Ships Python Owners' Thread

I don't see any engineered modules, and if you don't have any of the engineers unlocked, I'm sorry but I can't help you. It has been so long since I ran a basic A-rated ship that I don't remember how to configure it. I will say that you do need to bring that thermal resistance up on your shields. If you don't have engineering I think you can still get a resistance augmented shield booster? This will help considerably as NPCs use most laser weps.

If you do manage to unlock some of the engineers, this an example of what you can do. Now this is my general runaround/do anything ship but it can handle any NPC one-on-one. And while I can visit haz res and CNBs with her, she cannot stay as long as my more combat oriented ships.

https://coriolis.edcd.io/outfit/pyt...cBWEBTAhgcwDapCARgmKA==&bn=Atomic Eggplant II

EDIT: I did see your question about the heat sink, but as I don't use SCBs or heat sinks on combat ships I don't think I'm qualified to answer that. :)

Thanks a lot.
I do have access to engineers and forgot to add them on Coriolis

I'm using SCB as it seems to be a good idea for my shield issues but I may try with more Shield Boosters and remove heat sink
 
I've just spent several days engineering my neglected Python and the engineers have been pretty kind to me. Engineering D-class modules seems to really appeal to the overclocker in me. :)

Both builds are well under 100 million in cost (with 15% discounts, you should be able to get the parts cost down to 70 million).

At a glance:
* 41LY unladen jump range
* Fully armed (all lightweight weapons)
* Boosts to 419m/s (321m/s standard)
* 752MJ shields (and 1074 integrity for the explorer build)
* Cool running (highly efficient G1 5A power plant helps here)

Explorer/PvE configuration: https://eddp.co/u/qCUQJRhq
Miner configuration: https://eddp.co/u/QbiiMNLB

This thing runs pretty cool (here I am just cruising around on Skardee I):
YuJIk6d.png
Overhead shot (slightly touched up, same as the AspX shot I posted earlier in the AspX owners club):
iWZnDhL.png
I didn't need heatsinks for landing on Skardee I, however, I did hit 101% (even though the modules were all 100%, there was some sub-percentage damage) just before I entered glide (once you drop out of SC into glide, heat drops rapidly however) and I had to disable just about everything as well (although I left the shields on).

I can't stress enough how well highly engineered D-parts perform. Originally I had a 5A shield generator, but switching to a 5D generator + OE heavy duty shield booster saved me 10T while giving me a cooler running ship (though the roll on the 5D shield generator I got yesterday was simply incredible). Also, those 5D thrusters perform at the same level as 6A thrusters with up to G3 Dirty Drive engineering, at a fraction of the cost (16 million vs 0.19 million), while also requiring considerably less energy and at only 20% of the weight. Awesome price to performance ratio and highly recommended if you are after a lighter build.

OE shield boosters are awesome for lightweight/low power builds!

So far the highest roll I have obtained is +43.8% and all under 2T of weight using only a fraction of the energy a OA shield booster requires. Even if you are planning a full combat build, the energy saved is huge which could potentially open up builds that can handle hotter weapons.

Like all my ships, it is still a work in progress, but I'm very happy with the engineering on them.
 
I can't stress enough how well highly engineered D-parts perform. <snip> Also, those 5D thrusters perform at the same level as 6A thrusters with up to G3 Dirty Drive engineering, at a fraction of the cost (16 million vs 0.19 million), while also requiring considerably less energy and at only 20% of the weight.

How...? Not meant as argumentative at all, I'm still learning this game.
 
How...? Not meant as argumentative at all, I'm still learning this game.

The only d grade item I’ve ever modded was a sensor for long range and indeed it made for a lighter, more efficient (with less integrity) a range sensor.
I have also modded e grade shield boosters and the increase in those is stupendous. I guess it makes sense that the rest would also improve a great deal.
 
How...? Not meant as argumentative at all, I'm still learning this game.

