Newcomer / Intro What are you up to?

Well, yeah, effectively I'm new. I got the game in 2018, played a few days, then moved on, I was heavy into iRacing at the time. Kept an eye on space games over the years, then decided to come back this year since I already owned the game. Following the adventures of SpaceX has renewed my interest in space stuff, so here I am, for better or worse!

Yes, I built with exploration in mind; lightweight, range, and handling.

The Mandalay is so nice, I bought a second one that has a more heavy build. And it doesn't yet have the engineering this one does, 56Ly I think. I now have the cash, and materials mostly full, but I have a trip to make so it can wait.

Try using Corialis, add and removed modules and see how it affects weight. D-class is key, then down-scaling to a lower grade module for the slot. Obviously, more mass is heavier and slower. My build is based on a build I saw in a video, but I played around with it to see WHY it was longer range. Some modules don't have an efffect as much as I thought. Hardpoints add weight. All Hardpoints will get me is dead, so no hardpoints for Lefty!

My question is, is the pre-engineered better than engineering my 5A FSD (SCO) myself? Both of my Mandalays are 5A Grade 5 (Thanks Felicity!).

Yes, ED Exploration Buddy is a handy tool, as well as Spansh.

EDIT...

I looked at your build and I can see why you don't have quite the range. You are using 5D Power Plant, Distributor, and Thrusters, I use 4A PP and 4D Distributor and Thrusters, half the weight.

Also, your Sensors are 5D like mine, but you chose Wide Angle, I use Grade 5 Lightweight.

And you have a 4D Shield Generator (4T), mine is 3D Grade 5 Enhanced Low Power/Stripped Down (0.9T).

And you are carrying Hardpoints that total almost 9T, mine is zero!

Those scanners add weight too, 2.6T.

So yeah, if you want more range, drop weight! Decide if that works for you, or decide if it's a fighter or an exploration ship.
So you actually started the game before I did. I think I bought it a couple of weeks before lockdown in 2020 and played it solid while I was being paid to sit at home.

You're right though. There's still things I could tweak even if I don't go the full exploration route. Downgrading the shields to a class 3 and the AFMU to a class 2 is an obvious option. The K-warrant scanner can probably go but the wake scanner collects materials. As does the wide angle scanner.

Of course, this is under the assumption that some of my exploration would involve moderate interaction with the bubble. Plus, I play in open and I don't like the idea of completely getting rid of the weapon option. Not that it would do much in a PvP situation anyway. The priority should probably be in making it a good runner.

I made two trips to Colonia in a Cobra MkIII so even something with 70Ly range feels like a massive step up for me. It more than halves the travel time.
 
as long as you have a god fuel scoop. jump range is not to importent within reason,my asp 53lyr jump gets me anywhere,i made to sag A in it no probs,but realy its user prefrence,i dont go by other build do my own just my opinion have fun. 07
I suppose it's just a time issue for some. Particularly when all the CG's are in the bubble. You do have the carrier option when it comes to a quicker return trip but that's not exactly fun gameplay whether you have one or you're hitching a ride.

Ship building can be quite detailed though. I feel like I still have a bit to learn (probably more than a bit) so I'm happy for someone else to point out potential flaws.

Now, if I post a drawing and someone criticises it, that's when I'll put on a brave face before crying myself to sleep.
 
Over the last few weeks/months I've been putting the new Mandalay to the test repeating my favourite expedition originally done in the Krait Phantom.
I've been through The Abyss where despite the very low star density the 87ly unladen jump range made it relatively easy. Nothing like the nail biting plotting one FSD injected jump at a time experience it was with the Phantom.
We've been beyond Beagle Point to Salome's Reach (farthest point from Sol), past Saggitarius A* and now on the way home. Catching some Exobiology samples as I go. The Mandalay's paint worn to 0% 10s of thousands of light years ago, but she's still strong underneath.
It's an incredible ship for exploration and exobiology. But that super high jump range almost makes it too easy...


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Saggitarius A*
 
as long as you have a god fuel scoop. jump range is not to importent within reason,my asp 53lyr jump gets me anywhere,i made to sag A in it no probs,but realy its user prefrence,i dont go by other build do my own just my opinion have fun. 07
I was fiddling in Coriolis on my Mandalay which currently jumps 71lys unladen. I could, if I really skimped on stuff, make it to 80lys but I don't really see the point. It's really great as it is and most modules are A rated. Which is nice.

I'm still contemplating my next Big Thing having ruled out colonisation.
 
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Salome's Reach .out of intrest.i went to beagles in my conda quite a while back but it was 62lyr jump then.couldnt get any further,what was there anything worth a look,just curious.
You get his view of the whole galaxy. This is from the most outer orbiting planet in the "Salome's Reach" system. It's not too far from Beagle Point and you might have been able to reach it in a 62ly Anaconda with some FSD injected jumps. Even the Mandalay with a half full fuel tank and ~92ly jump range needed at least one grade 3 I think FSD injection to get here.

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My question is, is the pre-engineered better than engineering my 5A FSD (SCO) myself? Both of my Mandalays are 5A Grade 5 (Thanks Felicity!).
I was just engineering and completely forgot I was supposed to reply to this. The only advertised difference I recall with pre-engineered drives is the boot time. Though it also changes the thermal load. In any case, it's more of a luxury which doesn't improve your range as far as I know.

