SLF bay in SCO overcharge optimised ships

I've been out exploring in a Keelback precisely for that reason, to have an SLF. I use it mainly to search for harder-to-find species because it's so much faster to get around in it. If you scan them with the fighter's composition scanner, the locations are noted in the journal and you can pick them up from there for taking the samples. Requires some programming, no third-party tool currently does this automatically.

Does SRV Survey not do that? I know it does with the ship but I’ve never used it with the SLF - I only flew that in space to check out interesting phenomena.
 
Does SRV Survey not do that? I know it does with the ship but I’ve never used it with the SLF - I only flew that in space to check out interesting phenomena.
SRV Survey can guide you to a specific point on the ground, but collecting these points from the journals and creating an optimal route, especially if you scanned several species with the fighter in any order, I don't know of a tool currently published which does that. I produce a little csv file with the waypoints, which is then easily imported into SRV Survey to do all the nice overlay stuff. But I'm working on saving that step, too, although I only do a command line program. If it displays what I need on a second monitor, that's good enough for me. Maybe someone does something fancier with this, one day.
 
So we need the Panther Clipper to have a SLF hangar. Duly noted (y)

I was promised a ship that can deploy Sideys and other small ships.
I still want that. :cautious:

I guess exobiology has turned exploration into a time-sensitive activity.
A ship that'd allow you to zip between planets with SCO and then deploy an SLF zip around the surface, looking for stuffz, would really be the holy grail.
If any ship was going to get it, it'd probably have been the Mandalay.
 
I was really hoping at least Corsair would be able to fit an SLF bay, but all the info says it can not. I know this is not a usual wish for an exploration ship but I do have the SLF bay with me on all explo trips, mostly for the fun of it. Once in a while one wants to NOT be extremely careful while flying and SLF does the trick without risking the loss of all exploration data.

SCO emerges as a must-have drive. Seriously, I use it all the time, even to just get around the star when not scooping or to get from the surface of a planet to a scanning distance to see the plant-life zones. Also, if you like doing missions in-bubble, it saves you hours and hours of staring at the void.

That said, no ship, optimised for SCO overcharge, can fit an SLF bay. Unless you want to get rid of SLFs in general, please make at least some of them able to fit the fighter bay. Right now I am travelling with a Krait mk.II and, while being a great ship all around, I have to watch that fuel gauge all the time, more than the distance to the destination... So I'd love to have an option of an SCO-optimised ship, able to sport a fighter.

Right now it kinda looks like SLF-s will become the thing of the past as more and more people will hop into an SCO optimised ship just for the convenience of it. I'd hate to see that happen as I find SLF-s to be a really cool feature.

BTW, FDev, THANK YOU FOR THE SCO DRIVE, it really is a game changer!

What does "SCO Optimised" actually do?
 
What does "SCO Optimised" actually do?
Ships that are SCO optimised fly far more smoothly in SCO and they use the fuel far more efficiently. And they don't overheat as fast (if at all).

In a Krait mk.II I travel a 100 kLs journey in at least four bursts as there is overheating. Alternatively I can use a heatsink but it is not worth the materials for synthesizing new ones. But in those 4 bursts I'm also out of fuel. I better watch the fuel gauge REALLY carefully or I'm fuel rats material. Not a major problem if the secondary star is scoopable but you can run out of fuel on-route, too.

EDIT; in an optimised ship this would hardly be a problem, single SCO activaction. Or so they said. Oh, and Krait mk.II's ride feels like wildhorses, needs constant corrections.
 
As far as niches for new ships are concerned, I could see...

* A large ship with very good vertical and lateral thrust, good jump range, and medium hauling capability.

I've noticed that right now the Cutter is always the best hauler because it has a C7 FSD, and so even if you're hauling less than your max cargo you still jump furthest with a cutter. If they were to release a ship with the C8 FSD, they could make a ship that has less overall cargo but still jumps further than a cutter. Combine this with really good vertical thrust(to make flying in gravity more pleasant) and you could create the ultimate colonization hauler. Not quite as much cargo as a cutter, but makes up for it with handling, jump range, and SCO optimization.

* A small long-range ship with an SFL bay.

Right now there really isn't any particularly good option for this. A Krait, for example, is usually better off omitting the fighter bay and just sticking to fighting on your own, and if you're gonna do that you may as well fly a Corsair instead. I'd love a real purpose-built ship for multicrew, where you can fit a C6 fighter bay and the ship itself is designed to also be effective on its own.

Something like a Vulture Mk2 - maybe a Condor? 2x C6 optionals, then more like a vulture from then on down, with like class 4, 3, 2, 1, 1. Maybe 2x huge hardpoints? That'd be pretty cool. It'd probably have to be a medium, but that doesn't mean it couldn't be relatively small and fly like a small.
 
Back
Top Bottom