Cobra mk4 and srv missing

Hello out there,
yestarday, i tried to make some fitting on my cobra mk4 after trying to land ion a planet and then run my srv. found out that i got none in my planetary vehicle hangar, wich leaded me to the next station for some modification and trying to get one. Unfortunatelly, i found out that even with going from the PVH 2G to 2H would not remove the problem. each time, i get no srv when installing the module. anyone did get that problem in the past? or some stations / bases not having it to deploy when hangars are installed on ships? Please help. i want my srv!!!! x)))
 
i tried, unfortunatelly tthere was no option in the refilling section. I should be at the wrong statoin for it, becasue i could buy the hangar but not the srv... .why i am asking. What's weird, because wherever i was buying the PVH, i could find srv to gop in the bay. Bah, i will try to find a station where i can get one with certitude and see if it is only at the station i am.
 
Where you buy the hanger in outfitting you should be able to buy the Scarab SRV to go in there by clicking on the bottom icon on the left hand side of the outfitting screen in the column that started with hardpoints, utilities etc.
Restock is only to replace purchased SRVs that you have destroyed.

The Scorpion is I believe only available from military stations on a planets surface.
 
Where you buy the hanger in outfitting you should be able to buy the Scarab SRV to go in there by clicking on the bottom icon on the left hand side of the outfitting screen in the column that started with hardpoints, utilities etc.
Restock is only to replace purchased SRVs that you have destroyed.

The Scorpion is I believe only available from military stations on a planets surface.
Apologies, I stand corrected on this.
 
The Scorpion can only be bought from places with a Military economy, but I'm 99% certain that the place you buy it from doesn't have to be on a planetary surface.
Yes - though finding an orbital base with a Military economy can be tricky if you're in the bubble: so far as I can tell they're all hand-placed stations, and there's only about 20 with Outfitting in the game.
 
output at 104%..... refitting needed. Thanks for having answered! 😋🤘😊

If you found it buy it, disable the Planetary Vehicle Hangar (right hand screen, Modules, click to disable) so it won't use power, go to Felicity at least, she gives Grade 1 PP boost and it will cover 104%.
 
If it's only 104% then you could just turn off some other modules Power Distributor and Cargo Hatch should be enough.
Cargo hatch is ok to turn off, but distro its not... quite, its rather one of most critical modules that should be not turned off at any situation :unsure:


output at 104%..... refitting needed. Thanks for having answered! 😋🤘😊
Any bulid that thier COVAS not cryin about "power capacity exceeded" when deploying hardpoints, then its badly optimized bulid.


Set up planetary vechicle hangar to priority 5 or 4, make sure its last "number" on power managment and all critcial moduels should have lower number than this. It will turn off PVH and anything else(if paired to that number) when hardpoint are deployed if total power use is over 100%. If hardpoint are not deployed, and if landed, it will stay turned on these modules. Additonally you can set cargo hatch, FSD interdtictor and fuel scoop (if you got these) also into 4 or 5, as these moduels are not needed when hardpoints are deployed as well.

There is no need to make any changes to powerplant. Most bulids that have litte over 100% power usage, getting over it at + 5% or 6% can be still fully functional if power priority are set up correctly, like 99% of bulids, because random bulids always carring "all" things being mostly "all-rounders", whenver bulid its optimized for specific role or not that does not matter much here.

Correctly power priority are like that; Drives and FSD and power distro should be always at priority 1, and ideally these 3 modules should reach 40% (39%max), then after 40%, things as life support, sensors, and low draw important utilites (heat sink or chaff) can be all at priority 2 up to 50%. Priority 3 are all weapons, shields, SCB, any and all combat modules, then you have lastly priority 4 or 5 of "spare" power, so like already mentioned, things such as FSD interdictor, fuel scoop, FSD booster, any surface type hangars, all "extra" but not neccecary for combat can be setup to be turned off, once hardpoint are deployed. Some of my bulids, are like at 119% power and that extra 20% is being turned off soon as hardpoints are deployed.

40% "priority limit 1" power is when powerplant is being attacked on, and once it reaches 0%, it causes all power output being temporary limited only at 40% capacity, for quite few seconds, and of course any addtional damage done to powerplant (5% chance) can cause ship go boom regadless of hull health left. While npcs rarely are capable to doing that, if being attacked by cmdr, its almost guaranteed for attacker going after plant (or FSD or drives), unless victim ship is paper thin hull and dies in seconds. Regardless, Drives and FSD itself its most vital critcals of them all. You dont wanna lose control or FSD being interupted if plant gets at 0% while unable to allocate pips. I call it hard limit.

