I use a trading Python that does a comfortable 17.4 LY, which covers most routes without getting stuck. Aside from being rather nice and responsive to fly.
But I have enough cash to trade it in for a T9 incuding an extra 30 mil to fit it with a 6A FSD and everything else I need.
Obviously, I'm hoping it will make up for being such a fat cow with a higher hourly rate of earnings on my way to Conda ^^
But many routes I do now have legs that can't be bridged with a mere 13LY range. The damned thing would just be stuck or have to take some ridiculous round-a-bout way that obviously won't be any use.
So I guess the difficulty will be in picking from far fewer routes that the T9 can handle, which are probably crowded with other T9 pilots suffering from the same limitation.
The setup below gives me 13,33 LY with 500 tons... Its already very bare bones to even get it that far... You will notice various downsized components, including the use of a smaller fuel tank, not like I'm planning to cover more than 2 jumps at a time with that thing (during normal use).
- Has anyone got a better setup that gets more range?
- Are there any issues I should know about, like that crummy T7 overheating on every jump with anything other than an A or B rated power plant? I remember with my initial D rated power plant, I was dropping heat sinks on every freaking jump
- Does the T9 operate smoothly on D rated mods?
- Does the docking computer work with that thing? I know it works rather well with my Python, unless I try to have it dock on an outpost... It'll fly to great altitude above the landing pad and then sit there, doing absolutely nothing for about 2-3 minutes. Then it suddenly makes up its mind and drops straight down to the pad in its jittery way. My Zorgon haulers get smashed into the side of station's coin slots by the docking computer every so often (always the same spot. Then it retries and does it without issue the second time, go figure).
(And no, its not that I can't land, I just have some other stuff to do sometimes, like get a coffee or whatever else can be done in a minute. Little micro breaks are rather nice in repetitive games that insist on the player being fully focused on every repetitive little thing, from having to stick around for that annoying hyper jump animation cause your lame nav-computer aims you into the sun instead of into an orbit around it. And you can't just auto-drop out of super cruise at your destination either, no, you have to keep and keep and keep watching the little numbers count down until your eyes get bleary and it does put me to sleep especially cause you can't ever not pay attention during any part of it. Taken the war on the sandwich fight too far, they have. Granted, some older games may have required too little of your attention, now this one goes all the way to want all of your attention all of the time. Find a balance in the middle, will ya? I definitely miss EVE's automatic dropping out of warp at the destination and not sending you into the sun at speed, so you could actually go get something from the kitchen once in a while. /rant)
But I have enough cash to trade it in for a T9 incuding an extra 30 mil to fit it with a 6A FSD and everything else I need.
Obviously, I'm hoping it will make up for being such a fat cow with a higher hourly rate of earnings on my way to Conda ^^
But many routes I do now have legs that can't be bridged with a mere 13LY range. The damned thing would just be stuck or have to take some ridiculous round-a-bout way that obviously won't be any use.
So I guess the difficulty will be in picking from far fewer routes that the T9 can handle, which are probably crowded with other T9 pilots suffering from the same limitation.
The setup below gives me 13,33 LY with 500 tons... Its already very bare bones to even get it that far... You will notice various downsized components, including the use of a smaller fuel tank, not like I'm planning to cover more than 2 jumps at a time with that thing (during normal use).
[Lakon Type-9 Heavy]
U: 0I Chaff Launcher
BH: 1I Lightweight Alloy
RB: 4C Power Plant
TM: 7D Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 6D Power Distributor
SS: 4D Sensors
FS: 5C Fuel Tank (Capacity: 32)
8: 8E Cargo Rack (Capacity: 256)
7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
5: 5D Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 98.57 MJ
Power : 12.03 MW retracted (93%)
12.03 MW deployed (93%)
13.00 MW available
Cargo : 500 T
Fuel : 32 T
Mass : 1,114.3 T empty
1,646.3 T full
Range : 19.15 LY unladen
13.33 LY laden
Price : 97,602,653 CR
Re-Buy: 4,880,133 CR @ 95% insurance
U: 0I Chaff Launcher
BH: 1I Lightweight Alloy
RB: 4C Power Plant
TM: 7D Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 6D Power Distributor
SS: 4D Sensors
FS: 5C Fuel Tank (Capacity: 32)
8: 8E Cargo Rack (Capacity: 256)
7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
5: 5D Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 98.57 MJ
Power : 12.03 MW retracted (93%)
12.03 MW deployed (93%)
13.00 MW available
Cargo : 500 T
Fuel : 32 T
Mass : 1,114.3 T empty
1,646.3 T full
Range : 19.15 LY unladen
13.33 LY laden
Price : 97,602,653 CR
Re-Buy: 4,880,133 CR @ 95% insurance
- Has anyone got a better setup that gets more range?
- Are there any issues I should know about, like that crummy T7 overheating on every jump with anything other than an A or B rated power plant? I remember with my initial D rated power plant, I was dropping heat sinks on every freaking jump
- Does the T9 operate smoothly on D rated mods?
- Does the docking computer work with that thing? I know it works rather well with my Python, unless I try to have it dock on an outpost... It'll fly to great altitude above the landing pad and then sit there, doing absolutely nothing for about 2-3 minutes. Then it suddenly makes up its mind and drops straight down to the pad in its jittery way. My Zorgon haulers get smashed into the side of station's coin slots by the docking computer every so often (always the same spot. Then it retries and does it without issue the second time, go figure).
(And no, its not that I can't land, I just have some other stuff to do sometimes, like get a coffee or whatever else can be done in a minute. Little micro breaks are rather nice in repetitive games that insist on the player being fully focused on every repetitive little thing, from having to stick around for that annoying hyper jump animation cause your lame nav-computer aims you into the sun instead of into an orbit around it. And you can't just auto-drop out of super cruise at your destination either, no, you have to keep and keep and keep watching the little numbers count down until your eyes get bleary and it does put me to sleep especially cause you can't ever not pay attention during any part of it. Taken the war on the sandwich fight too far, they have. Granted, some older games may have required too little of your attention, now this one goes all the way to want all of your attention all of the time. Find a balance in the middle, will ya? I definitely miss EVE's automatic dropping out of warp at the destination and not sending you into the sun at speed, so you could actually go get something from the kitchen once in a while. /rant)
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