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Open to suggestions for this...

I have begun upgrading a Federal Corvette for the next phase of Thargoid combat, so I've been zipping around between Engineers, Mats Traders and the Bug Killer/Dav's hope beefing up the 'vette.

However, after getting almost everything up to G5, I next started to tick off the experimentals on the internals one by one and whiled doing so found myself in need of fuel scooping on the way to get the Deep Charge mod from Farseer for the FSD. Up until then everything was pretty good - the efficient beams, resistance augmented shields, overcharged power plant and weapons focused distributor were all functioning well, giving me quite long bursts of death rays with only a marginal increase in ship heat before depleting the weapons capacitor (bear in mind this is 2 large beams and 4 mediums firing simultaneously - they won't be in the final build as that'll be Guardian weapons when I've done that grind, I was just using them to test the power and control aspects.)
However, when fuel scooping with a size 3 scoop, if I get over 60 kg/sec the heat ramps up massively and I have to back off from the star or start taking damage. Before the upgrades I could comfortably get into the 300kg/sec range before the heat began to rise. Now I can only achieve this if I disable the shields and shield booster modules which allows me to get in a bit closer.

I can't list the precise nature of the upgrades done as I'm supposed to be working for a living right now and not home to catalogue the damage I've done to the 'vette.

It's not an overly big deal, as I can just disable shields before scooping which brings things more or less back to normal but if anybody has an inkling as to what I might have done and what I might need to do to improve things so I can get a little bit closer to stars so I can take advantage of the faster fuel flow, a nudge in the right direction would be much appreciated. Might I just need to dial back the overcharged power plant even though this particular upgrade hasn't had such an extreme effect on any of my other builds? Or is the Corvette particularly susceptible to heat management issues and in need of more in depth fine tuning?

Thanks in advance.
 
Open to suggestions for this...

I have begun upgrading a Federal Corvette for the next phase of Thargoid combat, so I've been zipping around between Engineers, Mats Traders and the Bug Killer/Dav's hope beefing up the 'vette.

However, after getting almost everything up to G5, I next started to tick off the experimentals on the internals one by one and whiled doing so found myself in need of fuel scooping on the way to get the Deep Charge mod from Farseer for the FSD. Up until then everything was pretty good - the efficient beams, resistance augmented shields, overcharged power plant and weapons focused distributor were all functioning well, giving me quite long bursts of death rays with only a marginal increase in ship heat before depleting the weapons capacitor (bear in mind this is 2 large beams and 4 mediums firing simultaneously - they won't be in the final build as that'll be Guardian weapons when I've done that grind, I was just using them to test the power and control aspects.)
However, when fuel scooping with a size 3 scoop, if I get over 60 kg/sec the heat ramps up massively and I have to back off from the star or start taking damage. Before the upgrades I could comfortably get into the 300kg/sec range before the heat began to rise. Now I can only achieve this if I disable the shields and shield booster modules which allows me to get in a bit closer.

I can't list the precise nature of the upgrades done as I'm supposed to be working for a living right now and not home to catalogue the damage I've done to the 'vette.

It's not an overly big deal, as I can just disable shields before scooping which brings things more or less back to normal but if anybody has an inkling as to what I might have done and what I might need to do to improve things so I can get a little bit closer to stars so I can take advantage of the faster fuel flow, a nudge in the right direction would be much appreciated. Might I just need to dial back the overcharged power plant even though this particular upgrade hasn't had such an extreme effect on any of my other builds? Or is the Corvette particularly susceptible to heat management issues and in need of more in depth fine tuning?

Thanks in advance.
You want Mass Manager, not Deep Charge.
 
Probably more noob questions, but why would an FSD experimental have such a massive effect on the heat generation while close to a star or was that a bit of incidental advice?
Class 3 scoop as I had one handy already from a previous build and didn't have to buy new. Is this my mistake? Will a higher class scoop allow to maintain a greater distance from the star?
 
Probably more noob questions, but why would an FSD experimental have such a massive effect on the heat generation while close to a star or was that a bit of incidental advice?
Class 3 scoop as I had one handy already from a previous build and didn't have to buy new. Is this my mistake? Will a higher class scoop allow to maintain a greater distance from the star?
Ah, no, not to do with heat, to do with jump range. Mass Manager will gain more range on a big ship.
Heat generation, you really need a big scoop. Resting heat on a Vette is quite high, so heat will rise fast when scooping.
Bigger scoop=less time cooking.

For Power Distributor I would recommend Charge Enhanced/Super Conduits. I use that on everything except edge case exploration builds.
 
Use coriolis.io to check builds - it would tell you 3 mins to refuel the vette with a 3A, 55 secs with a 5A (25 with a 7A), but 'B' class are ok if you don't have the CR. Once it's on coriolis you could share your build properly. An OC PP will heat up a lot faster than others 🤷‍♀️
 
HmmmKay.

