Vulture power management

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Define tracking and what sensors. Tracking might not have been the right word. But when the gimbals circle around the sub target you selected to aim at. The difference in radius the gimbal aim reticule points circle were smaller with each upgrade.

Locking on and tracking can be two different things. Tracking suggests some kind of intelligence and following a target under something like AI. Locking on is more like grabbing something and holding on as best as you can till you get shaken off but the computer doesn't use AI to intelligently follow the target. <shrug> What I noticed was just that the aim reticul was noticeably more precise at locking on with Grade A over C and D. And was not as aggressively dissuaded by chaff.

Perhaps you were simply shooting at different ships with different heat signatures? That could explain the different tracking behaviours... I don't know, but I've never noticed any real link between sensors and gimballed weapons tracking accuracy. And I'm at Dangerous rank...
 
Perhaps you were simply shooting at different ships with different heat signatures? That could explain the different tracking behaviours... I don't know, but I've never noticed any real link between sensors and gimballed weapons tracking accuracy. And I'm at Dangerous rank...

Me and my normal wingmate tested the crap out of this actually. With "D" rated sensors I had to get withing 1.5 km before my pulse lazerz started hitting consistently. With A rated this pushed out to almost, but not quite, 3km. It did not effect how fast I could recover my target after he threw chaff. This is sitting still in space. We spent a solid hour at this and testing if where you put the point defense on your ship matters, spoiler...it does...allot. If you can point me at a youtube video showing consistent tests (e.g. not warzone footage involving different ships) proving otherwise I would appreciate it as I would get my ounce back. gambling is a sin children!
 
Posting your ESY setup would help.

Here's mine:
[Vulture]
L: 3D/F Pulse Laser
L: 3D/F Pulse Laser
U: 0I Chaff Launcher
U: 0C Kill Warrant Scanner
U: 0C Shield Booster
U: 0C Shield Booster

BH: 1I Mirrored Surface Composite
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5A Shield Generator
1: 1A Frame Shift Drive Interdictor
---
Shield: 486.03 MJ
Power : 14.26 MW retracted (91%)
16.86 MW deployed (108%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 369.9 T empty
377.9 T full
Range : 15.32 LY unladen
15.32 LY laden
Price : 31,230,563 CR
Re-Buy: 1,561,528 CR @ 95% insurance

I have beta insurance.

Turn off cargo hatch and set the interdictor and fsd to priority 2 and you're set. No need for SCB.
 
Posting your ESY setup would help.

Here's mine:
[Vulture]
L: 3D/F Pulse Laser
L: 3D/F Pulse Laser
U: 0I Chaff Launcher
U: 0C Kill Warrant Scanner
U: 0C Shield Booster
U: 0C Shield Booster

BH: 1I Mirrored Surface Composite
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4D Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5A Shield Generator
1: 1A Frame Shift Drive Interdictor
---
Shield: 486.03 MJ
Power : 14.26 MW retracted (91%)
16.86 MW deployed (108%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 369.9 T empty
377.9 T full
Range : 15.32 LY unladen
15.32 LY laden
Price : 31,230,563 CR
Re-Buy: 1,561,528 CR @ 95% insurance

I have beta insurance.

Turn off cargo hatch and set the interdictor and fsd to priority 2 and you're set. No need for SCB.

This is mine, although it's such a close fit it's not even funny :D Some of it gets re-jigged for bounty hunting and whatnot.

[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Burst Laser
U: 0I Point Defence
U: 0A Shield Booster
U: 0I Point Defence
U: 0I Point Defence


BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 5B Thrusters
FH: 4A Frame Shift Drive
EC: 3E Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5A Shield Generator
4: 4E Frame Shift Drive Interdictor
2: 2A Shield Cell Bank
1: 1D Hull Reinforcement Package
1: 1E Hull Reinforcement Package
---
Shield: 470.35 MJ
Power : 15.03 MW retracted (96%)
17.60 MW deployed (113%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 406.5 T empty
414.5 T full
Range : 13.97 LY unladen
13.97 LY laden
Price : 21,570,288 CR
Re-Buy: 1,078,514 CR @ 95% insurance
 
Does anyone know where to get C3 gimballed burst lasers? I've had great results with one fixed beam and one gimballed frag canon, but I'll probably eat it if I come up against another vulture. Plus I just wanna try another flavor of pew pew.

