Type 6 - Out Fitting

Hi,

Recently purchased a Type 6 to carry out some trading runs.

My current configuration is: -

Code:
[Type-6 Transporter]
S: 1F/F Pulse Laser
S: 1F/F Pulse Laser
U: 0I Chaff Launcher


BH: 1I Lightweight Alloy
RB: 2A Power Plant
TM: 4E Thrusters
FH: 4A Frame Shift Drive
EC: 2E Life Support
PC: 3A Power Distributor
SS: 2E Sensors
FS: 4C Fuel Tank (Capacity: 16)


5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Shield Generator
2: 1E Cargo Rack (Capacity: 2)
2: 2A Fuel Scoop
Any suggestions on improving the above?

Would upgrading the Thrusters be worth while?

Thanks & Regards
 
Upgrade all E ranked modules to D to save weight.

Oh, and ditch the fuel scoop unless you're planning to go over 100 light years. 4 tons of cargo at 1k credits profit each will easily cover fuel costs and then some.
 
Upgrade thrusters to A to save on annoying 'shtop shtop shtop ... aaaawww kerlunck' moments :D

Downgrade your fuel tank as you have a scoop, but consider upgrading the scoop to a 3 and your shields to a 4 ... forget the lasers you'll never hit anything with them, go for missiles they're more likely to scare off the PvP monsters and switch the chaff for a heat-sink - if you make a mistake scooping you'll be glad of it - also the T6 has a tendency to overheat while boosting and charging the FSD, plus the heat-sink can kinda work a bit like chaff anyway!

Bind the heat-sink to a key too, since it saves on fire groups, and consider getting an advanced discovery scanner since on long (rares) runs the exploration data is basically free money ;)
 
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I upgraded my smallest cargo rack to a class 2 for 100ton cargo capacity. Other than that D-class thrusters, life support and sensors: lower mass = greater jump range. Didn't bother with guns. And eventually dropped the fuel scoop as I could get more income on the 4ton extra cargo space that afforded me, than I was saving scooping fuel.
 
Ditched the Fuel Scoop (more cargo) and the lasers (you can keep them if you really want to, but sacrifice a little jump range). Added a second chaff, Power Plant to a 2A (it's lighter than a 3D and produces more power), 4A thrusters or 4D thrusters. D's get you a little more jump range. Sensors for a little more jump range, Shield gen to D for again, jump range.

Note: if you keep the pulses you may be over-powered while deployed so set your FSD to priority 2 as you can't jump while hardpoints are deployed anyway.

[Type-6 Transporter]
S: 1F/F
S: 1F/F
U: 0I Chaff Launcher
U: 0I Chaff Launcher


BH: 1I Lightweight Alloy
RB: 2A Power Plant
TM: 4A Thrusters (can run D's for slightly more jump range)
FH: 4A Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 2D Sensors
FS: 4C Fuel Tank (Capacity: 16)


5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3D Shield Generator
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
 
Thanks All, Appreciate the replies.

Will have a look at switching E to D's to save the weight and change my lasers to missiles.
 
You could add a shield cell bank an proximity mines you can launch whilst escaping from the clutches of pirates
 
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