Maybe I'm expecting too much, as 3 minutes is - to me - perfectly acceptable. I tend to leave and potter around while scooping so time spent scooping was never a problem until this. I may have confused myself by getting things back to normal heat wise by powering off the shields thinking I was masking a problem when instead my problem was expecting the 3A scoop to perform similarly to medium ships (The Corvette is my first large ship - never bothered with anaconda or FDL as I was happy with medium ships like teh Challenger and Krait) I thought it was just flow rate critical rather than distance to star critical as well.
 
The other thing with geos is that the various clusters are in a more "concentrated: locale. You save quite a lot of mileage in just driving around a random planet... and time come to that.

While it's a cheap thrill to get a needle cluster fot that G5 raw, one shouldn't overlook the piceous (sp?) cobbles as they yield basic building blocks.
Yes, i'm curious about this.What is this 'pedal to the metal' attitude all about,anyway.Why are we in so much of a hurry.What do we expect to do with all this 'saved time'.?
148769

Yesterday i spent 3 hours exploring a small system somewhere along the sag a*/colonia leg of the superhighway, which i am mapping Absolutely nothing out of the ordinary, 4 landables,1 GG and a refuel star.(phraa pruae xx-c a12-43).No poi's.Nothing worth closer scrutiny , as measured against current system of acquisitional standards (Be it void opal , HGE , arx, etc) and yet 'no rush'.No pressure to be anywhere but just right where we are..
Fricking ineffable,man.
blue shift.jpg
 
Eeek! Leaving the pilots chair while scooping is potentially suicidal

Granted, but once you learn how to do it by taking a Challenger to Sag A* and back having to scoop every fourth jump it becomes a very safe, predictable procedure. Once you figure out the optimal flow rate for each build just drop to minimum and orient away from the star. I've been doing it almost a year without a ship loss.
As I said earlier, maybe I just have to modify my expectations.....
 
Yes, i'm curious about this.What is this 'pedal to the metal' attitude all about,anyway.Why are we in so much of a hurry.What do we expect to do with all this 'saved time'.?
View attachment 148769
Yesterday i spent 3 hours exploring a small system somewhere along the sag a*/colonia leg of the superhighway, which i am mapping Absolutely nothing out of the ordinary, 4 landables,1 GG and a refuel star.(phraa pruae xx-c a12-43).No poi's.Nothing worth closer scrutiny , as measured against current system of acquisitional standards (Be it void opal , HGE , arx, etc) and yet 'no rush'.No pressure to be anywhere but just right where we are..
Fricking ineffable,man.
View attachment 148768

I see what you're saying and I suppose my answer would be "everyone moves at a different pace". I personally don't like driving for miles to find a disappointing outcrop... although, some of the views en route can be stunning.
 
Below a size 5 FSD Deep Charge gives the better increase in jump range at the cost of higher fuel usage, above size 5 Mass Manager is better and doesn’t hit the fuel usage so badly, so re-engineering your FSD will increase your jump range and reduce your fuel usage so you won’t have to scoop so often or for so long.

I believe the recommendation is to match the size of the scoop to the size of the FSD.
 
It isn't unusual for an NPC who was "after you" (would have interdicted, whether mission-related or otherwise) to drop into normal space inside the NFZ as you are docking. I have had it often and sometimes only just avoided the collision.
I hadn't thought of that...Not sure if he was tailgating me or not...I DO know that I got the Pirate warning for the job After I dropped out of hyperspace. And he did pop in front of me about 10 seconds after I dropped out. Hmmm...Figures. He was going to try and take me out before I reached the base, but I get fined for running into the idiot.

Oh well, at least he didn't blow up and I get a Big bounty on my head.

Take Care and Check Six Commanders! o7
 
I'm as susceptible as anyone else to the impulse to buckyball,but its like the argument about the optimal FSD jump range. The further i jump the more i miss in between.Or i switch to a different method and spend time which almost negates the value of loading up with long range fsd in the first place.I'm just having a Marvin moment
 
Just spent time on Deciat 7 to pick up mats.... what a bloody surface that is.... got swuuuuuushed by geysers two times.... LOL.... endless grind for minimum output of mats.... oh, now I have 25 germanium... great. LOL... fun nevertheless.

I think I need to pick up that hint about crystal shards, collecting mats can be somewhat boring after a while.

Saw a post of someone about that Zoo game on Twitter... excellent... he stated " now just bring all your planet zoo experience into Elite", I added, yes, landable and explorable planets with umpteen lifeforms... way to go. :)
 
Granted, but once you learn how to do it by taking a Challenger to Sag A* and back having to scoop every fourth jump it becomes a very safe, predictable procedure. Once you figure out the optimal flow rate for each build just drop to minimum and orient away from the star. I've been doing it almost a year without a ship loss.
As I said earlier, maybe I just have to modify my expectations.....
The challenger is a bit of a pig for doing that(raising expectations and then dashing them every fuelstop).It's the reason i abandoned my 3rd or 4th attempt to colonia.
Although now i come to re-consider the problem, the solution would seem to be extra fuel tanks and no sleep till Brooklyn.Of course,you'd probably have to get rid of the kitchen-sink, but they sell them there,or ship across any modified hardware when you arrive.
It is a fun ship to fly though.
 
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