That should be the goal then. It should have a max jump range of 655.35(maybe 655.36) at 2500t or it's max jump range. Technically it's lowest/closest engine weight to 2500t is 2539t, (that I can find) so that could weight it down a bit more. Althought I don't want to put it above 800t base hull so it can use 5d engines in exploration mode. Most explorations builds always have a clever way to get one engine slot below to a partial engine usage. That would be 5 for this sized ship and this ships case. anything above 800t make sit impossible to do as far as I can tell.
What did it used to have as a max jumprange? Did it have the same fuel considerations for multiple jumps or could it just keep jumping for free? I never played the older games sadly so I'm not familiar with it.
https://s.orbis.zone/2pzf I don't that it's possible to get 655.36 max range with 7A engines. This is the best with the most efficient engine setup for transport. Although I might be missing something.. You might need to make an 8A version with a much higher hull weight and a cargo tonnage nearer 2100 tons. Although that would be pretty much unreasonable. Maybe I missed an engine combo or something.
Here is the lowest tonnage to get exactly 655.35 range:
https://s.orbis.zone/2pzl (Exact weight: 2590.77t)
Here is the lowest tonnage to get exactly 655.36 range:
https://s.orbis.zone/2pzw (Exact weight: 2590.72t)
The difference is 0.05t. And a weight of just under 2591t.
And here it is. Dirty Grade 1 with drive Distributor:
https://s.orbis.zone/2pzq 2593t. So, this design already works if you want that design! 8)
And I was wrong. Clean grade 3 with drive distributor is 2513 max tonnage. So, it is closer to 2500.
Yea, I think it would be fun to try to take all these bugs and try to incorporate them into the design! 8p
How would you calculate the shield amount based on the hull design. Does anyone have any insight into this? I think they would need to try to readd regen in combat to get this to work like the old games from what I've heard. Sadly, we don't have that feature now.
Since the old game had it's large plasma accelerator as a large beam laser maybe the weapons slots should be focused on supporting some Huge beam lasers and not actual plasma accelarators in the modern game. I have one option of weapon hardpoints at 2 huge and 6 medium. This means you could try to 2xhuge beam and 6 pack hounds! 8) That or have a huge and medium beam laser and packhounds and that one slot as a rear mine launcher. Not sure how to reproduce the rear weapon besides with a min launcher. I haven't figure out what an 8A PD can safely support.
Has anyone noticed my design so far is basically a bigger fatter corvette with better fuel, lighter LS, optional slots, but slightly worse hardpoints but more of them like the anaconda. It's like if you stuck all the big ships together you would get this. And if you gave it an 8 class thrusters it could fly at the agility of a cutter! >< I guess it will need to keep the 7 thrusters for balance. Or was it agile like the cutter in the old games. Not sure how you would compare them.
BTW, here is a better exploration build with full stuff in it. I set it to 27mw for a boost like the other big ships. This simplifies balance a bit.
32t fuel:
https://s.orbis.zone/2q11
https://s.orbis.zone/2q13 <- Tier 5 shields.
I think the question is how agile is it in supercruise. Is it better than the anaconda or worse? What determines this in game besides raw balance?
I figured out the shield balance also The key is the weight limit of 7A engines. At max a cutter can get a 320t pris and 1 160-256t shield cell. It obviously has bigger engines. But a panther clipper would only have 7A and a limit of max 3564t for combat with drive distrubutor for max weight. But it can focus around a lighter 80t regen shield because with an 8A pd it can get 6.8-6.9-7.2 shield regen focus and support a low draw Biweave with 14.4 broken regen without braking a sweat.(Enhanced low power(5) with low draw) It is what it should be. It could also have 4xClass8 optional slots allowing for 3 cell banks of max value. If regen was in the game max regen with shield cell boost. Without max regen or hp combo for max ehp. But it would be the first ship to fully support proper use of 8c bi-weaves as it's the only one with both an 8 slot optional and 8PD potentially. This means if it also has massive heat capacity it can focus on shield pd for combat and have almost any range of level 8 shields fully support capacitor wise. So, it would work out very much like you would imagine in the older games. Potentially outside weapons limits. Even with weapon focus it could heavily focus on regen.
On a cutter, which will have much better shields you can get around 3k shields with max regen. This is with 3 shield cell bank. Obviously both recharging cells in the field or regen in combat would be nice again for this. It may turn out that your shield max is about what you would get from a full shield cell bank charge.
Also with max 7 engine it would have many more weight restriction than a cutter for combat. Hence giving it the feel of a restricted but powerful non combat ship. And with lower agility. Although it could be kept optimally near the optimal weight for 7A engines(2100t). But it is absurdly slow without engine pips at max engine with engineering. Yaw: 51.4sec; Pitch: 24sec; Roll: 10sec.
