Rediscovering the Type-9

I learnt the art of escaping interdictions in a T9 back in the days of station repairs, it's probably why my fighting skills are so poor:) switched to a cutter for haulage and converted the T9 to a laser mining ship, it is now equipped with a SCO drive and is still used on a regular basis.
 
I have 2 T9's, which I love. My mining T9 is literally called the flying pig. T9's shaped like a brick, it handles worse than a brick but it is still my second favourite ship.

I love how they turn the loop of shame into a tour of the galaxy.

Always fun when you jump from a Mandalay to a T9 too, as they have slightly different handling.
The handling is fun, especially when you jump into a system; forces you to use all your axes, but once you get used to it, you kind of glide around the star.
 
what thrusters and engineering do you use in your T9''s, been flying with C class due to cheaper price which matter when transferring ship but they kinda slow and it takes while to escape stations mass lock
 
what thrusters and engineering do you use in your T9''s, been flying with C class due to cheaper price which matter when transferring ship but they kinda slow and it takes while to escape stations mass lock
7A grade 5 dirty.

Better manoeuvrability for escaping interdictions:)
 
7A grade 5 dirty.
Yup, 7A dirty drag, only way to go. It's a flying brick even with those thrusters.
However, I'm fond of it all the same. Am pretty sure my 10 year anniversary email said it was the ship I had used the most(!!)...
Better manoeuvrability for escaping interdictions:)
Hmm, am 99% sure that interdiction nimbleness isn't affected by the loadout. This is definitely the case for general supercruise turning rates, but I guess interdictions might be different.
 
Hmm, am 99% sure that interdiction nimbleness isn't affected by the loadout. This is definitely the case for general supercruise turning rates, but I guess interdictions might be different.
Don't know, I have always uprated thrusters, but it could have been my skill levels improving at the time I started freighting with a T9, but since them days I always automatically win interdictions with NPC's, it is a lot easier with a more manoeuvrable ship but I can still do it in a T9.
 
Then flying the thing... small moons have a tighter turning radius! The lower margin for error is in direct maniacal conflict with the ever-present temptation to cut corners in your flying to try to speed up the haulage trip.
Masterful use of the vertical thrusters will allow you to enter a station much faster, if you are approaching it from the side (or behind) rather than directly from the front.

It requires a lot of practice, though. Since the behemoth not only turns like a whale but also takes forever to slow down to a stop, you really need to know when to ease on those thrusters...
 
For obvious reasons (Trailblazers) I've been spending a lot of time with T9's recently, and... I find it growing on me how ahem challenging it is compared to the new ships. Wanna put a SCO drive on that thing? You're gonna want a plan for the heat. Beef up those thrusters? Same deal. Pre-engineered SCO drive AND engineered thrusters AND hardpoints? Better completely overhaul this puppy saint-bernard with engineers and a fine-tooth comb to get that all playing nicely!
Wringing better performance out of a Type-9 requires a fair amount of care to the details, it's its own game.
Then flying the thing... small moons have a tighter turning radius! The lower margin for error is in direct maniacal conflict with the ever-present temptation to cut corners in your flying to try to speed up the haulage trip. Can you consistently fly as a role-model of Best Practice, or do you give in and take a risk, cast the dice? And what completely avoidable misadventures await when you do?
What's your plan for when a pirate ship comes gunning? Mine seemed great on paper. Did I implement it expertly when a power security python was guns blazing? I did not...

This ship is a pig and I love it :ROFLMAO:

It's also my new favourite mining ship. I hadn't flown a T9 in years, now I have TWO of them, fully outfitted and engineered for their respective tasks!

A toast to the Type-9!


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(Gotta get those Hazard/Extraction bars on the front so I'm not crushed like a bubble when the ship stubbornly pile-drives into that station wall that I saw coming from a mile away 😁 )
I call mine Black Angus... Because it's a cow! Plan for pirates, submit, 4 pips to the shields, boost engage FSD as soon as possible.
I had issues with the thrusters not slowing the ship or stopping the decent when landing until I added the flow control effect to the charge enhanced distributor.
Added thermal to a g3 overcharged drive, got rid of the weapon as they're useless on the T-9.
The T-10 is my miner, has only 256 tons of cargo but by the time I fill that I'm pretty much ready to do something else. It has the weapons to deal with the pirates.
Or, just get a Type-8.
It's half the size, and 1/4 the hassle. 😁
And half the load capacity, build a station and you'll soon switch...
 
what thrusters and engineering do you use in your T9''s, been flying with C class due to cheaper price which matter when transferring ship but they kinda slow and it takes while to escape stations mass lock

7A Thrusters with DD5/Drag and a PD with G5 engine-focused.

7A grade 5 dirty.

Better manoeuvrability for escaping interdictions:)

Thrusters don't have any effect on SC agility.
 
Masterful use of the vertical thrusters will allow you to enter a station much faster, if you are approaching it from the side (or behind) rather than directly from the front.

