Newcomer / Intro What are you up to?

So, the B rated modules are more desirable for combat ships and A rated would be for (as an example) for max jump range because of there light weight. I think I'm starting to understand the little quirks of this game (at least the outfitting).
In reality, in most cases you would A rate the smallest power plant that gives you the power needed in the ship for heat efficiency reasons for any type of ship.
You choose D rated life support and sensors, engineering the D rated sensors for longer range on a combat ship. This is better than light weight engineering on a heavy A rated sensor module.
On a ship you want best jump range D rated smaller thrusters. Same for power distributor - goes for any ship that doesn't need weapons or mining lasers.
If you want to protect modules in combat, shields, shield boosters and shield cell banks to keep shields up. If the shields do drop, putting 1 or 2 module reinforcement packages in the optional internal slots helps.
If you fit anything other than A or D rated core modules, it almost always because your cutting costs.
It's more varied for optional internal modules. Example: B rated collection limpet controllers give limpets longer range than A rated, but A rated have longer life. When mining, I find B rated for the range is better because limpets are cheap and you can carry plenty. Doesn't matter if their life is a bit shorter.
 
Just delivered 1t to the current CG in a stock Sidewinder (which I am going to sell, now).
Mission accomplished!

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In reality, in most cases you would A rate the smallest power plant that gives you the power needed in the ship for heat efficiency reasons for any type of ship.
You choose D rated life support and sensors, engineering the D rated sensors for longer range on a combat ship. This is better than light weight engineering on a heavy A rated sensor module.
On a ship you want best jump range D rated smaller thrusters. Same for power distributor - goes for any ship that doesn't need weapons or mining lasers.
If you want to protect modules in combat, shields, shield boosters and shield cell banks to keep shields up. If the shields do drop, putting 1 or 2 module reinforcement packages in the optional internal slots helps.
If you fit anything other than A or D rated core modules, it almost always because your cutting costs.
It's more varied for optional internal modules. Example: B rated collection limpet controllers give limpets longer range than A rated, but A rated have longer life. When mining, I find B rated for the range is better because limpets are cheap and you can carry plenty. Doesn't matter if their life is a bit shorter.
Generally speaking D rated life support will ‘always do’ in Solo/PvE, PvP’ers may say otherwise. With sensors it’s not quite so cut and dry.

Using a Krait MKII (not that it matters) as an example you can use:

6D + G5 Lightweight = 5.4km range for 3.2T weight
6D + G5 Longrange = 9.45km range for 32T weight
6A + G5 Lightweight = 7.2km range for 8T weight
6A + G5 Longrange = 12.6km range for 80T weight

Which you choose, or that is of most benefit, will depend on the ship and it’s build plus the choice of weapons and their engineering…plus a Cmdrs personal preference.

If you have built a 700+ m/s Viper 80T mass won’t help and 12.6km range is probably overkill. On the other hand if you have G5 Longrange weapons with falloff at 6km you’ll probably want sensors that extend to that range.

My personal preference for the majority of my builds are 6A + G5 Lightweight. 7.2Km range for 8T mass is a decent tradeoff balance between range and mass - but it does depend on build and the intended use.

Combat, a bit like exploration, allows so many design decisions that there may often be a meta, but there isn’t really an overall ’best.’


EDIT: Apologies, technically I meant mass, not weight. Instant demotion to Mostly Harmless
 
So, the heavier modules are more robust? They can take more punishment?

Yep, that's correct. Just in case you have not yet aware of the rate different:

E - Absolute crap in most case except some weapons are only available in this rating.
D - The lightest, and of course less hp than the others/
C - Economic all rounder
B - As mentioned, the toughest of the class and the heaviest.
A - Charm of the class, the most expensive.

...
The table really only applies fully to the core modules, Fuel Scoops are available in all grades but are 0 mass so B rated make a really good choice as they are significantly cheaper than the A rates for not much worse performance this is really worthwhile in the larger sizes when the modules start to cost more than the ship.