I think I got a little too excited over my D-class modules, so I may of been upselling them a bit too much. :)

Within the game, there are 5 grades of modules E, D, C, B, A (from lowest performing to highest performing and usually from lower to higher power consumption), however there are a few other basic differences between them:

*B-class are usually a little heavier than A-class modules, but have a higher number of hitpoints (or integrity) making them more durable.
*D-class are the lightest modules, but have the lowest integrity

On top of that certain modules can have other differences that make the choice between A-class and the lower performing classes a bit more complicated (eg B-class shield cell banks have more cells than A-class, so B-class can on paper have more MJ capacity, but you need the heatsinks as well, which might make A-class still the better choice as would be expected, or 6C biweave shields have the same performance as 6D standard shields, but without the weight savings; however in exchange it has a much faster shield recharge rate).

Power plants class (A,B,C,D,E) also determines it's efficiency as well as capacity, so A-class generates less heat that the other classes. Except for fringe cases, always choose an A-grade power plant for the best results.

As to how the engineered 5D thrusters can perform similarly to 6A thrusters with G3 engineering, I feel that I can't give a very fufilling answer, since I don't really know myself.

Part of it is the fact that the Python is pretty light. The "Minimum mass" specification on the thrusters, tells you that the performance of the thursters will keep increasing until the weight of your ship hit's this "Minimum mass" threshold, but optimal mass and multiplier play a huge part in determining performance as well.

There is a good post that I just found on the subject:
https://forums.frontier.co.uk/showt...plained-in-one-simple-table-(Rating-and-Mass)

I might have a look through this myself to get a better idea myself :)
 
If you get a really good DDT G5 on D class thrusters you will be pushing the soft/hard cap on ship speed and agility so the small difference between stock thruster grades (around 3%) probably gets squeezed a little, essentially you lose a little performance as the ship gets close to it's max design performance.

As I don't have a Python with a really high DDT G5 here's my Conda using 7D thrusters with a 38% DDT G5 mod fit 7A thrusters and you need to mod at least a good DDT G4 to better it, however a 7A thruster will require more power and that'll add mass or an OC plant that'll add heat, I reckon it's all about balance and getting a build that you're happy with.

D thrusters 38% DDT G5 mod

https://coriolis.edcd.io/outfit/ana...eloBhBmUFYoFMCGBzANokICMF9A===&bn=Conda basic

A thrusters 25% DDT G4 mod

https://coriolis.edcd.io/outfit/ana...eloBhBmUFYoFMCGBzANokICMF9A===&bn=Conda basic
 
Whoof. Well first off, thank you both baqar79 & Ceekay for the explanations!

Second:
bfa.gif



I don't currently have access to G5 DD at this point anyway, but maybe I'll have to look back into DD upgrades on D-grade thrusters now anyway.
 
Whoof. Well first off, thank you both baqar79 & Ceekay for the explanations!

Second:
http://i0.kym-cdn.com/photos/images/original/000/698/838/bfa.gif


I don't currently have access to G5 DD at this point anyway, but maybe I'll have to look back into DD upgrades on D-grade thrusters now anyway.

That is pretty much me after the Stellar Forge livestream: https://www.youtube.com/user/FrontierDevelopments/live [woah]

Elite dangerous has a very steep learning curve, so don't feel bad if it doesn't make sense at first..in fact I feel I did terrible job explaining it and probably didn't even help you at all, so I apologize if I may of put you off the game a little.

There are a few people on these forums though that have put a great deal of effort into understanding those behind the scenes mechanics, so I owe a lot of my own understanding of those mechanics to those people just trying things out and documenting the results. Don't get discouraged by the overwhelming amount of information, it just takes a bit of time to absorb (I must be close to a 1000 hours in and I am still learning lots of new things, for example the thruster mechanics I linked to earlier).

I also didn't exactly know how I was going to build this ship to begin with, so there was a lot of trial and error involved (and I've engineered parts that worked a lot worse than I thought they would - in fact I just made quite the blunder recently by reengineering a weapon to be quite the downgrade). I started with a simple goal "maximize jump range" and once I had achieved that I wondered how I could make the ships I have a little more interesting which led to experimentation with these lightweight builds.
 
