Smaller A vs D

Why do so many people use large D class modules instead of simply using smaller A modules when trying to reduce mass? I’ve been reading about ship builds as I plan my first trek out to Colonia, and I see a lot of, for example, 6D power plant instead of 4A. Same on other modules. I find I can usually get better results of whatever the module type is and less mass if I go down 2 sizes. In other words aren’t A better than D always (except sensors that you can’t reduce size of course)? I’ve been reading forums about heat, clean vs dirty, etc, but haven’t seen any explanations about this question specifically. (Sorry if this is total noob question)
 
I've often wondered the same (so good question, not a 'noob' one).

As to why people do that, I think it must be ignorance borne out of inexperience.
 
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Why do so many people use large D class modules instead of simply using smaller A modules when trying to reduce mass?

As for power plants, smaller A is always the best choice, because it both weights less and has better heat efficiency.

But this doesn't not apply to all modules. I.e. 1 class larger D thrusters weight less and have better performance than smaller A. The same with PD: having almost the same performance, larger D PD weights less than smaller A.
 
As above, depends on module. The smart ones look through and compare.

Then you get into engineering, and it gets fun.

Z...
 
Yes, it depends on the module and what you want out of a build - in some cases if you have a choice between different slots it may be worth using a smaller A rated version of a module instead of a larger D rated version so that you free up the larger slot for something else. For instance, you could fit 4A shields and 5A fuel scoop instead of 5D shields and 4A fuel scoop, for approximately equivalent shield strength and mass but much better scoop speed. Just depends how you want to use the space.

Unless you're desperate for jump range it often makes for a more well-rounded ship if you accept a little extra mass, especially when engineering stuff.
 
With power plants specifically I see a lot of people overcharging unnecessarily in an effort to power everything, which to me would be a bigger deal than a bit of extra mass.

Extreme example with jump range and heat in mind: You can fit a 2A pp with G5 low emissions and the Monstered experimental on a conda and still drive the fsd + 5H booster + 4D thrusters + life support + 7A scoop + 1 heatsink, which is all you need for 95-99% of your time spent during expeditions: jumping, scooping, scanning, pretty pictures in front of your earthlikes, etc.
Then with some judicious usage of power groups you can flip on the SRV bay and a small shield for landings just by disabling the FSD booster.
 
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And when it comes to power plants, lets not forget that you can engineer them with the Armoured recipe and get increased power output and better heat. Not as much as either, but the only downside is the increased mass, which you can mostly mitigate with the Stripped down experimental effect. (That does -12%, and the worst malus that the G5 recipe gives you is +20%.)

But as far as I can tell, most of the time people just haven't realised it yet. Plus it's easiest to minmax for jump range, as opposed to making a better balanced build with more capabilities - plenty of other factors to consider then.
 
Fuel scoops are another one of those interesting things. Assuming available slots, going a size up, but lower grade gives a higher scoop rate at significantly less cost.
 
With power plants specifically I see a lot of people overcharging unnecessarily in an effort to power everything, which to me would be a bigger deal than a bit of extra mass.

Whereas for me having to worry about power management - other than the AFMU where I have to be in the right hand panel toggling module states anyway - is a bigger deal than handling an extra couple of percentage points of temperature for not bothering.

Horses for courses.
 
Whereas for me having to worry about power management - other than the AFMU where I have to be in the right hand panel toggling module states anyway - is a bigger deal than handling an extra couple of percentage points of temperature for not bothering.

Horses for courses.

For a lot of ships that certainly can be true, but for something like a type-6 or imp courier overcharging starts putting you at risk of heat damage if you aren't watching carefully.
 
Why do so many people use large D class modules instead of simply using smaller A modules when trying to reduce mass? I’ve been reading about ship builds as I plan my first trek out to Colonia, and I see a lot of, for example, 6D power plant instead of 4A. Same on other modules. I find I can usually get better results of whatever the module type is and less mass if I go down 2 sizes. In other words aren’t A better than D always (except sensors that you can’t reduce size of course)? I’ve been reading forums about heat, clean vs dirty, etc, but haven’t seen any explanations about this question specifically. (Sorry if this is total noob question)

It depends on the module and the use, for example, sensors cannot be changed in size so D rated is always lightest.
 
And when it comes to power plants, lets not forget that you can engineer them with the Armoured recipe and get increased power output and better heat. Not as much as either, but the only downside is the increased mass, which you can mostly mitigate with the Stripped down experimental effect. (That does -12%, and the worst malus that the G5 recipe gives you is +20%.)

But as far as I can tell, most of the time people just haven't realised it yet. Plus it's easiest to minmax for jump range, as opposed to making a better balanced build with more capabilities - plenty of other factors to consider then.

With power plants specifically I see a lot of people overcharging unnecessarily in an effort to power everything, which to me would be a bigger deal than a bit of extra mass.

Extreme example with jump range and heat in mind: You can fit a 2A pp with G5 low emissions and the Monstered experimental on a conda and still drive the fsd + 5H booster + 4D thrusters + life support + 7A scoop + 1 heatsink, which is all you need for 95-99% of your time spent during expeditions: jumping, scooping, scanning, pretty pictures in front of your earthlikes, etc.
Then with some judicious usage of power groups you can flip on the SRV bay and a small shield for landings just by disabling the FSD booster.

I rather use G1 overcharged on a 2A, it's heat efficiency is enough IMO and it's enough power for my AspX, plus, it doesn't increase mass.
 
