Ships Power Plant Question (Engineers)

Well, adding monstered can add an extra 5% to a G5 overcharged making it 45%

But you do realize that your ship is basically going to be overheating while doing almost anything unless you heavily compensate with lots of efficient engineering elsewhere.... and if you do that, you won't need so much power.

I have to ask, what are you trying to do that requires so much power? I can't even contemplate needing so much power. You're going to end up gimping the build to the point of uselessness with so much overcharging.
 
Well, adding monstered can add an extra 5% to a G5 overcharged making it 45%

But you do realize that your ship is basically going to be overheating while doing almost anything unless you heavily compensate with lots of efficient engineering elsewhere.... and if you do that, you won't need so much power.

I have to ask, what are you trying to do that requires so much power? I can't even contemplate needing so much power. You're going to end up gimping the build to the point of uselessness with so much overcharging.
2D power plant. I am trying to make a flying brick. Trying to break 84Ly jump range anaconda.
 
Mass manager experimental on your FSD. Drop the fuel tank down a size. 84.85ly. Done. Keep the 2A PP armoured/thermal
 
Mass manager experimental on your FSD. Drop the fuel tank down a size. 84.85ly. Done. Keep the 2A PP armoured/thermal

You can squeeze more out by taking another ship with class 4 thrusters to an engineer and engineering them to clean 1/distributors, storing them, then mounting them to the 'conda.

Used to be you could then apply Stripped Down and it would still work despite now technically being overmass. Not sure if that still works.

You could also fit a size 3 fuel tank with an additional size 1 auxilliary tank. Just don't jump where you can't scoop.


Maximally cheesed jump range.
 
You can squeeze more out by taking another ship with class 4 thrusters to an engineer and engineering them to clean 1/distributors, storing them, then mounting them to the 'conda.

Used to be you could then apply Stripped Down and it would still work despite now technically being overmass. Not sure if that still works.

You could also fit a size 3 fuel tank with an additional size 1 auxilliary tank. Just don't jump where you can't scoop.


Maximally cheesed jump range.
is it possible to hit 87ly?
 
I guess what I am really looking for is a completely gutted anaconda build. With maximum possible jump range that is legit. Then I want to take that number and throw it through a neutron star. Anyway anyone have any idea what the real maximum is (is it 90???)
 
I was reading online and someone somewhere in a forum (along with others) was saying that the new anaconda maximum neutron star filled jump range was like 387Lys and they have screenshots to prove it. Yet what doesn't make since here is that the neutron start only multiplies it by 300% that is x3. 90x3 is 270.... How did they get 387, they did not explain it.
 
I was reading online and someone somewhere in a forum (along with others) was saying that the new anaconda maximum neutron star filled jump range was like 387Lys and they have screenshots to prove it. Yet what doesn't make since here is that the neutron start only multiplies it by 300% that is x3. 90x3 is 270.... How did they get 387, they did not explain it.
x4. +300%.
 
There might be around some old engineering god roll FSDs from the time when everything was random that give more jump range. Generally the fixed rolls are always better, but that does not say that there might not have been some singular better random rolls in the past.
 
Yeah, there are a couple of legacy modules that will allow a slightly longer range. Legacy engineered sensors can be lighter than current G5 Lightweight.
 
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