Mandalay Builds post release, your wild optimizations pretty please.

I REALLY like this ship but I'd appreciate some feedback/advice on my build. I could probably squeeze a little more jump range out of it but 77+ LY ain't bad. Although, if I could change one thing, I think it'd be that damnable horizontal bar right in the way of my view out of the cockpit. I like the vertical bars of the Asp Explorer/Phantom better.

https://s.orbis.zone/qBLl
 
That was already suggested and my answer is right above your post. :D
Sorry missed that. Though I am struggling a little with the idea that a powered up vehicle hanger is functional while the ship is in flight. But it is your ship and you are the one that has to be happy with it.

We do tend to overlook how small the gains of lightweighting can be at times.
 
Sorry missed that. Though I am struggling a little with the idea that a powered up vehicle hanger is functional while the ship is in flight. But it is your ship and you are the one that has to be happy with it.

We do tend to overlook how small the gains of lightweighting can be at times.
Yeah. In this case it would get me about 0.4ly and if I'd be hell-bent to squeeze every little lightyear out of the ship, I'd definitely do that, and I guess shave off some more. But like I'm not willing to downgrade thrusters I need a few basic things for my ship, and a module switching off once I start the machine, because of insufficient power somehow rings a virtual warning bell or something like that. I'm fine with AFMU and repair limpets turned off all the time, though I could also power them I think. Those are emergency modules somehow.

Jump range sure is a factor for an explorer, and I like my 75ly a lot, but jump range is reach and travel speed when you're going somewhere. When actually exploring I very rarely make max range jumps. So I don't really participate in the shaving-off-stuff-until-max-range race I guess. :D
 
I REALLY like this ship but I'd appreciate some feedback/advice on my build. I could probably squeeze a little more jump range out of it but 77+ LY ain't bad. Although, if I could change one thing, I think it'd be that damnable horizontal bar right in the way of my view out of the cockpit. I like the vertical bars of the Asp Explorer/Phantom better.

https://s.orbis.zone/qBLl
This looks good!
I tried ditching the shield booster and go for a size 3A shield generator reinforced and stripped down, and that actually gave the ship 0.10ly more. Strength is about the same.
Not sure if that's worth it.
Not sure about that Guardian shield package, but it looked very deliberately equipped so I kept it in there. I use a 3A shield that always was enough, also in my Krait Phantom. The package is 4T, so it will increase range quite a bit if you ditch it.
Here's the change: https://s.orbis.zone/qBLL
 
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This looks good!
I tried ditching the shield booster and go for a size 3A shield generator reinforced and stripped down, and that actually gave the ship 0.10ly more. Strength is about the same.
Not sure if that's worth it.
Not sure about that Guardian shield package, but it looked very deliberately equipped so I kept it in there. I use a 3A shield that always was enough, also in my Krait Phantom. The package is 4T, so it will increase range quite a bit if you ditch it.
Here's the change: https://s.orbis.zone/qBLL
You can switch out the 3A Reinforced shield with a 4A Enhanced Low-Power shield, gives you a bit more shield strength for the same weight and a lower power cost. Like this:
 
You can switch out the 3A Reinforced shield with a 4A Enhanced Low-Power shield, gives you a bit more shield strength for the same weight and a lower power cost. Like this:
And 3A powerplant overcharged (tried 4D too, but a lot more heat).
Makes about 1,5ly.

EDIT: shields actually have almost 10% more kinetic resistance. That might actually be worth changing next time I'm back in the Bubble. Didn't know the mod would get the mass down so much!
 
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I'd go for lightweight heatsink instead of extra ammo, that saves you 2.4 tons.
That's not my build there. That's the one I gave advice on a few posts above. Didn't even see that they didn't lightweight the heatsinks.
Here's mine: https://s.orbis.zone/qBM0

I got two heatsinks equipped though and point defence for guardian ruins. :D
Might ditch one sink since I can actually synthesize them, but well, old habits.
 
That's not my build there. That's the one I gave advice on a few posts above. Didn't even see that they didn't lightweight the heatsinks.
Here's mine: https://s.orbis.zone/qBM0

I got two heatsinks equipped though and point defence for guardian ruins. :D
Might ditch one sink since I can actually synthesize them, but well, old habits.
Yeah, I would normally lightweight G5 the heatsink but I went with the pre-engineered Sirius heatsink launcher. Not sure it would be worth it to ditch the Sirius module. I tried outfitting the Mandalay like my Phantom but found I needed a bigger power plant and distributor. But this thing handles SOOOOOOO good! And manages heat and SCO like a boss!
 
