It's just occured to me that I've been doing power plants wrong.

  • Thread starter Deleted member 110222
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So I do a bit of everything in this game. Fight, trade, explore, etc.

For a long time I had always blindly rushed to overcharged powerplants.

No longer. Taking into account my weapons, shields and thrusters; and that I don't use any of the power-hungry Guardian modules...

I have realised that an armoured PP is just better. The mass increase is negligble, on a Cobra that is, and I can limit that penalty further with exp.

As someone who regulary smuggles stolen goods that I "recover" from wanted smugglers...

The lower runnimg temps', increased power output, are just brilliant!
Never going back to OC again. Actually I'm selling my spare PP now that I have no use for it.

That is something I too should seriously consider.
Thank you for mentioning this.
 

Deleted member 110222

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That is something I too should seriously consider.
Thank you for mentioning this.

I don't know what boat you operate, but if it's a smaller one you can absolutely get away with the monstered exp', as the mass increase on up-2-C4 PP is tiny, because said PP didn't weigh much to begin with.
 
Don't forget the armoured powerplant mod was also significantly improved in one of the last updates. It used to generate less power (or the same, not sure) as an unengineered PP, before they included a power output buff in the blueprint, which made the mod vastly more useful.

That probably explains why I never gave it a look until recently. I still have to go for overcharged on some of my ships, since armored G5 only gives slightly less power than an overcharged G2, and on some builds that just doesn't cut it. But if I can, I go for armored now before I go overcharged. The FdL work with an armored G5 thermal spread, the Mamba will have to run armored G5 monstered. And then there's Python and the two Kraits, which can run low emissions G5 with no compromise in outfitting.
 
I don't know what boat you operate, but if it's a smaller one you can absolutely get away with the monstered exp', as the mass increase on up-2-C4 PP is tiny, because said PP didn't weigh much to begin with.

I currently have a total 7 of ships. Currently the only small ship I use frequently is a Viper IV.
I love the medium ships most, although I also fly the Cutter and Anaconda.

My problem is that I find it very difficult to assess the end result of certain module modifications and combinations, so in general I tend to repeat modifications I already used before. I do not experiment enough.
It's a personality thing :)... I am averse to change, which in this case is not a good thing, because I miss out.
 
So I do a bit of everything in this game. Fight, trade, explore, etc.
For a long time I had always blindly rushed to overcharged powerplants.
No longer. Taking into account my weapons, shields and thrusters; and that I don't use any of the power-hungry Guardian modules...
I have realised that an armoured PP is just better. The mass increase is negligble, on a Cobra that is, and I can limit that penalty further with exp.
As someone who regulary smuggles stolen goods that I "recover" from wanted smugglers...
The lower runnimg temps', increased power output, are just brilliant!
Never going back to OC again. Actually I'm selling my spare PP now that I have no use for it.

My two cents on power plants:
Choose your power plant LAST after fitting everything else so that you select a power plant just big enough to power everything fitted to your ship with just a couple percent left over,
anything bigger and more powerful than that just adds mass (weight) and generates more heat.
If overcharging a power plant, overcharge it enough to just barely power everything on your ship with just a couple percent left over. Over-overcharging causes your ship to quickly overheat, even when just scooping fuel.
Choose a power plant taking into consideration the intended role of the ship:
Exploration ships want the smallest D-rated power plant that will provide just enough power to get you there with the least mass.
Combat ships however, usually want large, A-rated power plants for maximum power and thermal efficiency.
The same goes for modifications. An exploration ship will often benefit from the "thermal spread" modification for heat reduction when scooping fuel while combat ships often benefit from the "shielded" and "overcharged" modifications.
 
I currently have a total 7 of ships. Currently the only small ship I use frequently is a Viper IV.
I love the medium ships most, although I also fly the Cutter and Anaconda.

My problem is that I find it very difficult to assess the end result of certain module modifications and combinations, so in general I tend to repeat modifications I already used before. I do not experiment enough.
It's a personality thing :)... I am averse to change, which in this case is not a good thing, because I miss out.

I'm just lazy so I find the best plan is to just stick the biggest possible Guardian PP in my ships while I'm engineering them (which usually has enough juice to keep the lights on, even if I sometimes have to disable a couple of SBs) and then, once I've finished everything else, I'll replace the Guardian PP with the smallest A-rated PP that, when modded, can power my ship.

I guess most people are aware of the benefits the Guardian FSD Booster provides but all the Guardian modules are, basically, "pre-engineered" modules.
You have the faff of unlocking them once but, once you do, it means you've got a half-decent module which you can buy off-the-shelf and bung on your ship to get decent performance.
You can usually improve on them with a properly engineered module but they're ideal for just bunging on a ship to get it working.
 
To get an even smaller PP

Thought that made sense, then I looked at my shielded DBX with a size 2 PP and decided ... maybe not. I guess it must be the weps, though I have a good 30% of my power to play with...

I'm just lazy so I find the best plan is to just stick the biggest possible Guardian PP in my ships while I'm engineering them (which usually has enough juice to keep the lights on, even if I sometimes have to disable a couple of SBs) and then, once I've finished everything else, I'll replace the Guardian PP with the smallest A-rated PP that, when modded, can power my ship.

yeah, recently I started just putting a guardian PP and guardian PD on new ships until I get to the point when it makes sense to switch them out.
 
on too many ships the PP is a bottleneck where people have to engineer for more power available.

The issue is, that the non engineered elite back then was disgned aorund PP and PD limiting the ships in many cases. Now Engineer cna offset this, but utilising anything that grants less power on most ships just plain out cripples them.
 
Disagree. Buying a paintjob shouldn't result in a combat advantage. For anyone.

Night Vision, aside from plenty of other uses, corrects this mistake.

I suspect many people bought the black paintjobs because they believed it would give a small edge in combat. And it did, until FD made night vision.

I don't think the last Blackfriday paintjobs SALE sold as much as the previous ones.
 
I'd been led to believe that the extra power draw from clean drive tuning negated the drive's lower heat emissions, by causing other components on the ship (power plant?) to emit more heat. So compared with dirty drive tuning you end up with a slower, heavier ship and no real benefit because the heat is a wash. Sounds like your group has some real experience with this... what are your findings?

Clean drive only lowers heat that would be generated by boosting.
 
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