Python thoughts

Just something bouncing around in my head here. Why does the python have the same number of utility slots as the asp explorer, as ship that costs much less? I'm don't need 8 slots like the conda, but 5 would be nice.

Just a thought.
 
If elected, I will BUILD ADDITIONAL UTILITY SLOTS on EVERY SHIP, and I'll make frontier pay for it!

And +5ly jump range for all! I am not a crook!
 
It's a medium ship with great internals and great firepower. Also, the medium ship that can carry the most cargo. I don't see a problem with it aside from it's speed. And that's fairly easy to fix with dirty drives now.
 
My grade 3 dirty drives have me out running FDLs!
Posted this question elsewhere:
If I get the light weight armour mod from the engineers will this affect turn rates and shield strength?
 
I'm fairly certain shield strength is always a fixed value dependent on your ship's base hull mass value.

Turn rates will definitely be affected as you are faster and turn better the lighter you are.
 
My grade 3 dirty drives have me out running FDLs!
Posted this question elsewhere:
If I get the light weight armour mod from the engineers will this affect turn rates and shield strength?

The factor that affects handling is "optimal mass"; the higher it is, versus your total mass, the more effective thrusters are. Thrusters have a fixed capability. This is why when you carry cargo, there is a subtle change in flight handling and boosting speed is obviously affected. So lighter is better for handling.

The lightweight armour mod will not reduce standard hull mass; it's designed for reinforced armour and above. Arguably it's better to increase the base hull, rather than take the weight penalty of even modified military hull, as this is pretty heavy for python and will impact handling considerably.

Python with a class 5 FSD boost, and class 5 dirty thruster upgrade, is virtually equivalent to pre-nerf python. Class 3 and above shield booster mods can massively increase shield capacity as well. It is, frankly, exceptional.
 
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I'm fairly certain shield strength is always a fixed value dependent on your ship's base hull mass value.

Turn rates will definitely be affected as you are faster and turn better the lighter you are.

So shield strength is ALWAYS set by the BASE value (I.e. original shop bought) of your hull mass..? Hmmm will probe further. When I get to apply the mods I'll let you guys on the forum know. Although will need to compare with an unmodded a-rated Python.
Thanks for your reply, for me it's worth applying the mod just for better turn rates!
 
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So shield strength is ALWAYS set by the BASE value (I.e. original shop bought) of your hull mass..? Hmmm will probe further. When I get to apply the mods I'll let you guys on the forum know. Although will need to compare with an unmodded a-rated Python.
Thanks for your reply, for me it's worth applying the mod just for better turn rates!

It's probably drawing a value based on other ship stats. It's "zero" when no shield generator is fitted, which means it's unlikely that there is a base shield stat; there could be, but this would have to be ignored by the engine when no module is installed; which is possible.

I sort of wonder if developers one day woke up and thought "i hear you like modifiers, so i modified the modifiers on your mods" was hilarious. And went with it. I don't actually blame them. It is hilarious.

This is why the same shield on one ship, can have different values compare to another; presumably either there's a base stat that becomes active when there is generator fitted, or it's a number aggregated from other ship states. Hull mass alone isn't a driver otherwise the shield capacity would change when carrying cargo, and anaconda versus FAS would make NO sense because FAS is only just lighter.

We already know that the mass values for a shield generator, beyond maximum, mean absolutely nothing. Shields are not "thinner" with a smaller shield generator fitted; it's just a flat amount of MJ; larger gen means larger Mj value (and because of the flat charge time, slower regen).

As an aside; when you have shield mods available, consider using boosters with a bi-weave; modified boosters make up for the loss of strength, but the regen speed of a bi-weave REALLY comes into it's own as it often saves RTLS to speed up shield regen. :)
 
Sooo .... They nerf the Python but give players a way to un-nerf it but only if you engage with Engineers .... right, sneaky Devs!
 
I only use my python for mining now. My fdl for the fighting/hunting "Seeking weps" in anarchy systems for haulage mats. But my asp.....oh my. Upgrade on it now are nearly complete. Just need to make my weps lighter. If only I could show her off in game :)

Love my asp o7
Think I'll look into dirty drives for my python now the thought is there. :D
 
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