Need an A5 Power Plant for my Vulture or Suggests on Power Management

I need an A5 power plant, but I do not think that there is such a thing since there is not one listed for the Vulture in EDShipyard.com.

See the attached for what I have and how much power I need. I know that I can turn stuff off in the module tab on the left side, but I am 18% over and to get enough turned off I would have to turn off one of the beam lasers. Something just does not seem right to me, I think that you should be able to buy a power plant with a large enough capacity to handle two 3C/G beam lasers. Even getting a lower rated weapon does not reduce the power requirements that much.

Any ideas?

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You have to compromise somewhere with a Vulture. If you could mount the best of everything on it the ship would be an even bigger monster than it currently is.

Drop either your thrusters or shield generator down to D for starters. Possibly your sensors as well. I've run two beams before, but in the end switched back to pulses. Just seemed more effective overall since I didn't have to wait for the cap to recharge all the time.
 
Well all combat ships have problems with the power management now. Only the python can carry almost anything that is avaliable for his slots&hardpoints. Even the conda cant carry anything that you want, that makes it interesting.
 
Before I begin, it should be noted that beam lasers in general generate a buttload of heat. If you want 2 beam lasers that badly though, you're stuck with downgrading some things and doing some power management.

Looking at ED Shipyard, the biggest culprits are the KWS and the Sensors. Downgrade both and your power will only be at 102%.
 
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The Vulture's drawback is it suffers from power management problems, as you've found out! The A4 power plant is the best you can get. Personally, I wouldn't bother with the 2 beam lasers. It will require a lot of downgrading in your internals. 2 large pulse lasers do a pretty decent job and require far fewer sacrifices. For starters, you don't need A rated sensors. D will do just fine and save you some power. You can also downgrade your KWS to D as well to save power.

Edit: Everyone else told you pretty much the same thing whilst I was typing!
 
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Downgrade your sensors. The "A" sensors consume almost the double than "B" and more than the double than "C". Also use a smaller KWS. You double the power consumption with every upgrade for only a 500m extra gain. If you do both you might get around with module management afterwards.

I would recommend C sensors and D KWS which would save you ~1,9MW. Putting Cargo Hatch and FSD on 2 and you should have enough power.


Another go is to swap the Beams for Pulse but I guess you wanna keep your Beams so that's not an actual suggestion
 
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My Power Management (I use on all my ships):

Priority 1 - Thrusters, Shields, Power Distributor.
Priority 2 - Weapons, Sensors.
Priority 3 - Shield Boosters, Chaff, Life Support, KWS.
Priority 4 - FSD, Fuel Scoop, Interdictor, Cargo/Wake Scanner.
Priority 5 - Cargo Hatch.

Should allow you to run a loadout over 100% without too many problems.

2 gimballed beams on a Vulture might be pushing it. Have you tried Pulses, I find them quite good. I would downgrade the KWS to D-rated as well :)
 
D sensors, D thrusters, A Life support (turn it off when fighting and you can save some more power.)

Sensors and thrusters are real big energy hogs. As are the higher-grade KW scanners. I'd drop the KWS to C or even D-- C allows you to scope stuff at the 3km standoff range.

Might want to consider dropping down to Twin Gimballed C3 Burst lasers. They are an absolute PITA to find in my experience, however once you get into the knife-fight dogfighting that is the vultures specialty they absolutely melt through shields and enemy subsystems like nothing else and they're not so hard on the heat either. With that you might even have enough space to fit some shield boosters or a SCB.
 
http://www.edshipyard.com/#/L=60N,5TP5TP3we0_g0_g0_g,316Q8S6Q5U7_6k5A,7Sk4_w12G10i10i

^ What I run for BH. I find boosters to be better than cells for BH PvE. Cells have finite ammo, while as long as you can tank a single engagement, the extra shield hp from boosters comes back again and again. PvP is another story, there you want your health potions.

---

Running A class life support that you then turn off is bad advice for BH. Total oxygen does not replenish when you turn life support back on! So you have at most 25 minutes of combat before you have to come back to a station. Once you have something of at least vulture quality, you can easily kill any NPC in a RES, the only question becomes how long you can stay out there. This is why you want to minimize reliance on finite resources like ammo or shield cells or total oxygen levels.
 
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Best setup for me so far:

[Vulture]
L: 3E/G Pulse Laser
L: 3C/F Cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0D Kill Warrant Scanner


BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5D Thrusters
FH: 4A Frame Shift Drive
EC: 3C Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5A Shield Generator
4: 4B Shield Cell Bank
2: 2A Fuel Scoop
1: 1C Detailed Surface Scanner
1: 1C Advanced Discovery Scanner

Travel mode: cargo hatch and cells off.
Undeployed: cargo hatch and scoop off.
Deployed: cargo hatch, scoop, cells, fsd off.
 
This is my current setup, purely for solo PvE and its been working good for me.

http://www.edshipyard.com/#/L=60N,5TP5TP0-83we0-80-8,2-6Q7_6Q5A7_6k5A,7Sk7go03w02M02M

Most likely not the most efficient setup, but its plenty for me to deal with whatever.

Turn off Cargo hatch + Cell bank.... If the situation comes, where I need shield, I go full power to engine and boost outta range. Then disable both Pulse lasers and enable the cell bank, pop one and switch it all back again.
Sofar, its only really been nessesary when engaging Anaconda's with escort, and they all 3 attack me. Other than that, just 5 mins break and 4 pip to shield is enough to recharge.

And the 8T Cargo, is there for the few missions I do for reputation.
 
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mxcross2002

M
on my vulture i use a G beam on NO 1 trigger and G pulls on NO 2 , alternate between the tow when in battle and have no power problems , keep shields at E add tow A boosters and a 4b shield sell bank .
 
It doesn't have power issues at all. 1 beam for shields, 1 canon for hulls. D life support, C KWS and A everything else. No silly shield boosters or cells needed as the shields are massive. Set the power priorities so the cargo hatch, scoop and FSD turn off when the hardpoints deploy. Sorted.
KWS uses MASSES of power and a C is fine.
Ditch the BDS. you're not going exploring in a vulture. Only 17 LY range and only 3 jumps per tank is pretty much useless.
 
Thanks everybody.

I changed my sensors to 4D and my KWS to 0D, that got me from 118% down to 106%. I can get the 6% off by turning off the cargo hatch, FSD and fuel scoop when weapons are deployed.

Time go try out my new Vulture!
 
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D sensors, D thrusters, A Life support (turn it off when fighting and you can save some more power.)

Sensors and thrusters are real big energy hogs. As are the higher-grade KW scanners. I'd drop the KWS to C or even D-- C allows you to scope stuff at the 3km standoff range.

Might want to consider dropping down to Twin Gimballed C3 Burst lasers. They are an absolute PITA to find in my experience, however once you get into the knife-fight dogfighting that is the vultures specialty they absolutely melt through shields and enemy subsystems like nothing else and they're not so hard on the heat either. With that you might even have enough space to fit some shield boosters or a SCB.

I've never found anywhere that sells the C3 Burst lasers but managed to get beams working. Where are bursts available?
 
There is no A5 power plant for the Vulture. However, with proper module control priority you can even run double C3 beams on the Vulture without too many compromises in the loadout. There is an article on module priority control on the wiki here that even takes the Vulture as example.
 
Do C3 bursts or pulse exist? I'm thinking of upgrading from my E3 pulses. Can you run an A4 or A5 shield with those big old c3 beamers?
 
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