Elite dangerous has a very steep learning curve, so don't feel bad if it doesn't make sense at first..in fact I feel I did terrible job explaining it and probably didn't even help you at all, so I apologize if I may of put you off the game a little.

Not at all! The learning curve has actually been one of the enjoyable aspects of this game, and your explanation about thruster minimum mass ratings made perfect sense. I just hadn't thought about speccing for D-rated modules with a mind to minimize power consumption and then heavily engineering them. I was familiar with the concept of 0E/0D Shield Boosters seeming to benefit more from engineering and just never extended that thinking to other modules. I've got somewhere around 800 hrs into Elite so far, myself.

I also didn't exactly know how I was going to build this ship to begin with, so there was a lot of trial and error involved (and I've engineered parts that worked a lot worse than I thought they would - in fact I just made quite the blunder recently by reengineering a weapon to be quite the downgrade). I started with a simple goal "maximize jump range" and once I had achieved that I wondered how I could make the ships I have a little more interesting which led to experimentation with these lightweight builds.

Ha, yeah I've done that at least twice now on my Cobra mk III. Probably the ship I've put the most time & effort into so far. But honestly while I felt some some (read: quite a bit of) disappointment after I'd put all the time into that engineering, I still just tried to take it as part of the learning experience. Thankfully nothing except time is actually lost when we arrive at an "upgrade" we aren't happy with; We can just remove the modification and try something different!
 
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Greetings commanders!

I've been playing again for about 2 months after a break of over a year.
Never got into engineers before but have been unlocking them eversince.
Before my hiatus the Pythin was one of my favorite ships but hardly touched it since my comeback.
But now It's the first ship I gave G5 DD thrusters and wow what a difference!
Handles great now and performs very well in combat.
In the mediums I have 2 rails with the "screw you scb!"experimental 2 large gimballed efficient beams and 1 large effecient burst (scramble spectrum)
I was/am so impressed I even bought my first shipkit and paint job for it.

So here is a picture of my ship, the "Orange Goblin"
SVAi4ef.jpg


But I also have a question. For combat what do you prefer? Grade A shields or bi-weaves?

Anyway great to back in the seat of this mighty beast again.

cheers commanders

Metal Marty o7
 
If you have the engineer access 5 x G5 efficient PA's are hugely effective against large targets (hard work with small ones though) great in high CZs as most targets are big and not super agile.

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

Sir, if I had access to G5 efficient PAs, I'd have them on my Python as well as my FDL. :D

Unfortunately, I do not as I have zero interest in being forced to play the defenseless miner trying to harvest some rocks whilst getting shot full of holes. ;) That engineer page on INARA? I'm missing that whole right-hand column, and a few on the bottom left. Fortunately, what I do have works well enough for most PvE situations.

That and the thought of even more grind to unlock that whole column is not something I want to consider. I got so burned out just getting the dozen or so I have access to unlocked, I almost deleted the game. I'm better now.
 
Sir, if I had access to G5 efficient PAs, I'd have them on my Python as well as my FDL. :D

Unfortunately, I do not as I have zero interest in being forced to play the defenseless miner trying to harvest some rocks whilst getting shot full of holes. ;) That engineer page on INARA? I'm missing that whole right-hand column, and a few on the bottom left. Fortunately, what I do have works well enough for most PvE situations.

That and the thought of even more grind to unlock that whole column is not something I want to consider. I got so burned out just getting the dozen or so I have access to unlocked, I almost deleted the game. I'm better now.

I hadn't really tried mining until Selene Jean, but found I really enjoyed it (not suggesting you will, but it was one of the few unlocks in engineering that I actually enjoyed, at least until the next one Didi Vaterman with her Lavian Brandy) . It's pretty easy to build a Miner with some great offensive capability built in with the Python, so you don't really have to sacrifice much; besides once you find a Pristine Metallic ring if pirates do spawn, they scan you first before you even started mining, find you have nothing and wake out :)

You only need a mining laser, even a single one if you don't want to sacrifice much offense: https://eddp.co/u/WowSBn3k

Of course If it's not for you, don't burn out on unlocking her!, but I found it quite a rewarding experience learning how to mine and prospect (unlike the horrific rare commodity missions some of the engineers ask for).
 