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Yeah, I would normally lightweight G5 the heatsink but I went with the pre-engineered Sirius heatsink launcher. Not sure it would be worth it to ditch the Sirius module. I tried outfitting the Mandalay like my Phantom but found I needed a bigger power plant and distributor. But this thing handles SOOOOOOO good! And manages heat and SCO like a boss!
What does the Sirius heatsink better than the regular one?
 
Yeah, I know, but that's still not what I want. Things need to be functional and not switch off under certain circumstances. The difference would be about 0.4ly and that's also not worth it in my book. I need my ship to be robust and functional somehow.

How often do you deploy SRV whilst in super cruise? Genuine question. Power priorities are helpful and by design. Their entire point is to ensure the right modules are functional at the right time.

I'd humby suggest scooping at a star probably doesn't need the SRV being good to go, or if you experience a collision with a star, but you do you.
 
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after playing with it for a few hours, I've made a few changes to my Mandalay PP runner (call it "optimize" if you will :D).

  • I've swapped the 6C Bi-Weave to a 5C in favor of upping the cargo capacity to 64 t.
  • I also swapped the resistance augmented booster I had thrown in from storage with a newly engineer thermal one. Together with the swap above it now has 1441 MJ with 54/45/24 percent explo/kin/thrm. I think that's a good balance. Not enough of being attacked by a wing of 3 deadly / dangerous NPCs while engaged with a fourth party, but for okay for your average squabble.
  • I've also sacrificed some armor for a better limpet controller. For one collecting salvage with only one limpet is just too slow, and also I was missing the ability to hack. So I dumped the size 3 HRP for an operations controller with 4 active limpets and swapped the original size 1 collector for a heavy duty HRP.

I having tested it for a few more hours I think it works better now. Especially the upped cargo capacity works well, I can ferry 48 t of rare goods while still carrying some limpets or PP commodities. I am enjoying my Mandaly Powerplay runner.

For anyone who cares, here's the updated Coriolis build.
 
Here is my explorer build:

Explorer Mandalay

The heatsink and DSS are not engineered because I use the pre-engineered ones and Coriolis doesn't seem to have them available to use...

On my way to Beagle Point!
 
I bought the stellar version just because I wanted the ship kit. Also I didn't use the prebuilts, after buying access to the Mandalay via ARX I bought one in the shipyard.

Same here. I wanted the ship kit anyways and the paint is a bonus in this case.

Anyways, i havent got time to check the builds here, but i went for this build: 77ly unladen, 16t cargo, 2g srv hangar, afmu, 500MJ shields, research limpet and either 3C Operations MLC (collector, hatch breaker, recon limpet) good for the eventual megaship found out there or 3C Rescue MLC (fuel transfer, repair, hatch breaker) bit more realistic MLC for exploration..

Basically about all the tools one may need out there.
And still doing 74+ ly jumps.

forgot to add.... I really like the ship
 
Here is my explorer build. 80.5-87 light years depending on fuel, heat sink and a mining lance, can complete a jump while scooping without heating up, supercharged constant supercruise on 54 heat tops, has about three boosts at a time, speed of 353/442, research and repair limpets (pre engineered surface scanner that's not in coriolis). Flies like a charm! :)


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I think this is the best jump range you can get, but it's not good for much except going a long way quickly. The empty slots are where I'd put a shield and SRV bay, BUT the power plant doesn't have enough juice for either. It's surprisingly speedy for such a bare-bones ship, but perhaps a bit toasty.

Here's one with a little more versatility and QoL.
 
How often do you deploy SRV whilst in super cruise? Genuine question. Power priorities are helpful and by design. Their entire point is to ensure the right modules are functional at the right time.

I'd humby suggest scooping at a star probably doesn't need the SRV being good to go, or if you experience a collision with a star, but you do you.
I do I.
 
My take on a Mandalay explorer. 80.5 LY jumprange, the biggest difference is that I have included a size 2 hull reinforcement module, engineered, to have a better buffer against mishaps that might happen. Better to err on the side of caution than to risk a destroyed ship and loss of potentially weeks or months of work.
 
My take on a Mandalay explorer. 80.5 LY jumprange, the biggest difference is that I have included a size 2 hull reinforcement module, engineered, to have a better buffer against mishaps that might happen. Better to err on the side of caution than to risk a destroyed ship and loss of potentially weeks or months of work.

I think Shield Boosters are a better use of the weight than the Hull Reinforcement if you're worried.

I've bashed mine into the ground intentionally, and sometimes not so intentionally, during my testing and the hull will hold up to even malicious landings.

So long as you repair any damage when it happens I'd suggest dropping the Hull Reinforcement.
 
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