuvre has no effect in a mini game that is based on you manoeuvring just doesn't hold water.
 
As far as I can see, the moment you get the tether, all you get is the graphics, which give the illusion of speed. The target moves randomly and the system counts how much you can put your spot on it.

Keep your throttle at 75% if you think it helps. I'm going to use 100% to see how many I win. Para Handy is going to use 5%. At the end of the week, we can have a count up to show that I win.
 
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.... Para Handy is going to use 5%. .......

Not me, you confuse me with someone else (aRJay ?) - I only have binds for 75% and 50% and I don't bother with them in the mini-game as I see no difference. (Saying that, if I am already in the 75% mode I don't think I actually alter the throttle. It is all the same really.)
 
Hi all,

As I am planning to move into space trucking in the near future, thought I get started with designing my Type 9 740T Space Trucking ride.

Details are here -

Couple of points
1) Should I get a fighter bay? Currently my hardpoints are all set to empty. Any thoughts on this? I only have mine launchers in place. I dont intend to fight if I get interdicted.
2) Should I have a higher rated shield? Currently I am at 5A.
3) I assuming zero engineering for now. Are there any modules you think i should engineer?

I'd say that a T9 is unviable against human players interdicting you. If they want to kill you they will. And I love my T9, have many hours in it. I do play Open, but have only used it up at Colonia. When being interdicted by NPC pirates, I would recommend the fighter hangar. I don't fight the interdiction, just submit and instantly launch the fighter. Take a look at the opponent - if I can beat them I fight, between engineered turrets on the T9 and a decent fighter pilot I have won lots. If the enemy looks too strong (I won't mess with a Deadly or more Anaconda!) then I boost away and jump, sacrificing the fighter, as they distract the opponent. I have a Guardian FSD booster and engineering so can afford to hull tank and have a decent shield while retaining sufficient jump range. So I haul over 600T but have never lost the ship, which to me is better than maxing the haulage capacity and having a flying coffin. The fighter buys time, and makes lesser fights winnable (particularly if the local police are friendly and might turn up to help). I made Elite trader in my trusty T9, love it. To be clear, though - if a human player with ill intent chances upon me, I'm in proper trouble.

o7
 
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