Ships let's findout how to engineer the fastest mid-range ship

Lots of confusion on this topic but downsizing the fuel tank as it is referred to does NOT increase your jumprange at all.
It increases your laden jump range.. Which can also be accomplished by not fully refueling at the star.

A bigger tank is good for chaining neutron jumps. I can jump over 2400ly (8 jumps) on a tank with my dbx. Try that with a conda.. Or any other ship for that matter

Here's mine, the current ship I'm out exploring with. Has guns, shields and all... don't really need them but I like the style, plus I do combat whenever I visit a far outpost system for a change.


This build needs some power management to work, you basically automatically turn off everything you don't need when you use guns. It's even better, I have some extra engineering that doesn't show in Coriolis.

The supercruise module is great for exploring, you can target a far away body and chill, search the Galaxy map etc, while traveling to it.
ty for share, do we courier data with this build?
 
No I think you are confusing things.

Normal cruise; Measured in m/s; depends on your ship weight and the engines. D-rated modules are the lightest so they give the highest speeds. Also maneuverability is impacted by weight and thrusters. Get A-rated thrusters - dirty drives + drag for best results. Heat does not matter

Super cruise; Acceleration is always the same no matter what thrusters. Same for maneuverability

Jumping; A-rated FSD jumps furthest. Lower weight will allow you to jump further thus D-rated modules; unless you can get the same performance with less weight. For instance in a lot of build you do not need a big powerplant or distributor. Go a-rated and smallest size to save on maximum weight. We call this downsizing

Here I rebuild the build you liked (remove the beams and altered other parts to make the point) and downsized it a lot


 
ty for share, do we courier data with this build?
You can do pretty much everything with this build. I've been to Colonia, done missions, bounty hunting, etc.. Obviously you can't do l heavy battle like assassination missions, or bulk trading..
 
Here's mine, the current ship I'm out exploring with. Has guns, shields and all... don't really need them but I like the style, plus I do combat whenever I visit a far outpost system for a change.


This build needs some power management to work, you basically automatically turn off everything you don't need when you use guns. It's even better, I have some extra engineering that doesn't show in Coriolis.

The supercruise module is great for exploring, you can target a far away body and chill, search the Galaxy map etc, while traveling to it.
Not a build I would use, it would take to much micromanagement.

It's impressive and inventive though.
 
I kind of enjoy it when exploring, makes things more interesting. For example, once away from civilization, I like to turn off shields, sensors, guns, etc.. This way the ship runs colder, can scoop and jump at the same time, and it's more involved.. Shields up, weapons online :D that sort of thing..

The downside is you sometimes might forget to turn the shields on when landing :) :)
 
Thank you.

I don't play open, so without spending too much time on it, for solo:

Dolphin vs DBX

Darn that's close. Is the convenience worth the ~10 ly? Considering that once you get out there that doesn't matter in the slightest..?

decisions decisions.
There is a problem with your DBX build, it only has 1785 tons of optimal mass on the FSD. The double-engineered 5A FSD with Mass Manager on top has
1050*(1+(0.55+0.15))*(1+0.04) = 1856.4 (calculation)
tons of optimal mass:
  • Base of 1050t
  • +55% for Increased Range
  • +15% for Faster Boot Sequence
  • +4% on top for Mass Manager
For completeness, it has 120*(1-(0.15+0.15))*(1-0.08) = 77.28 integrity.
Here is one of my DBX builds as an example: https://s.orbis.zone/fl72 (Inara)

Edit: I got curious about the new FSDs and shared a summary of their values with examples here.
 
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