Fast EDSY forced calulcation says: 40-47 Ly empty and 30-33 Ly fully loaded.
I don't think the advantage of the Cutter over the Type 9 is that large. Sure the Cutter does boost harder but I think the drift reduces that advantage a bit when you're trying to line up to dock, especially shieldless. I ended up sticking with my Type-9 rather than using the Cutter, even with the slight cargo capacity advantage too. I don't think it added up to anything that significant, though of course YMMV..My worry is that if it is no more manoueverable than the type 9 it may be faster to do two runs in a cutter than one in a Panther.
Allowing 4 MkIIs 2x8 and 2x7 might make it more worth while.
Not everyone is a min-maxer thoughMy worry is that if it is no more manoueverable than the type 9 it may be faster to do two runs in a cutter than one in a Panther.
Allowing 4 MkIIs 2x8 and 2x7 might make it more worth while.
And probably E rated, if I had to guess. But if it's an A rated in that shot (or a C rated SCO drive) then you'd probably want that FSD engineering and/or an FSD booster. Using the class 4 compartment for one doesn't seem like too bad of a deal...Non-engineered.
Exactly, my guess is E rated too, you just ninja'd meAnd probably E rated, if I had to guess. But if it's an A rated in that shot (or a C rated SCO drive) then you'd probably want that FSD engineering and/or an FSD booster. Using the class 4 compartment for one doesn't seem like too bad of a deal...
Same. The idea of ship-specific modules seems silly, since one of the nice things about ED is that practically all modules (with the exception of armor, and lightly restricted passenger cabins) can be freely swapped between ships. Having modules usable by only one specific ship, in certain specific slots, means they aren't really "modular" at all and may as well just be baked into the ship as permanent features.I don't see the point of FDev adding the new modules when they could have added an extra size 7 and size 6, or removed a 6 and added an 8.
... and while the PC2 may allow fuel tanks to be slotted into those optional internals, I don't see anyone actually doing that outside of doing some funky stuff of pushing for the highest distance covered in SCO at once without stopping it. Which is hardly a common gameplay use.may as well just be baked into the ship as permanent features.
Me too.I'm not sure the cargo tonnage is enough... I was rather hoping more. A lot more.
I'd settle for 6024 so I can transport a full team delivery of valuble cargo into my FC for safekeeping in one go, but would settle for half that as I don't wish to appear too selfish.Sometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.
Yes, please. Or, to still keep some of the gameplay: 15min auto-transfer between station and close-by FC. If that needs another FC module, I wouldn't complain either.Sometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.