Ships Python Overheating Issue

Hey guys,

I got some very helpful advice on Python Hardpoints from everyone, and I'm back for an additional question about heat issues hahaha no surprise there... So I just upgraded to a 6A shield, I don't have all the engineers so I just threw a thermal G1 on it as that's all I could currently do. I have 2 G4 Large Long range Multis one with corrosive one with thermal. And one Large Pulse and two mediums bursts all unengineered. My PowerPlant is 6A with a 12 percent charge boost G1 I think... Can't remember. I did not have any heating issues prior to moving from 6B to the 6A shields. Two fights I got into recently I had some bad overheating. It's possible that the ships I was taking on had some sort of thermal mods but they were NPC's so I'm not sure if they even have that type of stuff, but the first encounter was an Annie winged with a Cobra and a Viper in a Haz Res so perhaps? Does upping the Powerplant to 7A reduce heat issues? Or what process do I go through to do that. I've got my modules set and I'm only at 94% power used currently so I have room.

I should add that the Haz Res was orbiting a red star that seems to cause more heat issues than a normal sun. Not sure if that would have contributed to it as well.

Is there a stat somewhere in game that shows what your heat output is? That would indicate that I'm going to have trouble due to engineer mods causing bad heating percentage raises or something like that?
 
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A 6A shield should be more efficient than a 6B but if you're too close to a sun (under 10 LS) you can have heating issues during combat, boosting will add a lot of heat and DDT thrusters will add more, if you fire SCB's they will add a LOT of heat.

If you're running at 94% on an OC plant you could use a low emissions mod if you multi rolled (40+ rolls) so far I've got +5% power and 15% better efficiency on a G1 low emissions mod on a 6A plant that will solve a lot of heat issues.

Coriolis has a compare function allowing you to compare various parameters one being Heat Per Second so build your Python and save a second copy then pay around with equipment something like this

https://coriolis.edcd.io/compare/Python comparison
 
Hmm, interesting. Are you sure you have overheating and not simply running out of wep buffer or power?? Unless you use SCBs there's no explanation to overheating with MC build in my experience. I run mine with 7D power plant overcharged and never cared about overheating- I can spam lasers and MCs for eternity.. Not enough power for SCB stacking thought!

P.S. no idea if you can get overheated when power plant is too small.. never tested that since 6A is too small for me.

P.S.S. I have the thermal resistance mod on the shield gen - perhaps that is the key?
 
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A 6A shield should be more efficient than a 6B but if you're too close to a sun (under 10 LS) you can have heating issues during combat, boosting will add a lot of heat and DDT thrusters will add more, if you fire SCB's they will add a LOT of heat.

If you're running at 94% on an OC plant you could use a low emissions mod if you multi rolled (40+ rolls) so far I've got +5% power and 15% better efficiency on a G1 low emissions mod on a 6A plant that will solve a lot of heat issues.

Coriolis has a compare function allowing you to compare various parameters one being Heat Per Second so build your Python and save a second copy then pay around with equipment something like this

https://coriolis.edcd.io/compare/Python comparison

Okay that makes sense, the Rez was literally in the rings surrounding a red sun so I was probably less than 1 light second from the sun, and I have DD thrusters. It would explain why I don't encounter the issue every time I get into combat. Perhaps instead of upgrading the armour I'll wait and go to the 7A Power Plant...
 
Hmm, interesting. Are you sure you have overheating and not simply running out of wep buffer or power?? Unless you use SCBs there's no explanation to overheating with MC build in my experience. I run mine with 7D power plant overcharged and never cared about overheating- I can spam lasers and MCs for eternity.. Not enough power for SCB stacking thought!

P.S. no idea if you can get overheated when power plant is too small.. never tested that since 6A is too small for me.

P.S.S. I have the thermal resistance mod on the shield gen - perhaps that is the key?

To tell you the truth I'm not near the game right now so I don't know if it's a 6A or 7B PP or something of the sort, but it's not 7A Rated. But yeah it definitely wasn't pips or power, my ship almost popped like a balloon, twice. It had to be the sun combined with the DD and boost and big Pulse Laser. Since I moved out of that rez it hasn't happened again. And I too have the thermal resistance mod on my shields...

But do you guys know if NPC's can have engineered gear? I was warned by my ship of thermal attacks during combat with NPC's before. What are they using?
 
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To tell you the truth I'm not near the game right now so I don't know if it's a 6A or 7B PP or something of the sort, but it's not 7A Rated. But yeah it definitely wasn't pips or power, my ship almost popped like a balloon, twice. It had to be the sun combined with the DD and boost and big Pulse Laser. Since I moved out of that rez it hasn't happened again. And I too have the thermal resistance mod on my shields...

But do you guys know if NPC's can have engineered gear? I was warned by my ship of thermal attacks during combat with NPC's before. What are they using?

Thermal resistance on shields means they take less damage from attack by thermal weapons like lasers unfortunately they don't protect you from the temperature of the area you're fighting in, some nav beacons are close enough to the local sun to have a ships idling heat at up to 50% sustained combat under those conditions with some builds (high heat weapons, OC power plants) can trigger temperature warnings.

Thermal attack warnings are usually from PAs as they deliver thermal, kinetic and absolute damage (absolute is unaffected by resistances I believe) have a look in the offence tab in coriolis to see what your weapon array delivers, here's a Python with 5 x PAs I built a while back it's a monster against big ships but hard work hitting small ones.

https://coriolis.edcd.io/outfit/pyt...A.EweloBhBmVZApgQwOYBsEhARgnoA&bn=Python PAx5

AFAIK engineered NPC's were removed but some "stock" ones can be really tough to kill (the FDS hull can take a real beating I've found) as even stock HRPs can stack up a lot of hit points and NPC's rarely miss with railguns (unlike us! ;))
 
LOL, but if the small ship gets slow/stall for a second...can this beast one-shot small targets? :)

A full salvo hit (5 PA rounds) will sometimes take out Asp S level ship, getting all 5 rounds on small stuff is more down to luck as convergence issues usually mean some rounds will miss, although it did take out two Corvettes, several FGS/FDS/FAS, Pythons and lots of Asp(s) at a CZ, TBH I didn't even bother with small ships I just went after the big stuff.
 
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