Ship Builds & Load Outs Krait Phantom for DW2

Hey guys,

I'm pretty noobish, played the game for about 6-8 weeks. Since I heard about DW2 I'm stoked an want to explore the galaxy with you guys. I'm currently outfitting my Krait Phantom for the expedition and would love some feedback from the experienced crowd.

My build: https://s.orbis.zone/1hk4

Questions: Since I want to do planetary exploration, I've put a 6G Hangar in the size 6 slot and fitted only a 5A fuel scoop. Do you think this will suffice would you rather fit a 6A full scoop an 4G hangar?

Any tips on engineering priorities? I will get FSD level 5 with mass manager done. I was thinking about lightweight sensors and efficient power plant. What would your priorities be?

Thanks a lot for your input!

Cheers,
Cmdr TowelDay
 
I'm not really a seasoned explorer (Colonia in a Krait mk2 on my alt account) but I'd suggest a few things

Fit the biggest scoop you can a 6A will make life a lot easier (I've used a DBX and it's greatest failing is a class 4 scoop), SRV's are fairly tough but you could do a repair on them with premium synthesis before you set off as that'll make them a lot tougher.

Don't drop the thruster size too much as you'll get more drift and on higher G planet the vertical thrusters may not be enough to support the ship making landings tricky/dangerous/suicidal. I'd fit a 6D but a 5D should be ok if you're careful, and the 5D will boost to 500 m/s +

A 5D shield is slightly lighter and a lot stronger

Usually two AFMU's are fitted so you can have one repair the other and AFAIK the repair limpets only repair the hull not the modules perhaps wing up with someone in an Anaconda with repair limpets

Not sure what a burst laser is for as any exploration ship should be running away from hostiles, a mining laser for mats? TBH I'd prefer using the SRV as mining mats are limited to lower grades and dependent on the roid makeup.

Max out your synthesis mats for jumponium, AFMU ammo, SRV fuel, hull and ammo........

I'd also suggest posting in the exploration section of the forum as they'll have a vast amount of experience compared to me ;)

https://coriolis.edcd.io/outfit/kra...EweloBhBmSQUwIYHMA28QgIwVyKBQA==&bn=Krait P X
 
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Hey,

thanks Ceekay. I've done some engineering and got hold of the Guardian FSD Booster. Jump Range its now 59 LY. Still could replace a cargo rack and the docking computer with something useful. Either some kind of limpet or a second AFMU.

Here's the current build: https://s.orbis.zone/1jm4

Cheers,
TowelDay
 
The power plant can't be repaired by AFMU's so I'd suggest getting one with the highest integrity you can get in that class say a 5A with grade 3+ armoured with stripped down.

Add a second AMFU and lightweight mod as much as you can, drop the wake scanner to C grade and mod it for fast scan (way more useful than extra range), also a lot of modules can be powered down until you need them e.g. both AFMU, vehicle hangar and one of the heat sink launchers.

https://coriolis.io/outfit/krait_ph...A.EwegLCAMUgzKoCmBDA5gG0SEBGS+ZpIg&bn=Huygens
 
Don't drop the thruster size too much as you'll get more drift and on higher G planet the vertical thrusters may not be enough to support the ship making landings tricky/dangerous/suicidal. I'd fit a 6D but a 5D should be ok if you're careful, and the 5D will boost to 500 m/s +

Actually, any thrusters can keep a ship in the air (err... void ?) as long as the said ship is at least leveled. Ventral and main engines receive an additionnal thrust whatever the gravity of the planet, in order to be able to land on any planet. But for sure, if you try acrobatic flying on a high g world with weak thrusters, then you'll kiss the ground quite quickly :) So... tricky : yes, definitely ; dangerous : yeah, for sure, sometimes. Suicidal : nope ;)

Note : there is a good source somewhere on this forum explaining this, but I can't find it yet...

Now for OP, as Ceekay said, with repairs on your SRV, you won't need a class 6 bay. Just... drive carefully ? (but where's the fun in that would you tell me !)
 
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