Speed

Interesting... :unsure:

Back when I started playing the game, I thought no ship could possibly be faster than the Mamba. Since then I've learned that several small ships are way faster. When travelling the Mamba is a smooth ride, but it's jump range makes a true exploring ship go faster over long distances. You can't do anything about the time it takes to charge the FSD, and that gives you plenty of time to honk, leaving only how fast you can scoop and swoop the star making any difference, more or less leaving it all to the jump range. Since each "jump cycle" takes roughly the same time with a proper scoop, I thought that the Conda would be the speed champ.

Out here in Colonia, where I arrived in a Krait Mk2 with a 59 ly range. In that ship I averaged ~45 sec for each jump cycle, say from each countdown to the next. My PP is low emis and a accept slight damage to modules from time to time, due to overheating, but nothing critical.

Planning on going straight for Beagle Point, and after all the jumps towards Colonia, I decided to be realistic and build a Conda out here. Just to get that extra speed I thought 72 ly would give me. Turned out that I could use many of the modules from the Krait, so after getting a bigger PD so I can boost etc, I set off towards a second visit to Sag A*, this time being "just around the corner".

But, the Conda, with the same PP runs slightly hotter, probably due to the larger PD, meaning I can't keep the time it takes to pass a system much lower than ~55 sec.

So doing some serious math :geek: we get:

72 ly / 55 sec = 1.31 ly/sec

59 ly / 45 sec = 1.31 ly/sec

Potato potato...

Right now I'm reconsidering. Maybe go back to Colonia and try and swap the parts back to the Krait I parked there. Maybe even try and see what difference it would make to the Krait if I added the larger PD from the Conda. It's a much faster and more agile ship, and I can still bring all my toys.

PS. I know I "explore" in a despicable way to some, but I also know others are as despicable as me, so it might be of interest to some.

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Krait build:


Conda build:

 
Surely the asbestos dolphin is now best if you want speed for exploring? similar range to the krait and you can charge your FSD as soon as the cooldown stops, even right next to a star.
 
It really depends on your whole build. What matters for heat is the ship itself, the power plant efficiency, and lastly, your base heat level. Your baseline comes from power draw (multiplied by PP thermal efficiency), so you can lower that by switching off modules.
However, if this thread is still correct, then the Anaconda has a better cooling rate and heat capacity than the Krait Mk 2. So, assuming the same PP efficiency and the same power draw(!), it should perform better.
(Bear in mind though that the Anaconda values there haven't been verified by more than one person.)

Edit: oh, didn't notice that you posted your builds since. That's interesting: same PP efficiency, nearly the same power draw... the difference shouldn't be that big. Either the heat mechanics I linked were outdated, or perhaps the Anaconda's worse supercruise handling doesn't go well with your scooping style. Difficult to say.

Oh, and if you disable the thrusters in supercruise, you'll drop down immediately.
 
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This actually works pretty well. (y) I don't understand how my thrusters still work after turning off the PD, but I guess that is less important as long as they work.

IF you turn off the PD, you actually turn of the ability to change power redirection. Your Sys/Eng/Wep will still get power based on the setting PD had when you turned it off.

When exploring i usually set the pd 2-4-0 then turn it off.
When i pop back in normal space, i also turn on the PD - who knows, maybe i need 4 pips in Sys to pump-up the shields in case a collision is imminent
 
IF you turn off the PD, you actually turn of the ability to change power redirection. Your Sys/Eng/Wep will still get power based on the setting PD had when you turned it off.

When exploring i usually set the pd 2-4-0 then turn it off.
When i pop back in normal space, i also turn on the PD - who knows, maybe i need 4 pips in Sys to pump-up the shields in case a collision is imminent
Thanks. That's clever! It lowers the power draw (and thereby heat generation) almost 20% on the Conda. That's a significant change.

Edit: Next up is the PP. I have a stripped down experimental now, but changing it to thermal spread will also lower the "efficiency" further 8% which all in all should make the ship run as cool as a refrigerator :)

Edit edit: As an extra bonus, I can also fit a 5H FSD booster this way. I only had power enough for a 4H, but now I have all the juice I need, even though it will increase the heat.
 
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I don't think your thrusters make any difference on what temperature you get in supercruise. At least I've never noticed any.
Since you can't turn them off, you won't see any difference. However, the PD and any other module you can disable (hangars, shield, etc.) will lower the power usage, and if I'm not totally wrong, the heat generated = power * efficiency. The less power the better. When I go somewhere, I normally travel as fast as I can, and I generally start charging the FSD while still scooping. That's right on the edge of "dangerous", so if I can lower the heat, I'll have less damage.
 
IF you turn off the PD, you actually turn of the ability to change power redirection. Your Sys/Eng/Wep will still get power based on the setting PD had when you turned it off.

So just to confirm what you mean, If I had 2 pips in engines and 4 in systems then turned off my PD, my shields would still recharge as if they had 4 pips in them? If so then that's pretty awesome, I just assumed when the PD was off everything would act as if it had 0 pips. I've been learning a lot here the last couple days. This is what happens when I make assumptions and don't actually test things to see how they work...
 
So just to confirm what you mean, If I had 2 pips in engines and 4 in systems then turned off my PD, my shields would still recharge as if they had 4 pips in them? If so then that's pretty awesome, I just assumed when the PD was off everything would act as if it had 0 pips. I've been learning a lot here the last couple days. This is what happens when I make assumptions and don't actually test things to see how they work...
I always thought you would have shield resistance as if it was at X pips you left before turning it off, but not recharge. Like, capacitor still has charge but it won't refill. Never played around with that stuff myself, never had the need. Always prefer to have boost ready :)
 
You can somewhat try that with velocity in normal space.
The fewer pips you have in ENG the lower is your maximum velocity (don't boost). A simple experiment is to lower your pips in ENG, turn of the PD and check your maximum velocity.
But since you are mostly in SC during exploration, that doesn't really matter.

I guess it is the same with your shield. With the exception that it doesn't reload, once it is depleted, after you have switched the PD off (but I may be wrong, I have never tested that.
 
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