Tanks for your ideas. As I’ve read more and looked at sample builds, I notice more consistency in using A class for power plants. But for thrusters, power distributors, and shields I see a lot of D class. Why not just downsize with A class to reduce weight instead of using D, for thrusters for example? I haven’t studied shields as much. I’m curious if anyone has crunched numbers or has good reasons for D class instead of simply smaller sized A class? Why use 4D power distributor instead of a 2A?

I think I finished my exploration Asp last night. Got in engineered and equipped to my preferences. I’m getting 61.76 LY jumps, not maxed by any means I know, but certain things I like having and don’t want to futz with (like I don’t want to ever have my shields off entirely). Now gonna wait for next patch before I head out to Colonia and the black. I did my first trip 8 months ago to the Monkey nebula as a practice and experiment (had 50ly jumps), and to get the Xbox achievement.

But I’m still curious about these equipping questions as I reconfigure and expiermemt with my other ships.
 
Tanks for your ideas. As I’ve read more and looked at sample builds, I notice more consistency in using A class for power plants. But for thrusters, power distributors, and shields I see a lot of D class. Why not just downsize with A class to reduce weight instead of using D, for thrusters for example? I haven’t studied shields as much. I’m curious if anyone has crunched numbers or has good reasons for D class instead of simply smaller sized A class? Why use 4D power distributor instead of a 2A?

I think I finished my exploration Asp last night. Got in engineered and equipped to my preferences. I’m getting 61.76 LY jumps, not maxed by any means I know, but certain things I like having and don’t want to futz with (like I don’t want to ever have my shields off entirely). Now gonna wait for next patch before I head out to Colonia and the black. I did my first trip 8 months ago to the Monkey nebula as a practice and experiment (had 50ly jumps), and to get the Xbox achievement.

But I’m still curious about these equipping questions as I reconfigure and expiermemt with my other ships.

Mostly D rated saves mass.
It doesn't heat up the whole ship like the D rated PP.
In a Conda you can engineer to still boost with a 4D PD.
 
Tanks for your ideas. As I’ve read more and looked at sample builds, I notice more consistency in using A class for power plants. But for thrusters, power distributors, and shields I see a lot of D class. Why not just downsize with A class to reduce weight instead of using D, for thrusters for example? I haven’t studied shields as much. I’m curious if anyone has crunched numbers or has good reasons for D class instead of simply smaller sized A class? Why use 4D power distributor instead of a 2A?

I think I finished my exploration Asp last night. Got in engineered and equipped to my preferences. I’m getting 61.76 LY jumps, not maxed by any means I know, but certain things I like having and don’t want to futz with (like I don’t want to ever have my shields off entirely). Now gonna wait for next patch before I head out to Colonia and the black. I did my first trip 8 months ago to the Monkey nebula as a practice and experiment (had 50ly jumps), and to get the Xbox achievement.

But I’m still curious about these equipping questions as I reconfigure and expiermemt with my other ships.

If it's possible it's a good idea but it won't always work, for example, I have a 1D power distributor in my AspX that can boost, however, it's the lightest power distributor available, another example is shields, I use 3D because 2A is heavier and 1A & 2D are too small to be fitted.
 
Why not just downsize with A class to reduce weight instead of using D, for thrusters for example?

Let's look at two sample builds:

The first stripped AspX has engineered 5D thrusters, that weight 7,2 tons, consume 5,14 power and speed the Asp up to 367 m/s. The max jump range is 61,55 Lys.
https://s.orbis.zone/13yw

The second AspX is absolutely the same except for it has engineered 4A thrusters. It's engine weights 9 tons, consumes 5,51 power and speeds the ship up to only 356 m/s. The Asp is also slightly less maneuverable. And due to increased weight it has jump range of only 61,21 Lys.
https://s.orbis.zone/13yx

To sum up with thusters: explorers tend to use larger D instead of smaller A because those engines are simply better in all possible ways ;)
 
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To sum up with thusters: explorers tend to use larger D instead of smaller A because those engines are simply better in all possible ways ;)
I tend to use lightest possible thrusters which translates into smallest D-class that fits the ship. I need no great speed and no great acceleration out in the black.
 
Installing various size mods into various size ships depends on what various types of missions one is utilizing it for. IF thruster's are too small, one can overload a ship as to not be able to lift off a planet sometimes, depending on the gravity limit of the planet. I've got three conda's all with different loadout consisting of different size mods for specific type of play. Because none of them are ever to be involved in pew pew of any type, not having weapons, means less mass which allows for smaller thruster's and one does need at much power to feed them thus smaller mod for that.

I mean one has a need for speed, or distance, or pew pew etc. One needs different size mods. and engineering them correctly is a science all on its own.
 
Installing various size mods into various size ships depends on what various types of missions one is utilizing it for. IF thruster's are too small, one can overload a ship as to not be able to lift off a planet sometimes, depending on the gravity limit of the planet. I've got three conda's all with different loadout consisting of different size mods for specific type of play. Because none of them are ever to be involved in pew pew of any type, not having weapons, means less mass which allows for smaller thruster's and one does need at much power to feed them thus smaller mod for that.

I mean one has a need for speed, or distance, or pew pew etc. One needs different size mods. and engineering them correctly is a science all on its own.

Afaik it's always possible to lift off a planet, the games physics will never allow you to be trapped on a surface.

eg: I've taken a ~520t anaconda to a 9.77g planet with 4D thrusters that only support a 463t ship (you can get into this configuration by abusing a poor engineer). By exceeding the maximum mass of the thrusters it's literally as underpowered as you can get. It had a max speed of ~170m/s and it landed and took off without incident.
 
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