I'm also convinced that boot time engineering speeds up the cooldown process but ArJay is equally convinced that it doesn't. The cooldown feels way faster in the Krait than I remember.

Though I'm a little confused about the thermal load thing. Does that partly counter increased heat from the other engineering?

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I was just engineering and completely forgot I was supposed to reply to this. The only advertised difference I recall with pre-engineered drives is the boot time. Though it also changes the thermal load. In any case, it's more of a luxury which doesn't improve your range as far as I know.

I'm also convinced that boot time engineering speeds up the cooldown process but ArJay is equally convinced that it doesn't. The cooldown feels way faster in the Krait than I remember.

Though I'm a little confused about the thermal load thing. Does that partly counter increased heat from the other engineering?

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Seems the numbers are basically the same. Seeing it's no range difference, no need to bother with the hassles of getting a pre-engineered. And the Mandalay has no heat issues.

I did add a Repair Limpet Controller and a 4E cargo for limpets. So range is down to mid 77 before limpets. But, 70+ is fine. You have to limit things it to get 80. Going bare bones just for an extra 5LY or so is kinda silly.
 
Seems the numbers are basically the same. Seeing it's no range difference, no need to bother with the hassles of getting a pre-engineered. And the Mandalay has no heat issues.

I did add a Repair Limpet Controller and a 4E cargo for limpets. So range is down to mid 77 before limpets. But, 70+ is fine. You have to limit things it to get 80. Going bare bones just for an extra 5LY or so is kinda silly.
Oh yeah, I personally wouldn't bother with them if I hadn't got them for free. I'm happy with long range and mass manager.

I did downgrade the AFMU so I could lower the shield class, and I got rid of the K-warrant scanner. My OCD wouldn't allow me to have an empty utility slot so I went with point defence. The repair limpets were also dropped to D-rated. I must've added the 3A from two CG's back but you only need one limpet to fly as far as your own hull.

I never used repair limpets before that CG but I had in mind a scenario where I might smash into something out in the black and the fun is ruined because I'm now just worried about losing the rest of my hull.

The multi-cannons were also replaced with stock weapons in case I choose to engineer them as lightweight but I'll save that for last. I may just clear the hardpoints completely so I don't waste good mats on something I won't use. If I'm engineering the ship as a runner then it feels kind've illogical to have that weapon weight. It's not like they'll see any action as I'm boosting away.
 
Well, I started my 5KLy run.

So far, I'm 1700Ly out. And my first Stratum stop was a First Footfall. 95M thank you very much!

But I have a series of non-fuel stars coming up, so I need to adjust my path around those systems. The first group is 6 systems, a couple fuel stars, then another 12 systems no fuel. I didn't expect I would be able to run a straight line without some adjusting. But, footfall systems are starting to show up, so no big deal, it's time to make bank.

All systems are still 100%, so far so good. I take my time with landings so I don't see any issues unless I somehow get careless.

Onward and outward!
 
I tempted to try Powerplay but it'll take me months to get any of the specialized equipment!
I think PowerPlay is something to do because you like the idea of the inter power rivalry and taking part in it rather than as a way to pick up modules.
I am told that some of the powers grant benefits to their supporters that can be useful and which might be quicker to get.

The original version only appealed to me as a way of getting modules so I didn’t bother with it, this version seems better but not enough so to tempt me to join in.
 
I tempted to try Powerplay but it'll take me months to get any of the specialized equipment!
Yes. I'm playing for LYR because I want the packhounds. My goal was to have them, and possibly one or two other toys, when DW3 takes off, supposedly around next Christmas. If you do only the (5, at the start) weekly tasks (or however mayn of those that are technically feasible and to your liking - I haven't done any of the on-foot tasks so far), you should be able to advance by one rank per week. Once you find out which of those tasks are more enjoyable and actually yield more merits from doing the deed than from complating the task, 2..3 ranks per week isn't that hard.
For example, I like to jump into an enemy system, clean out the combat debris in the power wreckage POIs and jump out again, leaving just my engine exhaust for the enemy power ships to sniff. The black boxes and wreckage components yield the merits while the escape pods yield the credits.
 
I tempted to try Powerplay but it'll take me months to get any of the specialized equipment!
Powerplay merits suuuuuuuck... I think the dev's intended that you would slowly earn them over time playing the game, but they obviously didn't do the math. Even if you earned 1,000 an hour playing eight hours a day, five days a week, it would still take you four months to reach the final module unlock. An easy exploit, though it comes with a risk of carpal tunnel, is to buy the cheapest Agronomic Treatments you can find then sell them ONE TON AT A TIME for the highest price possible in a system your power controls. you can get 23,000+ merits a haul with a Type-9. There are faster methods too but they all require a greater degree of focus.

As for what I've been up to... Buying rare goods to sell for merits and I found/read the description for Burnham Bile Distillate. O... M... G... I know what distilled blood would actually smell like and it makes me want to wretch just thinking about it. I took a class on cannibalism in college and we had a section on medicinal cannibalism. People used to actually drink this for its supposed health benefits.
 
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