I hadn't really tried mining until Selene Jean, but found I really enjoyed it (not suggesting you will, but it was one of the few unlocks in engineering that I actually enjoyed, at least until the next one Didi Vaterman with her Lavian Brandy) . It's pretty easy to build a Miner with some great offensive capability built in with the Python, so you don't really have to sacrifice much; besides once you find a Pristine Metallic ring if pirates do spawn, they scan you first before you even started mining, find you have nothing and wake out :)

You only need a mining laser, even a single one if you don't want to sacrifice much offense: https://eddp.co/u/WowSBn3k

Of course If it's not for you, don't burn out on unlocking her!, but I found it quite a rewarding experience learning how to mine and prospect (unlike the horrific rare commodity missions some of the engineers ask for).

And then you have to try to figure out how to control various limpets and refineries, and whatnot, NONE of which come with an instruction manual.

I just find some aspects of this 'game' too much of a PITA to figure out. :)
 
And then you have to try to figure out how to control various limpets and refineries, and whatnot, NONE of which come with an instruction manual.

I just find some aspects of this 'game' too much of a PITA to figure out. :)

Eh, the limpets & refineries aren't what puts me off about mining. Personally, I dislike the semi-random nature of the whole process. Want Material A? Sure! Go fly around in thus-and-so ring system hitting every damn rock with prospector limpets and you'll eventually find one that has at least a percentage of What You're Looking For. Now just hold down Button A, let your Collector Limpet Buddies do their thing for a bit and you'll have a partial unit of What You're Looking For... Plus partial units of Other Stuff to fill up your hold with. Annoying.
 
Hello,

And then you have to try to figure out how to control various limpets and refineries, and whatnot, NONE of which come with an instruction manual.

I just find some aspects of this 'game' too much of a PITA to figure out. :)
when you figured out how it works, it is a pretty straight forward work:
Buy Limpets (at least 3/4 of your available cargo space - look for the right Ring - drop into the ring - get rid of the guys following you - start a Prospector Drone - look what the asteroid contains - place your ship at the best point to mine - shoot your Mining lasers - open the Cargo Hatch :D - start the Collector Drones and watch how the stuff comes in.
When the asteroid is depleted - while the collector Drones are still working - start your next Prospector Drone......
What is so complicated about that?
This is about (most modules are engineered) my mining set up:
https://eddp.co/u/lL8ywumi
Ok mining is something for the more relaxed people [wink]
Btw.there are lots of manuals to find.

I dislike the semi-random nature of the whole process. Want Material A? Sure! Go fly around in thus-and-so ring system hitting every damn rock with prospector limpets and you'll eventually find one that has at least a percentage of What You're Looking For.
I think that is pretty realistic, you want a poster pinned at the asteroids "here you find Y% yx, x% xy, z% xyz"?
 
I dislike the semi-random nature of the whole process. Want Material A? Sure! Go fly around in thus-and-so ring system hitting every damn rock with prospector limpets and you'll eventually find one that has at least a percentage of What You're Looking For.

I think that is pretty realistic, you want a poster pinned at the asteroids "here you find Y% yx, x% xy, z% xyz"?

It could be just as realistic and yet still have certain systems, or planet + ring types where you have a higher percentage chance of finding much higher percentages of certain materials & much lower percentages (or none at all) of other, even common materials. And before you respond with "it does work that way", I am fully aware that the different ring types yield different types of materials but that is not what I'm talking about here. I'm referring to significantly different percentage chances for matierials in different systems, not dumbing the system down.
 
What's needed is a mining version of the SRV scanner that allows you to locate high ore density pockets in the ring (like POI's on planetary surfaces) once there fire off prospector drones and assess the content of the rock.

@ Almont I agree that you should be able to determine the mineable prospect of a system by it's description (detailed planetary information is available after all) assuming it's been detail scanned.
 
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