Playing Around With Shield Boosters

Here's a link to the Python code I use for my FdL
I did a similar thing but in Perl because I am oldskool and I hate Python. It's somewhat ugly but it does the job. Passed the number of slots available and optionally a mass and/or power budget it will find the most powerful combination. You can also specify the base shield strength to see how it's modified.

Code:
#!/usr/bin/perl

use Algorithm::Combinatorics;
use Getopt::Std;

our %opts;
getopt(':m:p:s:', \%opts);
my $base = $opts{'s'};
my $mounts = shift;
die "Usage: $0 [-m <mass>] [-p <power>] [-s <MJ>] <mounts>\n" unless $mounts;

my %boosters = (
  'A' => { 'mass' => 3.5, 'power' => 1.2, 'shield' => 1.2 },
  'B' => { 'mass' => 3, 'power' => 1, 'shield' => 1.16 },
  'C' => { 'mass' => 2, 'power' => 0.7, 'shield' => 1.12 },
  'D' => { 'mass' => 1, 'power' => 0.5, 'shield' => 1.08 },
  'E' => { 'mass' => 0.5, 'power' => 0.2, 'shield' => 1.04 }
);

my %candidates;
my @keys = keys %boosters;
foreach my $i (1..$mounts) {
  my $p = Algorithm::Combinatorics::variations_with_repetition(\@keys, $i);
  while ($r = $p->next) {
    my $layout = join "", sort @$r;
    my $mass = 0;
    my $power = 0;
    my $shield = 1;
    foreach my $j (@$r) {
      my $booster = $boosters{uc $j};
      $mass += $$booster{'mass'};
      $power += $$booster{'power'};
      $shield += $$booster{'shield'} - 1;
    }
    next if $opts{'m'} && $mass > $opts{'m'};
    next if $opts{'p'} && $power > $opts{'p'};
    $candidates{$layout} = { 'mass' => $mass, 'power' => $power, 'shield' => $shield }
  }
}

foreach my $c (reverse sort { my ($A, $B) = ($candidates{$a}, $candidates{$b}); return length $a <=> length $b if $$A{'shield'} == $$B{'shield'}; return $$A{'shield'} <=> $$B{'shield'}; } keys %candidates) {
  my $candidate = $candidates{$c};
  printf "%s:\tMass %.1fT power %.1f shield %.2f", $c, $$candidate{'mass'}, $$candidate{'power'}, $$candidate{'shield'};
  printf " strength %.2f (%.2f)", $base * $$candidate{'shield'}, $base if $base;
  printf "\n";
}

For example on a ship with a 385.1MJ shield, 3 slots available, a mass budget of 3.5T and power budget of 1.2MW:
Code:
DDE:	Mass 2.5T power 1.2 shield 1.20 strength 462.12 (385.10)
CEE:	Mass 3.0T power 1.1 shield 1.20 strength 462.12 (385.10)
CD:	Mass 3.0T power 1.2 shield 1.20 strength 462.12 (385.10)
BE:	Mass 3.5T power 1.2 shield 1.20 strength 462.12 (385.10)
A:	Mass 3.5T power 1.2 shield 1.20 strength 462.12 (385.10)
DEE:	Mass 2.0T power 0.9 shield 1.16 strength 446.72 (385.10)
DD:	Mass 2.0T power 1.0 shield 1.16 strength 446.72 (385.10)
CE:	Mass 2.5T power 0.9 shield 1.16 strength 446.72 (385.10)
B:	Mass 3.0T power 1.0 shield 1.16 strength 446.72 (385.10)
EEE:	Mass 1.5T power 0.6 shield 1.12 strength 431.31 (385.10)
DE:	Mass 1.5T power 0.7 shield 1.12 strength 431.31 (385.10)
C:	Mass 2.0T power 0.7 shield 1.12 strength 431.31 (385.10)
EE:	Mass 1.0T power 0.4 shield 1.08 strength 415.91 (385.10)
D:	Mass 1.0T power 0.5 shield 1.08 strength 415.91 (385.10)
E:	Mass 0.5T power 0.2 shield 1.04 strength 400.50 (385.10)
 
They don't indirectly increase shield recharge times. Shields recharge at ~ 1MJ/s. Bigger shields means more recharge. But a boosted shield at 300 shield strength and an unboosted one at 300 shield strength would take the same time to recharge. Info might be a bit old but it seems to be accurate.
 
This is the loadout that I am currently running with for my Vulture: (after a little testing)

Link:
http://www.edshipyard.com/#/L=70N,5TP5TP0_g0_g0_g01Q,2-6Q8S6Q5A7_6k5A,7Sk4_w03w02M02M

Stats:
[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0I Chaff Launcher


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: 4A Fuel Scoop
2: 2E Cargo Rack (Capacity: 4)
1: 1E Cargo Rack (Capacity: 2)
1: 1E Cargo Rack (Capacity: 2)
---
Shield: 627.14 MJ
Power : 15.26 MW retracted (98%)
17.10 MW deployed (110%)
15.60 MW available
Mass : 335.8 T empty
351.8 T full
Range : 16.84 LY unladen
16.46 LY laden

Against PvE/the AI my shields hold up very well - 4 pips on the shields before/after dmg is incoming and I am able to regen them quite nicely. The chaff (which I replaced after getting rid of my KWS will only help to make me last longer during battles I feel)

This allows me to run at 98% output with the Cargo, FSD and Fuel Scoop disabled during fights, which is fine by me. Whenever I am in troble I simply disable the weapons, run for the hills and active the FSD and live to fight another day.

This is about as much as I have managed to squeeze out of the Vulture and doubt I will change after this. Though I would be interested to know, from a PvE/against the AI POV, whether the amount of shields I have are over kill?

An alternative spec would be this: http://www.edshipyard.com/#/L=70N,5TP5TP0_g0_g0_g01Q,2-6Q7_6Q5A7_6k5A,7TC4_w03w02M02M

Which runs with a 5D Shield Generator but would then allow for 5A Thrusters.
 
Last edited:
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