Naah you can do even better than that!
http://www.edshipyard.com/#/L=60N,5TP5TP3we0_q0_q0-I,2-6Q7_6k5U7_6u5A,7Sk7fi4xo10i10i
This Vulture (link above) will get you to your Python (and well, any ship really)
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The twin gimballed pulse lasers are great. Don't be put of by the fact they're pulses...or the slight drop in firepower due to the gimbal (fixed do higher damage, but you really have to be an expert pilot to keep them on target)
The pulse lasers tend to wave around less than bursts or beams and suck less power. Power is critical for the Vulture and must be managed to squeeze every last drop out of the ship.
Power tips:
- Turn off the Cargo Hatch, you don't need it at all.
- Set Frame Shift Drive to Priority 3
- Set Fuel Scoop to Priority 3
- Set the two gimballed Pulse Lasers to Weapon group 1, 1st fire button
- Set the Kill Warrant Scanner to Weapon group 1, 2nd fire button
You should be able to keep guns out and keep the shield cell booster powered (it gives 3 boosts if you get in a pickle)
This way, when you hit the hardpoints button and the guns roll out, the FSD, scoop turn off (you'll get a module power warning)
The E-class life support is fine - if you get a broken canopy, you're out and heading back to base anyway. 5mins air should be plenty. If not, drop the baby 0E Shield Booster (I have this to get the final squeak of power out of my Vulture).
In a RES, I melt Clippers, Dropships and Anaconda's without issue (3 competent or higher 'conda's in a row will drain your shields). Get in close and sub-target the power plant. Back off when the power plant is less than 10% so you don't get blast damage!
Smaller Sideys are gone in one pass, Cobra's in two.
I switch power pips all the time, usually four in shields, 2 in weapons when on approach to a target, and switch to 4 in weapons and two in shields for the kill.
Back to four in shields and two in engines to roam around the RES and pick up the next large target.