It requires a lot of practice, though. Since the behemoth not only turns like a whale but also takes forever to slow down to a stop, you really need to know when to ease on those thrusters...
practice, I do almost all of my out black mining in T9's, And I have done a lot of mining:)
 
what thrusters and engineering do you use in your T9''s, been flying with C class due to cheaper price which matter when transferring ship but they kinda slow and it takes while to escape stations mass lock
7A grade-5 dirty drives. Still slow (300m/s boost) but what else can you do? (Ok ok; I could carry less cargo&armour... but I'm not gonna! :LOL: )

Dirty drives eat a lot of power, so my power plant is either a 6A monstered with grade-1 low-emissions engineering (for my mining loadout I have some other power-hungry systems so I stop at grade-1 engineering as more will reduce the powerplant output too much) or 6A grade-5 low-emissions (for haulage there are a lot fewer other systems using power so I go all in on reducing heat to get plenty of overhead for supercruise overdrive etc).
 
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I find when I'm being interdicted m submit, but keep the ship pointed in the direction of the destination. You'll drop out pointed at the destination, which makes it quicker to get to the destination.
 
I find when I'm being interdicted m submit, but keep the ship pointed in the direction of the destination. You'll drop out pointed at the destination, which makes it quicker to get to the destination.

Trouble is, your attacker will usually jump back into SC heading the same way you did, which means as soon as they enter SC they're ready to have another pop at you with their FSI.
That's how you can end-up going backwards, ending up further away from your destination after each interdiction.

In my experience, flying a T9, it's usually better to turn around, boosting away from your destination, when you get interdicted.
That way, chances are you'll fly past your attacker so they'll have to turn before they can target you and then, when you jump back into SC, turn back toward your destination so that, when your attacker re-enters SC, they have to turn before they can hit you with their FSI again.

Haven't tried it but that's where it might be useful to have an SCO drive in your T9, so you can re-enter SC, activate the SCO as you turn back toward your destination and, hopefully, make it even harder for an attacker to get a lock on you again.

Also, it occurs to me that I dunno if NPCs have SCO, especially in non-SCO ships.
If you get attacked by, for example, an FdL, then a burst of SCO might be enough to put you permanently beyond their range.
Course, none of that applies to other players but, then again, if you get attacked by another CMDR while you're flying a T9 you're probably SOL whatever you do.
 
Trouble is, your attacker will usually jump back into SC heading the same way you did, which means as soon as they enter SC they're ready to have another pop at you with their FSI.
That's how you can end-up going backwards, ending up further away from your destination after each interdiction.

In my experience, flying a T9, it's usually better to turn around, boosting away from your destination, when you get interdicted.
That way, chances are you'll fly past your attacker so they'll have to turn before they can target you and then, when you jump back into SC, turn back toward your destination so that, when your attacker re-enters SC, they have to turn before they can hit you with their FSI again.

Haven't tried it but that's where it might be useful to have an SCO drive in your T9, so you can re-enter SC, activate the SCO as you turn back toward your destination and, hopefully, make it even harder for an attacker to get a lock on you again.

Also, it occurs to me that I dunno if NPCs have SCO, especially in non-SCO ships.
If you get attacked by, for example, an FdL, then a burst of SCO might be enough to put you permanently beyond their range.
Course, none of that applies to other players but, then again, if you get attacked by another CMDR while you're flying a T9 you're probably SOL whatever you do.
I'm running short distance ATM, so no worries for me...
Here's my Black Angus build
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I have a love-hate relationship with my T9. I used it as a miner and cargo hauler, of course, when I was still grinding for the other big ships. Then it was my powerplay (1.0) ship because it still hauls more than my trade Cutter (which is outfitted with decent shields, a limpet controller, and a Guardian FSD booster, not maxed out for cargo), and I use it when I have a lot of cargo to move from my carrier to a station. I love the cockpit, and the sound. I hated it as a miner, but circling asteroids with it certainly helped develop some piloting skills.

It was mining in the black with it that made me decide to always sacrifice an internal slot for supercruise assist. Dodging stars jumping that thing with no hyperspace de-throttle...
I never fly without SC assist now.
 
I've found the T-9 to be pretty good in SCO.

- you can get the same defences much more efficiently by sticking HRPs in the small slots than a shield in one of the big ones (and really, using SCO means that the NPCs should never get organised enough to interdict you anyway)
- this means it's low power, so a 4A armoured (or 5A low emissions, if you're feeling fancy) plant can run it at excellent thermal performance
- my baseline heat is only about 25% (and that's with A-rated Dirty Drives)
- it's got four utility mounts for heatsinks (and not much else to put in them if you're going hull-tank and so don't need shield boosters)
- for an old ship it's not even that jumpy in SCO mode

Turning it around when it comes out of SCO is the slow bit - you really need to time turning it off right - but it's still pretty good.
I read this post yesterday and changed the setup of my Alt's T9 to Go shieldless. Brrr, usually I despise shieldless but my alt goes solo only so 🤷‍♂️
My only gripe is I have a V1 non-sco FSD from a CG ages ago, I'm rather limited on the other engineering. So no SCO for the time being. It is still a nice trader, especially in VR.
 
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