Newcomer / Intro Cooking myself...

Hi everyone,

I'm relatively new and have a problem with my Vulture. Here you have the build:

Engineered Vulture

The problem is the heat generation: as soon as I hit the engine boost the temperature raises above 140ºC, and the internal modules begin to get cooked. And that without using weapons or anything else.
What is the problem with my build? Or simply the Vulture is hot as hell and there is nothing I can do about it?

Thanks in advance.

Edit: this has happened in LTT 4487, leaving Borman Colony outpost. Maybe is something related to the planet which the station orbit around? I tried to replicate the behaviour of the ship near Jameson Memorial and i haven't had this temperature issues anymore...
 
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If you're above a planet, this will likely be down to your manoeuvring thrusters trying to keep you in the right place which has a big impact on your heat generation and if it's a particularly hot planet this might well make it worse. Some ships are better than others for this, but if you keep combat to outside of planetary orbits you should be fine.

Can't see anything seriously off with the build, although if it was me I'd replace the shield boosters with A rated ones. Then do heavy duty on one and thermal resist with the other (both with super capacitor experimentals) then drop supercruise assist and the docking computer into the same power group as the cargo hatch.

If it does become a problem in combat, some thermal conduit plasma accelerators should work well (thermal conduit gives a progressively higher damage bonus up to 150% heat).
 
Can't see anything dramatically wrong with the build, either. Well, except for the docking computer and SCA 😁. And if you didn't fire the SCB, the temperature should stay manageable (usual recommendation would be to add some heatsinks if you equip a SCB - couldn't comment on that first hand since I've never used SCBs).
You didn't accidentally switch to silent running by any chance?
 
First of all, thanks for the answers.

Dillon Fallon: The D rated shield booster is just a placeholder, but right now it's better than a A un-engineered, so...
Probably the proximity with the planets it's the cause of the overheat given the results of some tests that I've done after writting the post. I'll keep an eye on planetary distance and I'll see how it goes.

Ashnak: I know, im a lazy :ROFLMAO:, but having docking computer and SCA (I also know that the later is terrible, but right now the game it's hard enough for me) makes some things less complicated. In the future I'll get rid of both, for sure. No silent running, just leave station, hit boost and boom...

BTW, any suggestions about the build?

Thanks.
 
Its the +76% from the drag drives

Hover over the circled factor in your build info also each percentage will be factored while used towards or over 100% if you popped an scb by accident, In this case you have alread 26.5%+31.5% just from idle to trust added to your 39.2% of weapons on, Weapons being used would drive it a further 58.1% and fsd charging a further 56.9%

1710281211563.png

Also note the below heat stats for the Vulture it has very low heat management stats compared to other ships really boosting your issue, Most ships have a minimum of 2.20 and a maximum dissipation of around 50 while the vulture has a very minimalistic stat for heat dissipation
1710281915091.png
 
BTW, any suggestions about the build?
The Vulture is one of my favorites - but I don't like SCBs. Essentially, it depends on what you want to do with it - as a small ship, she is more sensitive to loadout than a medium or large ship where you can lug around a few modules just in case.
Her strengths are the agility and speed while being able to carry two large weapons. The weaknesses are the power plant and the canopy.
My favourite armaments that I always return to are two Pacifiers (powerplay frag cannon) - they work best at point blank range, though and run out of ammo fast, so not ideal for combat zones. In my current loadout, I use her for mug delivery - therefore a heavy weight on shields and the cargo hold. In this role, though, I don't go looking for trouble, so all I need to be able to handle is the occasional NPC pirate who wants to take my mugs (RP pirates who actually bother to hail me get one for free - after all, the goal is to mug the galaxy :) ). If I take her into real combat, the two shoulder mounted shield boosters get replaced with point defense (the instance your shields go, the NPCs shoot missiles - and the first thing to go from them is the canopy. Therefore also the A-rated life support), shield goes into the size 5 slot and I don't fully remember what I put into the size 4 slot (would need to check whether the power budget could handle another Guardian shield booster or just some hull reinforcements).
The downsized engineered power distributor is good enough - the boost interval can't get much shorter, and the pacs don't need much power.

You can use other weapon loadouts with more range (and power needs), but I just like the sheer raw DPS of the Pacifiers. No need to worry about whether you want to damage shields or hull - just dish it out.
 
Its the +76% from the drag drives

Hover over the circled factor in your build info also each percentage will be factored while used towards or over 100% if you popped an scb by accident, In this case you have alread 26.5%+31.5% just from idle to trust added to your 39.2% of weapons on, Weapons being used would drive it a further 58.1% and fsd charging a further 56.9%

View attachment 386346
Also note the below heat stats for the Vulture it has very low heat management stats compared to other ships really boosting your issue, Most ships have a minimum of 2.20 and a maximum dissipation of around 50 while the vulture has a very minimalistic stat for heat dissipation
View attachment 386348

Thanks, I'll remove the SCB, just in case that for some reason are being fired unintentionally (Ihave to check my keybinds...).

And knowing that Vulture has that bad heat management is good. At least I wont expect miracles from her...
 
The Vulture is one of my favorites - but I don't like SCBs. Essentially, it depends on what you want to do with it - as a small ship, she is more sensitive to loadout than a medium or large ship where you can lug around a few modules just in case.
Her strengths are the agility and speed while being able to carry two large weapons. The weaknesses are the power plant and the canopy.
My favourite armaments that I always return to are two Pacifiers (powerplay frag cannon) - they work best at point blank range, though and run out of ammo fast, so not ideal for combat zones. In my current loadout, I use her for mug delivery - therefore a heavy weight on shields and the cargo hold. In this role, though, I don't go looking for trouble, so all I need to be able to handle is the occasional NPC pirate who wants to take my mugs (RP pirates who actually bother to hail me get one for free - after all, the goal is to mug the galaxy :) ). If I take her into real combat, the two shoulder mounted shield boosters get replaced with point defense (the instance your shields go, the NPCs shoot missiles - and the first thing to go from them is the canopy. Therefore also the A-rated life support), shield goes into the size 5 slot and I don't fully remember what I put into the size 4 slot (would need to check whether the power budget could handle another Guardian shield booster or just some hull reinforcements).
The downsized engineered power distributor is good enough - the boost interval can't get much shorter, and the pacs don't need much power.

You can use other weapon loadouts with more range (and power needs), but I just like the sheer raw DPS of the Pacifiers. No need to worry about whether you want to damage shields or hull - just dish it out.

So many things to do, so little time...

Powerplay modules are near the bottom of my to-do list, and in the near future I'll not bother with them. Eventually I'll try to get some of them (or all, who knows) and for sure I'll try the Pacifiers.

Thanks.
 
Instant 140%? This should not happen, not even with dirty drives with drag drives, unless you are near a corona and simultaneously charge your FSD. The heat management of the Vulture is bad, but not that bad. I can see it getting near 100% when you boost constantly and have no other thermal measures, but instant 140%? Nah.

My money is on your keybinds triggering something else; SCB, silent running...
 
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You have monstered special on the power plant, you can put thermal spread instead with no problem, only the cargo hatch will power down when deployed. There has to be something else fundamentally wrong though. My own Vulture rocks the unique OC G6 power plant from a CG a while ago and doesn't overheat.
 
Hi again,

So we have a winner, a wrong keybind caused that every time that I tried to boost or engage SC, a SCB was fired overheating the ship...

Anyway, I just removed the SCB and changed the keybind, just in case that some day I decide to mount it again.

I've been killing pirates without problem (apart of my middle age reflexes an accuracy...), and the ship performs quite good.

Thanks to all of you that helped me. Much appreciated.
 
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