Second limit is 50% the "priority limit 2", (from 40% to 50%) because powerplant if under attack but not yet at 0%(from 80% to 1% plant health), can trigger plant malfunction and then its output being limited to 50% for brief moments. Note thats diffrent when plant failure at 0%, this can happen(or not) as there is chance for it, and its quite rare to actually suffer malfunction, as by most cases, plant will be already at 0% before it can trigger malfunction, if thing is being attacked on.
I call it soft limit, becasue sensors and life support, and things alike chaff or sinks, even some low draw weapons, can be put there, as if plant is malfunctionig, these modules if gets temporary off, its still does not hinder any attempt to escape, long as drives and FSD are at 1. Note that if there is no room for distro at "1", using "2" is fine there.

"Limit 3" (from 50% to 99%) all shields, shield boosters, SCB, high draw and any weapons, are should be there. In other words, anything that is needed to combat when hardpoint are deployed. Main reason is when you get plant sniped, you should be not trying fighting back, and shields are already gone, so better use remaing power elsewhere, like for trying high wake.

I like to have cargo hatch at 4 if total power from 1,2,3 are at 97% around but not yet at over 100%, so I can still could scoop materials without need to hide hardpoints, and even if 1,2,3 are 99%, and there is no room for "4" for cargo hatch, it still will turn on, as first, once hardpoints are hidden. Similary for example, FSD Booster can be also having "4" instead of "5", so thing would go online first. Becasue if there is multiple modules that turn on at same time, thier boot times and order wich are turn on, might casue some diffrences.

Anything else, can be at 5 then, so once total is over 100% these will get turned off.

thats in nutshell, how it works. Combat bulids might require diffrent setups, but thats for advanced cmdrs only, and it really depend on bulid itself.
 
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Yes - though finding an orbital base with a Military economy can be tricky if you're in the bubble: so far as I can tell they're all hand-placed stations, and there's only about 20 with Outfitting in the game.

Huh, orbital vendors of Scorpions are really that rare? Inara produces a fair size list, but I guess if you're trying to comb the bubble's 20,000 star systems without such aids, then it can be a mission in itself.
 
Cargo hatch is ok to turn off, but distro its not... quite, its rather one of most critical modules that should be not turned off at any situation :unsure:


...
If you turn off the distributor then you can not juggle your power settings which is indeed not a good thing.
However if you are out exploring in the black it can be OK as long as you optimise the pips before switching it off.

I did this with my exploration Hauler for fuel consumption reasons, it was emptying the tank too fast while surveying systems with landable planets, I was very nervous at first but had no issues apart from the period when the pips resetting themselves bug was active.

But I don’t build my ships to have just enough power I prefer to have more than I need, the only exception is my old Dolphin bubble taxi which moans about power levels as it shuts down the cargo hatch every time it undocks.
 
If you turn off the distributor then you can not juggle your power settings which is indeed not a good thing.
However if you are out exploring in the black it can be OK as long as you optimise the pips before switching it off.

I did this with my exploration Hauler for fuel consumption reasons, it was emptying the tank too fast while surveying systems with landable planets, I was very nervous at first but had no issues apart from the period when the pips resetting themselves bug was active.

But I don’t build my ships to have just enough power I prefer to have more than I need, the only exception is my old Dolphin bubble taxi which moans about power levels as it shuts down the cargo hatch every time it undocks.
Thats the only and one reason to ever turn off distro.... going into lenghty exploration since you dont need distro at all in void (was actually more relevant before horizons, but still kinda makes sense). But in any bubble activity, distro is critical.
 
I only have my cargo hatch powered up on my mining ship, you only need it when collecting stuff.

On my DBX I have my vehicle hanger turned off most of the time, only powering it up when landed. I may leave it on, set to low priority, when there’s lots of planets to land on but these days with space legs it doesn’t come out as often. I also fly with the Distro and shields off for fuel economy and marginal heat gains.

I prefer, on none exploration ships, to have more than enough power for all modules to keep things going if the PP gets damaged. Although these days nearly all the ships I have are right on the limit… 🤔
 
104% is nothing. Just put engines and vehicle hanger on a different power priority (engine on a lower number of course). You never use both at the same time. Everytime you land your vehicle hanger will automatically fire up. When you take off it'll disable again.
 
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