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.
 
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.

Absolutely useless for most players. Especially for Colonization which relies entirely on Fleet Carriers so jump range is irrelevant. Oh I know such and such person claims they built a T3 Starport without even using a FC. Yeah well, that person hates their life - clearly.

To me this is just a Federal Corvette with better SCO performance. Nothing special. We've all been waiting for new large ships to finally come out. They better be AMAZING like the Mandalay and Corsair are. Not side-grades.
 
Absolutely useless for most players. Especially for Colonization which relies entirely on Fleet Carriers so jump range is irrelevant. Oh I know such and such person claims they built a T3 Starport without even using a FC. Yeah well, that person hates their life - clearly.

To me this is just a Federal Corvette with better SCO performance. Nothing special. We've all been waiting for new large ships to finally come out. They better be AMAZING like the Mandalay and Corsair are. Not side-grades.
Unless you don't want to invest into a carrier. Then the Cutter still cuts it.
 
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.

Giving the Mandy an SLF would be seriously OP though. So far, the ships that have them are relatively large and not very maneuverable.
 
Absolutely useless for most players. Especially for Colonization which relies entirely on Fleet Carriers so jump range is irrelevant. Oh I know such and such person claims they built a T3 Starport without even using a FC. Yeah well, that person hates their life - clearly.

Yes cause "most players" love sitting about waiting 15mins to 10hours for a fleet carrier to make a jump, followed by finding out the market was aleady emptied or some error message to pop up...
And sure love it when Fleet Carriers bug out and don't let you transfer cargo. Who have zero use for SCO anything cause they just afk and press a button so the cutter auto docks and undocks and supercruise assists about.

Sorry for the snarky comment. It is very rude of me.

But a freighter ship with jump range and cargo AND better sco handling could easily outperform any cutter and a fleet carrier combo, cause if they're using SCO to clear each star at each jump they could have done 5 or 10 hauling trips in the time it takes for 1 fleet carrier to jump to and back.

It could also have more cargo than the cutter. People seem to love the cutter for some obscure reason... when a type 9 can pretty much haul just as much whilst shieldless and afk and running on docking computers and supercruise assist.
And don't say jump range... cause if jump range is why you use a cutter then why are you moving your fleet carrier?
 
People seem to love the cutter for some obscure reason... when a type 9 can pretty much haul just as much whilst shieldless and afk and running on docking computers and supercruise assist.
I like Cutter because it's faster than T9 making landings and takeoffs very fast—once you learn to account for the drift and looong braking distance and have the "race track" around the station memorized. I also don't use autodock or SC assist because SC assist doesn't help with planetary landings and autodock is slooow (also, manual flying is more engaging than twiddling thumbs while waiting for the automation to do the job). I don't even bother with carrier for my shopping trips to a system 31 ly away from my currently developed system—added 3H FSD booster and removed the shield to do the trip in one jump both ways with 786 tons on board. 10 minute round trip on average.
 
I like Cutter because it's faster than T9 making landings and takeoffs very fast—once you learn to account for the drift and looong braking distance and have the "race track" around the station memorized. I also don't use autodock or SC assist because SC assist doesn't help with planetary landings and autodock is slooow (also, manual flying is more engaging than twiddling thumbs while waiting for the automation to do the job). I don't even bother with carrier for my shopping trips to a system 31 ly away from my currently developed system—added 3H FSD booster and removed the shield to do the trip in one jump both ways with 786 tons on board. 10 minute round trip on average.
Sorry for me getting off topic but I want to add this is why I'd rather fly a type 9 OR a corvette for hauling. The handling on the cutter was so dreadful, and since I like to personally land my ships this quickly becomes infuriating. Where the type 9 was a lot easier for me to land than the cutter.
In fact my hatered for the ship is so immense that, since having deleted my save, I've gotten all the engineers and unlocked the corvette and the clipper... BUT I WILL NOT GET THE CUTTER. Currently loads of imperial factions going "wanna rank up with the navy?" No. Nope. The Cutter only cuts my mental health.
 
Giving the Mandy an SLF would be seriously OP though. So far, the ships that have them are relatively large and not very maneuverable.

I think it'd be alright.
I doubt anybody would bother to "misuse" the Mandy with a fighter bay when they could be flying a KM2 instead.
I suppose it might be argued that it'd be OP for exobiology if it had an SLF bay but, meh.
It'd be fun.
 
Yes cause "most players" love sitting about waiting 15mins to 10hours for a fleet carrier to make a jump, followed by finding out the market was aleady emptied or some error message to pop up...
And sure love it when Fleet Carriers bug out and don't let you transfer cargo. Who have zero use for SCO anything cause they just afk and press a button so the cutter auto docks and undocks and supercruise assists about.

Sorry for the snarky comment. It is very rude of me.

But a freighter ship with jump range and cargo AND better sco handling could easily outperform any cutter and a fleet carrier combo, cause if they're using SCO to clear each star at each jump they could have done 5 or 10 hauling trips in the time it takes for 1 fleet carrier to jump to and back.

It could also have more cargo than the cutter. People seem to love the cutter for some obscure reason... when a type 9 can pretty much haul just as much whilst shieldless and afk and running on docking computers and supercruise assist.
And don't say jump range... cause if jump range is why you use a cutter then why are you moving your fleet carrier?

There's really so much wrong here it's hard to start. I'm obviously not against new largo SCO ships, I very much want them. However he specifically proposed one that hauled less than the Cutter but handled better. Yeah, no, we already have that so what's the point? Also old ships using SCO FSD's clear stars just fine. The benefit of the new ships SCO stability and efficiency is really for LONG sustained times under SCO boost, which your scenario doesn't really even cover.

1. You can do hauling while waiting for your carrier to jump. Also 15 minutes isn't really THAT long, touch grass.
2. Poor planning on your part as far as which markets you use isn't the FC's fault
3. Transfer cargo bug behaves consistently so once you know how to get around it, you get around it. What in this game isn't buggy btw?
4. You can position your carrier relative to things so you don't have to SCO much or at all
5. We love the Cutter because it's the best, yes. What are you, a Fed or something??

If you don't think FC's are a massive almost-necessary tool for system Colonization....I just don't know what to tell you. You're wrong. It's like claiming the shipping industry doesn't really need warehousing.
 
There's really so much wrong here it's hard to start. I'm obviously not against new largo SCO ships, I very much want them. However he specifically proposed one that hauled less than the Cutter but handled better. Yeah, no, we already have that so what's the point? Also old ships using SCO FSD's clear stars just fine. The benefit of the new ships SCO stability and efficiency is really for LONG sustained times under SCO boost, which your scenario doesn't really even cover.

1. You can do hauling while waiting for your carrier to jump. Also 15 minutes isn't really THAT long, touch grass.
2. Poor planning on your part as far as which markets you use isn't the FC's fault
3. Transfer cargo bug behaves consistently so once you know how to get around it, you get around it. What in this game isn't buggy btw?
4. You can position your carrier relative to things so you don't have to SCO much or at all
5. We love the Cutter because it's the best, yes. What are you, a Fed or something??

If you don't think FC's are a massive almost-necessary tool for system Colonization....I just don't know what to tell you. You're wrong. It's like claiming the shipping industry doesn't really need warehousing.
Your looking to start a debate at the wrong place mate.

I fly a corvette for trading, and even if I got a fleet carrier again it would only be a ship storage point

XD
 
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