Thanks to all who have posted - before this thread I had no idea how much fun power allocation could be.
 
Does anyone know where to get C3 gimballed burst lasers? I've had great results with one fixed beam and one gimballed frag canon, but I'll probably eat it if I come up against another vulture. Plus I just wanna try another flavor of pew pew.

Thanks to all who have posted - before this thread I had no idea how much fun power allocation could be.
Try looking for a system with a high tech economy :)

*I'd go with pulse on the vulture though, burst eat power!
 
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Not sure it helps, but here is my Exploration/Combat Vulture:

L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0I Chaff Launcher
U: 0E Kill Warrant Scanner
U: 0E Shield Booster
U: 0E Shield Booster

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive**
EC: 3C Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5A Shield Generator
4: 4A Fuel Scoop**
2: 2A Shield Cell Bank
1: 1C Detailed Surface Scanner
1: 1C Advanced Discovery Scanner

**Priority 2, Cargo Hatch deactivated.

You could also exchange the exploration gear (Fuel Scoop and Scanners) for a total of 20 tons of cargo.
 
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My finally completed Vulture 'Scavanger'. The idea is to 'fight the shields'. I have passive tough as I can fit shields, once they are out I disengage myself. (I am a PvE guy, this would not be feasible for PvP fights I guess.)

[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Burst Laser
U: 0I Point Defence
U: 0I Chaff Launcher
U: 0A Shield Booster
U: 0A Shield Booster

BH: 1I Reinforced Alloy
RB: 4A Power Plant
TM: 5B Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5A Shield Generator
4: 4E Cargo Rack (Capacity 16)
2: 2A Fuel Scoop
1: 1D Hull Reinforcement Package
1: 1C Advanced Discovery Scanner
---
Shield: 350.77 MJ
Power : 15.03 MW retracted (96%)
16.89 MW deployed (108%)
15.60 MW available
Cargo : 16 T
Fuel : 8 T
Mass : 382.8 T empty
398.8 T full
Range : 15.13 LY unladen
14.52 LY laden
Price : 20,764,168 CR
Re-Buy: 1,038,208 CR @ 95% insurance
 
I use D sensors and I have no problems with gimballs locking at 3 km. Never bother fingering out if better sensors lock further away because damage at that distance is crap anyways. Especially in a pure beam Vulture, where you want to get close in with the target. I usually prefer to get right up there on their tail and just blast away with lasers. You don't need A class sensor when your target is 500 meters, or closer, from you.
 
My Conflict Zone build. You can switch to Gimballed Beams and save some power (weird, gimball should eats more power imo).
If you want to fit "A" rated Shield Booster then you need to switch to lower power hungry weapons.
Fitting fighters are fun, you have to choose between being a glass cannon or stonewall with mounted pistol lol.

[Vulture]
L: 3C/F Beam Laser
L: 3C/F Beam Laser
U: 0D Shield Booster
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0E Frame Shift Wake Scanner

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3E Life Support
PC: 5A Power Distributor
SS: 4E Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5E Shield Generator
4: 4A Shield Cell Bank
2: 2A Fuel Scoop
1: 1A Shield Cell Bank
1: 1A Frame Shift Drive Interdictor
---
Shield: 319.64 MJ
Power : 14.46 MW retracted (93%)
18.26 MW deployed (117%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 353.5 T empty
361.5 T full
Range : 16.02 LY unladen
16.02 LY laden
Price : 18,469,647 CR
Re-Buy: 923,482 CR @ 95% insurance
 
I don't know exactly how my Vulture is fitted (at work presently); but I'm running a fixed beam, fixed cannon, A class power plant and sensors, C class life support, and a 3.5km range KWS. Total fit is about 104% of my power plant.

I set up my priorities as follows:

1. essentials for bugging out: thrusters, FSD
2. nice-to-haves for bugging out: life-support, sensors, shields, power distributor
3. combat: weapons, KWS
4. non-combat/super-cruise only: cargo scoop, fuel scoop, FSDI (when fitted)

I set this up after I had my power go out, presumably from hits on the power plant. The power output recovered, but it gave me a bit of a fright at the time. This set up should still let me escape if I have a repeat of that occurrence as long as the power plant is still producing about 40% of its output.
 
