Phanton internals

I may build an explorer Phantom, though I still think that for what is essentially the KraitX they should have moved the cockpit forward and up so that the fronts of the wings were no longer intruding into what would otherwise be a superb field of view in VR.

I'll certainly be building one as an SRV taxi. Situated as it is, the cockpit is at least excellent for planetary landings, and the jump range is just what's needed for schlepping SRVs out to those Guardian sites.
 
That's quite a big difference. And it could be why this ship is called the "Phantom".

A stealth ship to rival the DBX?

I'd like to know if the Phantom is that much cooler overall too. Not enough tonnage for a decent & fast cargo ship but smuggling is something else
 
I agree they should probably change one of the C5 internals into a C6. Doesn't make much sense that it has less internal space than the Mk2, despite having no fighter hangar.
 
Just purchased a Phantom in the Beta and did a strait move of my modules from my Asp to it. Initial observations:

Jump range was down by about 3Ly. I would need a bigger power plant to power the same stuff (and that will have more mass, so less range). I have a lot of downsized modules and currently an empty class 5 slot.

So on this very initial check, I would say it is a nicer looking ship, with better handling and better shields, but sacrifices jump range for it. Right now I am not sure why I would replace my Asp with this as my exploration/taxi ship.
 
Just purchased a Phantom in the Beta and did a strait move of my modules from my Asp to it. Initial observations:

Jump range was down by about 3Ly. I would need a bigger power plant to power the same stuff (and that will have more mass, so less range). I have a lot of downsized modules and currently an empty class 5 slot.

So on this very initial check, I would say it is a nicer looking ship, with better handling and better shields, but sacrifices jump range for it. Right now I am not sure why I would replace my Asp with this as my exploration/taxi ship.

It doesn't need a bigger power plant than the Asp to perform as well in that role. The main difference between the two is that Phantom has lower hull mass the the Asp, but heavier sensors. But once you engineer the sensors with the Lightweight mod, the whole ships ends up being a bit lighter than the Asp and hence has a longer jump range.

Also, for the Asp to compete in jump range, it has to equip the class 5 FSD booster, meaning it can no longer equip the 4G double SRV bay. Of course, the Asp is significantly cheaper and has the best cockpit view for exploration in the game, so it'll still remain popular.
 
I find it interesting the phantom has a class 7 power distro and power plant slot. With only 4 hardpoints a class 6 should fine for both. Its almost overkill it seems. I love it, it means a class 7 low emissions G5 powerplant +thermal spread and still power to spare.
 
I find it interesting the phantom has a class 7 power distro and power plant slot. With only 4 hardpoints a class 6 should fine for both. Its almost overkill it seems. I love it, it means a class 7 low emissions G5 powerplant +thermal spread and still power to spare.

It's complete overkill, but it's also sensible as it's a modified Krait Mk II.
 
It doesn't need a bigger power plant than the Asp to perform as well in that role. The main difference between the two is that Phantom has lower hull mass the the Asp, but heavier sensors. But once you engineer the sensors with the Lightweight mod, the whole ships ends up being a bit lighter than the Asp and hence has a longer jump range.

Also, for the Asp to compete in jump range, it has to equip the class 5 FSD booster, meaning it can no longer equip the 4G double SRV bay. Of course, the Asp is significantly cheaper and has the best cockpit view for exploration in the game, so it'll still remain popular.

I would point out that is it the same modules, including the existing sensors which have lightweight 4 on them (Grandfathered).

I decided to double check my figures by re-stripping it and re-fitting the Asp. And in so doing realised I have fitted the wrong shields and thrusters (I have a lot of engineered mods say around at Shin).

It turns out the like for like fitting gives a jump range 2Ly longer (67.19Ly) and is powered fine. However this is with Class 5 drives. So it is better I guess. And given I am happy with a range of 62Ly it gives my a small amount of flexibility to look at upgrading the thrusters or the shields.
 
Focusing I would expect to be ok. Overcharging PA isn't something I usually do because of how drastic the downsides are so even if it "works" I probably still wouldn't do that. It's worth a shot though at least in beta.
 
How do you think it will handle 2 (current spec) lg OC or focused PAs?

My MkII barely handles three focused large PAs and dual medium feedback rails.

I don't have much hands on experience with the Phantom yet, but if it's heat capacity is similar to the Mk II, it will handle a pair of large focused PAs fine. Not so sure about four of them though.

OC PAs would almost certainly be pushing it.
 
Focusing I would expect to be ok. Overcharging PA isn't something I usually do because of how drastic the downsides are so even if it "works" I probably still wouldn't do that. It's worth a shot though at least in beta.

I mix OCs with efficient all the time since they have the same projectile velocity.
Since my MkII can use 1 OC and two efficient, seems 2 OC might work but it's more draw and heat.
 
My MkII barely handles three focused large PAs and dual medium feedback rails.

I don't have much hands on experience with the Phantom yet, but if it's heat capacity is similar to the Mk II, it will handle a pair of large focused PAs fine. Not so sure about four of them though.

OC PAs would almost certainly be pushing it.

Wow, I didn't think that would work with 3 focused.
Thanks, good to know.
I have more experimenting to do!

I was thinking 2 PAs, a feedback hammer and a grom for the Phantom.
 
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