And the safe balanced design: (This is 650t to fit 4D shields) Although it has even more absurd levels of cargo. (Can ideally fit 4d engine Enhanced low power 5 /low draw. Note: maximum hull mass does not actually decrease in game. So this shields would work in actual use at 713 max hull mass.)
New and Improved Panther Clipper LX:
https://s.orbis.zone/2qem <- Exploration. Lots of extra room.
https://s.orbis.zone/2qek <- Cargo
Panther Clipper 6A FSD, 7A Thrusters, 650 hull mass:
Cost: 420mcr
Hull: 650t
Max cargo: 1472(1474 as of april 23rd!)
Armor: 540 (Base: 300)
Minimum Boost Capacity: 27mw
Crew: Whatever max is. (maybe this ship could be the first two fly 2 npc fighters at once.)
Core internals:
7-8 - Power Plant
7 - Thrusters
6 - Frame Shift Drive
5 - Life Support
8 - Power Distributor
5 - Sensors
7-8 - Fuel Tank (I think 8 might be better, thinking about it. It gives options.)
Optional Internals:
8 - 4
7 - 2
6 - 2
5 - 2 (1 restricted)
4 - 2 (A 4D Tier 5 Enhanced Low Power, Low Draw is perfect for a 4D Tier 5 Engine Enhanced, Stripped Down PD)
1 - 1(As of april 23rd!! 8D)
Hardpoints: (Not sure yet)
Huge - 1x
Large - 1x
Medium - 5x
Small - 2x
Or:*
Huge - 2x
Medium - 5x
Small - 2x
*only problem is for full mining it needs potentially 6 lances and 3 other modules if going for everything. That is 9 hardpoints. Although I'm assuming only one of each isn't enough for good deep space mining. I was trying to give it mining for long ranges 5000 ly mining trips and then a large return haul of about 1024.
Basically, 700 hull mass and below allows 4d shields and 6A engines with more reasonable exploration jump ranges around 50-56ly(With GFSDBooster). This also gives a max jump range cargo jump ranges up around 25ly with GFSDBooster(around 15ly without) giving it more cargo and slower jump ranges so it can maximize cargo. Stopping at around 1440-1472 max cargo and less fuel help it fit 7E engines so it can use the entire fitting for cheaper builds. Allow an 8 fuel tank(if it's even in the game) if you want to allow full fuel and target 2500 total weight without reducing cargo potential. That or increase the cargo more by going up to 5 class 8 slots. I was thinking 4 was a bit much but if the price is right. Why not.
Either way it's got a lot of room for extra stuff even with good cargo. 700t hull mass is also a good number if the goal is to keep it's exploration abilities down and make it have very low jump ranges. You can also keep the fuel tanks at 128t max and have it more easily fit smaller engines. If you drop it down to 500t hull mass you can get the exploration back up to near 70ly in exploration mode and only about 25-26 during cargo hauls. This gives it the best of both worlds without making it world breaking. It also opens up the 6A engine in cargo hauling if it's useful.
This may be even better: (This is basically the absolute minimum hull weight and max cargo! it is double a cutter!)
https://s.orbis.zone/2r1- Explorer 62ly jump range
https://s.orbis.zone/2r2o 1600 cargo
https://s.orbis.zone/2r2n 1584 /w 4d shield
https://s.orbis.zone/2r2l 1552 /w 4d shield and gfsd
Same stats as before except:
Hull Mass: 600t
Cargo Max: 1600(1602)
Core Internals:
8 - Fuel tank (no exceptions at this point)
Optional Internals:
8 - 5x
7 - 1x
6 - 2x
5 - 2x (1 restricted)
4 - 2x
1 - 1x (as of April 23rd)
Hardpoints: (The Beluga has 5xmediums so I'll assume 5 is max.)
Huge - 1
Large - 1
Medium - 5
Small - 2
Or:
Huge - 2
Medium - 5
Small - 2
Making sure it has 4 - 2x means it can have minimum shields and a max refinery if desired. Plus 1 level 5 for the GFSD minimum. 1 tier 7 is for a max hanger or a really big limpet for mining and the rest is for whatever you want.
Edit:
Actually thinking about it more:
Hull Mass: 600 or 800t
Max cargo: 1504(1506)
Integrity: 540(300 base)?
Booster Capacity: ?
Cost: 420mcr
Core internals:
7-8 PP
7 Thrusters
6 FSD
5 LS
8 PD
5 Sensors
7-8 Fuel tank.
optional internals:
600t

1504-1506max)
8 - 4
7 - 2
6 - 2
5 - 2 (0 reserves/military)
4 - 2
1 - 1 (April update)
800t: (1520-1522max)
8 - 4
7 - 2
6 - 2
5 - 3 (0 reserves/military)
4 - 1
1 - 1 (April update)
Hardpoint:
2 - Huge
5 - Medium
2 - Small
Not sure how to balance it properly. Lots of options.