I don't know exactly how my Vulture is fitted (at work presently); but I'm running a fixed beam, fixed cannon, A class power plant and sensors, C class life support, and a 3.5km range KWS. Total fit is about 104% of my power plant.

I set up my priorities as follows:

1. essentials for bugging out: thrusters, FSD
2. nice-to-haves for bugging out: life-support, sensors, shields, power distributor
3. combat: weapons, KWS
4. non-combat/super-cruise only: cargo scoop, fuel scoop, FSDI (when fitted)

I set this up after I had my power go out, presumably from hits on the power plant. The power output recovered, but it gave me a bit of a fright at the time. This set up should still let me escape if I have a repeat of that occurrence as long as the power plant is still producing about 40% of its output.

AFAIK when damaged your power plant will just switch off temporarily, not reduce output. Unless I'm mistaken?

Most people put FSD/interdictor etc. on lowest priority so it's off when weapons are out.
 

CMDR Nick

Banned
You've really got to have the right class for your internal outfitting - the game may allow you to fit, say, a C4 power unit, but if the ship is designed for a C5, that's what you usually need. It is usually fitting the wrong class of power related units that causes severe power problems like this.

(For new pilots: class simply means the size of the unit. C5 units are bigger than C4, both would fit in a C5 internal compartment. The rating A, B, C etc is the quality of the unit.)

(note: cargo units scale as 2^C, so a C3 cargo unit holds 2^3 tons (8) and a C4 2^4 (16 tons) If the other internals follow the same logic (not certain) a C5 power plant occupies twice the volume of a C4. Big difference in scale.)
 
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This is my setup, only issue is the KWS, which I would like powered more often..
:
[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0D Kill Warrant Scanner
U: 0I Point Defence
U: 0A Shield Booster
U: 0C Shield Booster
BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 5A Power Distributor
SS: 4C Sensors
FS: 3C Fuel Tank (Capacity: 8)
5: 5A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
2: 2D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
1: 1D Intermediate Discovery Scanner ---

Shield: 517.39 MJ
Power : 14.47 MW retracted (93%) 16.71 MW deployed (107%) 15.60 MW available
Cargo : 16 T
Fuel : 8 T
Mass : 383.3 T
empty 407.3 T
full Range : 14.80 LY
unladen 14.22 LY laden
Price : 25,144,901 CR
 
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Voice Attack macro - ( priority 2 on the shield cell bank ) ,

1. takes me to the power management screen
2. Goes down the list of power management
3. shuts off the plasma gun I use for larger targets taking me to 96% power use , shield cell comes back online.
4. presses the key for shield cell bank
5. puts the plasma gun back on-line , SCB goes offline again
6. returns me to the forward view.

Job done...

Took a lot of practice to get the pauses and key press timers working right, but it IS possible,,,,I COULD do the same manually OR turn off weapons and use the SCB that way...but it's just more 'elegant' for me doing it this way mid battle.
 
Here my setup with no power issues and a kws.

[Vulture]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
U: 0A Shield Booster
U: 0B Shield Booster
U: 0C Kill Warrant Scanner
U: 0I Chaff Launcher

BH: 1I Reinforced Alloy
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4B Frame Shift Drive
EC: 3E Life Support
PC: 5A Power Distributor
SS: 4A Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 4A Shield Generator
4: 4D Hull Reinforcement Package
2: 2D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
---
Shield: 454.89 MJ
Power : 13.56 MW retracted (87%)
16.20 MW deployed (104%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 372.1 T empty
380.1 T full
Range : 12.71 LY unladen
12.71 LY laden
Price : 14,798,168 CR
Re-Buy: 739,908 CR @ 95% insurance
 
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Dunno why people bother with cannons, beams and whatnot on a Vulture. Two fixed or gimballed pulse lasers will bring down everything. Especially Anacondas.
 
A little risky, but you can shut down the FSD. Obviously you have to re-enable it pronto if you need to run.

Use power priorities, that's what they are there for.
Set it to a low priority (high number) so it shuts down when you deploy weapons, but is still active when they're retracted.

What's risky is disabling and enabling it manually.
 
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