Newcomer / Intro Lakon Type 6 Question

Hi all

I had a pimped up Hauler and was getting jumps up to 15 Ly so I bought a Type 6 and with the spare credits thought I would ugrade the FSD etc to get a similar or better range.

Whatever I do I can't seem to get beyond a fully laden range of about 9LY....I have plenty to upgrade but it doesn't seem to affect the range...if I get a better FSD it seems to actually get worse??

Is there a sweet spot I'm missing with some other components?

FYI I have increased by cargo hold to 84 tonnes.

Yours confused

Spraxy
 
Check a different station for FSD. The drives your looking at may be for a much lower class than your current drive. There is a big difference between a Class 2 A FSD and a Class 5 A FSD. The Type 6 being a much larger ship, also requires a larger class of FSD.
 

Deleted member 56127

D
You will need to purchase a Grade A, Class 4 FSD for your Lakon Type-6. Good luck.
 
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Deleted member 56127

D
Additionally, if you would like to maximize your cargo capacity and don't mind going shieldless, then see the outfit below.

Bulkhead: Military Grade

Power Plant: A/2

Thrusters: D/4

FSD: A/4

Life Support: D/2

Power Distributer: A/3

Sensor: D/2

Fuel Tank: 16t

Cargo Racks: 32x / 32x / 16x / 16x / 4x

Auto-Field Maintenance Unit = C/2*

Fuel Scoop = A/2

-----

Hardpoints: *No Weapons*

Utility: Point Defence
Utility: Heat Sink
Utility: Point Defence

-----

-Statistics-

Unladen: 26.61LY
Current: 26.61LY
Laden: 18.23LY

Power Use: 8.08MW (Retracted) // 8.08MW (Deployed) // 9.60MW (Available)

Cargo: 100t

Fuel: 16t

Mass: 217.6/473t

**Note: This is to repair module damage in the event you must drop out of Super Cruise in an emergency.
 
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Deleted member 56127

D
Personally I would ditch the military and and repairer and get a shield instead. Your jump range well be longer that way too ;)

I will test that out techno. The shields I've come across thus far have been hindering the rest of the outfit.
 
Dump the military. Not hard to avoid interdictions. Fly above or below the planetary plane en route to station. To be interdicted they must get behind you is you are off on your own it is easy to spot someone trying to get on your six. If you see one just drop out of super cruise, count to thirty then jump back into super cruise. You have a lot of cash in that armor and its hindering your jump range.

I would dump the point defense as well. If you get interdicted a chaff and ECM would help keep you alive long enough to jump. Point defense will not kill anyone competent and does nothing to keep you alive except for missiles which really are not that common. Better to spoof the missiles anyway IMHO.

Rest of your fit is right on. Well done Commander.
 

Deleted member 56127

D
New build based on feedback.


Bulkhead: Light Alloy


Power Plant: A/2


Thrusters: D/4


FSD: A/4


Life Support: D/2


Power Distributer: A/3


Sensor: D/2


Fuel Tank: 16t


Cargo Racks: 32x / 32x / 16x / 16x / 4x


Shield Generator: A/3


Fuel Scoop = A/2


-----


Hardpoints: *No Weapons*


Utility: Point Defence
Utility: Heat Sink
Utility: Point Defence


-----


-Statistics-


Unladen: 29.01LY
Current: 29.01LY
Laden: 19.33LY


Power Use: 9.47MW (Retracted) // 9.47MW (Deployed) // 9.60MW (Available)


Cargo: 100t


Fuel: 16t


Mass: 199.6/473t // Max Mass: 299.6/473t

**Note that I forgot to remove the Point Defence and replace with chaff or ECM. Added shield generator is industrial strength at 4 pips to SYS you can steam roll (not that you should).
 
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