A rated core modules tend to be most efficient which means less heat per energy required which can be important.

In the end a lot of it comes down to what you want to do with the ship and what you are comfortable with, as always the shipyard programs like Coriolis and EDSY are a great way to help you work out what you want.

E rated core modules are great for selling a ship. When a ship is sold you only get 90% of the cost of the ship and fitted modules, if you sell a module you get the full price you paid, so to minimise the losses don't sell the ship with any optional or utility modules fitted and no weapons all core modules should be the smallest E rated ones you can fit. If there are no E rated modules for sale just store your fitted module and an E rated one the size of the slot will appear in its place.
 
Generally speaking D rated life support will ‘always do’ in Solo/PvE, PvP’ers may say otherwise. With sensors it’s not quite so cut and dry.

Using a Krait MKII (not that it matters) as an example you can use:

6D + G5 Lightweight = 5.4km range for 3.2T weight
6D + G5 Longrange = 9.45km range for 32T weight
6A + G5 Lightweight = 7.2km range for 8T weight
6A + G5 Longrange = 12.6km range for 80T weight

Which you choose, or that is of most benefit, will depend on the ship and it’s build plus the choice of weapons and their engineering…plus a Cmdrs personal preference.

If you have built a 700+ m/s Viper 80T mass won’t help and 12.6km range is probably overkill. On the other hand if you have G5 Longrange weapons with falloff at 6km you’ll probably want sensors that extend to that range.

My personal preference for the majority of my builds are 6A + G5 Lightweight. 7.2Km range for 8T mass is a decent tradeoff balance between range and mass - but it does depend on build and the intended use.

Combat, a bit like exploration, allows so many design decisions that there may often be a meta, but there isn’t really an overall ’best.’


EDIT: Apologies, technically I meant mass, not weight. Instant demotion to Mostly Harmless
Sensor spread angle may be an issue as range increases. It narrows down. Turning and locking to target moves to the forward 20 odd degrees. Not sure if it affects turrets.
 
Sensor spread angle may be an issue as range increases. It narrows down. Turning and locking to target moves to the forward 20 odd degrees. Not sure if it affects turrets.
That’s very true. 6A Long-range and 6A Lightweight have a difference of 2.5 degrees for example. Plus the difference in integrity (124/62,) although my sensors are the last of my modules I worry about when someone starts module sniping :)

It all goes to show just how much choice you have….and how valuable sites like Coriolis and EDSY are.
 
So, the B rated modules are more desirable for combat ships and A rated would be for (as an example) for max jump range because of there light weight. I think I'm starting to understand the little quirks of this game (at least the outfitting).
The only thingy that kind of breaks those rules are E-rated Shield Boosters. They weigh half of a D-rated and have half the shield boost. In some cases, when building lightweight ships, they are pretty good.

1650098544274.png
 
The only thingy that kind of breaks those rules are E-rated Shield Boosters. They weigh half of a D-rated and have half the shield boost. In some cases, when building lightweight ships, they are pretty good.
I think I understand, according to your example your trading weight for integrity (robustness), correct?

Edit: I have gotten quite the lesson in outfitting today. I also made expert in combat (what a grind). I sure have a healthy respect for you people that made triple/triple elite. I managed to unlock Petra Olmanova, that's 2 down.
 
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Generally speaking D rated life support will ‘always do’ in Solo/PvE, PvP’ers may say otherwise. With sensors it’s not quite so cut and dry.

Using a Krait MKII (not that it matters) as an example you can use:

6D + G5 Lightweight = 5.4km range for 3.2T weight
6D + G5 Longrange = 9.45km range for 32T weight
6A + G5 Lightweight = 7.2km range for 8T weight
6A + G5 Longrange = 12.6km range for 80T weight

Which you choose, or that is of most benefit, will depend on the ship and it’s build plus the choice of weapons and their engineering…plus a Cmdrs personal preference.

If you have built a 700+ m/s Viper 80T mass won’t help and 12.6km range is probably overkill. On the other hand if you have G5 Longrange weapons with falloff at 6km you’ll probably want sensors that extend to that range.

My personal preference for the majority of my builds are 6A + G5 Lightweight. 7.2Km range for 8T mass is a decent tradeoff balance between range and mass - but it does depend on build and the intended use.

Combat, a bit like exploration, allows so many design decisions that there may often be a meta, but there isn’t really an overall ’best.’


EDIT: Apologies, technically I meant mass, not weight. Instant demotion to Mostly Harmless
My Krait II in Colonia is actually using 6A Sensors with light weight engineering. There was no 6D nearby when I was doing the build and best jump range is not important in Colonia when that region is only 80ly across. I rarely fly it more than 2 jumps from home base with it.
 
I think I understand, according to your example your trading weight for integrity (robustness), correct?

Edit: I have gotten quite the lesson in outfitting today. I also made expert in combat (what a grind). I sure have a healthy respect for you people that made triple/triple elite. I managed to unlock Petra Olmanova, that's 2 down.
0E shield boosters engineered to are fantastic as most of the boost to shields comes to from the grade 5 engineering and the mass does not go up by much.
Apply grade 5 engineering to 0A boosters and the mass is really high hitting jump range hard and even speed and agility on smaller ships. You get more of a shield boost compared to 0E but not by a huge margin. Play around on coriolis and see what happens to the numbers.
 
If we're talking about sensor ratings... keep an eye out for the power draw (not only of sensors, but all other sensing equipment, like Wake Scanners, Pulse Wave Scanners etc.). ED is very true to an idealized physics model here - for each increase in sensor grade, the power consumption doubles. The sensor range, though, only increase by ~14%. For example, the A-rated wake scanner has a range of 4.0 km and uses 3.2 MW. The B-rated wake scanner has a range of 3.5 km, but only uses 1.6 MW.
 
If we're talking about sensor ratings... keep an eye out for the power draw (not only of sensors, but all other sensing equipment, like Wake Scanners, Pulse Wave Scanners etc.). ED is very true to an idealized physics model here - for each increase in sensor grade, the power consumption doubles. The sensor range, though, only increase by ~14%. For example, the A-rated wake scanner has a range of 4.0 km and uses 3.2 MW. The B-rated wake scanner has a range of 3.5 km, but only uses 1.6 MW.

Hence all mine are C but with range engineering.
 
ED Discovery says I've clocked over 12 mil of exploration data; time to return home and turn it in for an allied rep. My list says go for Celestial Light Brigade this time; then check the eddb factions again. I have this vague idea that by getting allied with about the top 20-30 factions, it actually results in roughly 10% of the bubble being a great place to work in. That's a surprisingly good ratio, given how big it is!

Anyway... there was this ultra-tight trinary system. There's several circum-trinary planets, and a quaternary star with it's own planet a ways off, but this was the shiny part.

close trinary.jpg


The jump point did feel a tad perilous...

warm arrival.jpg


Couple of hops later, a lovely warm sunrise! By warm, I mean about 50 degrees C. Quite glad for the environment suit. Especially what with the CO2 atmosphere. Nice views though.

warm sunrise.jpg


This planet wasn't technically pink, but I found it around a brown dwarf so... it's pink.

pink moon.jpg


Still ~10 jumps out, but I'm parking here for the night. A moon in very close orbit around it's ringed primary. Indeed, it's hard up against the edge of the rings.

close moon.jpg


Unfortunately for a triple geology body; there's very little geology. This seems to have been a theme of late. I land on a 3x, and come out with 1-2 materials, having given up on finding more. Doesn't really matter, I'm only casually topping off the stores, but it would be nice if when the scanner said "geology here" there was, you know... enough to make use of. I'd rather less bodies had geology, and the ones that did had a lot of it.

But I don't get to make the rules 😹
 
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