What Power Plant do I need for a Lakon Type 7?

If you're going to use shields this is the build I would run.
http://www.edshipyard.com/#/L=60X,mpW0_g0_g0_g,2-4s8S7_6u5K5K8I,0AA0AA08c08c0727Re03w03w
if you're not going to use shields then this one
http://www.edshipyard.com/#/L=60X,mpW01Q01Q,2-3I8S7_6u5K5K8I,0AA0AA08c08c07207203w03w
a docking computer is your call I wouldn't run one personally but hey
you don't need a fuel scoop with a T7 fuel is cheap and you will make more from the 4 tones than you would save from having one. Beyond that a class 2 fuel scoop is going to take ages to fill up the tank on that bus.
if you want switch out a class 4 for a scoop everytime you get low. After you fill it up put the cargo rack back in until you need to refill the tank.
 
The correct power plant is always the biggest one you can afford.

You want to be able to boost? Get a big plant plus distributor.

You want your plant to survive a few seconds of targeted fire? The more expensive ones are better armoured.
 
Lowest class A rated power plant that covers your power needs, which in this case is 2A. Without shields you might even go 2D, but the difference in jump range is hardly noticeable and 2A should generate less heat.
 
How do I determine the correct power plant for my needs? Can someone please explain the differences between the power plants, and what I need to take into consideration?
 
yup 2a power (always an A class.. the class determines heat efficiency, Size the amount of power.

Then put the biggest fsd and power distro on it , distro for fast boosting, especially from pirates

Make everything else D class to shave off weight for that extra jump range, ditch the docking comp and scanner and get 8 tons more space,and ditch the weps for more range imo.A cmdr will kill it in seconds so not worth fighting, and u can submit, boost and fsd from an Npc easy.

If u insist on the weps and dock pc, set ur cargo hatch to a low priority as u will be slightly over power when u deploy, (2%) and that hatch is 6% power draw u dont need.

Edit, at the bottom of the shipyard look at the % thats power use, the top on is with hardpoints retracted, the second is with them deployed, untick boxes next to items that arnt needed ( E.G cargo hatch is not needed in combat) to simulate disabled modules (u can turn them off in the right panel, or set a lower priority ( ironically a higher number is a lower priority,so dont get confused) for unneeded modules n the right panel as well

So to show u, check my vulture, its set for both use in a RES and a CZ, u will see with hard points out its draws 111% power http://www.edshipyard.com/#/L=60N,5Dd5Dd3we0_g0_g,2-6Q8S6Q5K7_6u5A,7Sk0724xo02M2UI

now for a Cg i dont need a kws, rather i want more sheilds so i manualy disable the KWS ( go ahead , un tick it now) so now its only 109%... but i also dont need my cargo hatch,fuelscoop or FSD during combat in a CG(switch them off to now), now u can see im at 100% (tbh if im jumping into a CG, i will turn off my cargo,scoop,kws manualy before i enter, and set my fsd to lowest prioity (just remember if u need to bail out of the zone fast to close the hardpoints asap, it takes about 7 seconds for the fsd to come back online :p ))

Now for normal bounty hunting, i dont really need both sheild boosters running,but i want my KWS, so turn off one of the boosters, and the cargo hatch, and reactivate the rest and u will see yet again im at 100%.

Hope that helps explain a bit for you :)
 
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Powerplant determines the power available to your ship to power your modules. If you look on the Shipyard site you'll see a column which says "Power", see next to powerplant that gives the value of the power available to you?

If the rest of your modules, which display the power used rather than power output, exceed that amount you can end up without sufficient power.

I absolutely would NOT use that setup for trading. Here:

http://www.edshipyard.com/#/L=60X,5QH5QH,2-3I8S7_6u5K5K8I,0AA0AA08c08c0727Re03w0nE

You don't need the fuel scoop at all. I know you think it's saving you money but that scoop will take you 7 minutes to fill your tank. That's 7 minutes of time that could be used to trade - it will actually cost you money.

The class A FSD will help you make better trade runs by cutting the number of jumps.

The all class D modules will reduce your weight.

I added gimballed pulses rather than fixed, as the types handle like beached whales.
 
As I only have 22 million credits currently, and I need over 23 million + insurance, what can I NOT add to the Lakon Type 7 build above so that I can trade with this ship as soon as possible? I am currently trading with a Type 6 with 96 T cargo capacity and 212 T will increase my profit by over double.
 
My advice for picking a powerplant for ANY trade ship is simple.


  • Choose all of your other ships fittings to meet the ship performance you desire.
  • Equip the smallest A-Grade powerplant that you can that can power your entire ship.

The "why" is simple. A-Grade powerplants have the best heat efficiency possible regardless of size. This means that you can activate your FSD closer to the sun, which means a reduced amount of time you need to wait between jumps if you are on a route that requires more than one jump. It also prevents heat damage from excessive boosting while fleeing. The heat efficiency is also highly useful if you decide to use the ship to smuggle.

I always fit maximum size A-Grade FSD, Power Distributor and Thrusters to ensure I have the fastest speed possible in normal space and jump range. Everything else is stripped down to further enhance the effect of those modules. I always use the lowest class and lighest shield I can equip to my trade ship as it's mostly a collision buffer as that is where most risk comes from while trading in Open play.

Using this mindset, this is what I would consider an "ultimate" fit for a type 7 and is what I had equipped when I flew mine. It was an absolutely dream to fly. The heat sinks are for smuggling. Chaff is obvious.

This fit is my ultimate type 6 fit, and I would argue that it is easily the best, most survivable trading/smuggling/blockade running ship in the game. Excellent handling, 100T cargo capacity, 19.6 LY jump range, small profile, double chaff, a single heat sink is more than sufficient for smuggling. All that, and it still travels at about 400m/s with boost. Longer routes can have you switch the fuel tank back to 16T and you still have all the other benefits and only go down to 18.79 LY jump range.

The type 7 fit I linked feels a lot like the type 6 I described. It's just not as fast.
 
As I only have 22 million credits currently, and I need over 23 million + insurance, what can I NOT add to the Lakon Type 7 build above so that I can trade with this ship as soon as possible? I am currently trading with a Type 6 with 96 T cargo capacity and 212 T will increase my profit by over double.
Ok here is the cheapest I would run a type 7 adding in your docking computer
keep in mind that it will cost a bit more than double to fill your cargo hold than you can now.
http://www.edshipyard.com/#/L=60X,,2-5K8S886u5K5K8I,0AA0AA08c08c0727Re0nE03w
you will have to power down the cargo hatch.
but you need to A rate that FSD asap.
 
Thanks. What is the process of powering down the cargo hatch?

In game press "4" to open the right side menu. Use the "D" key (or is it "E" key?) to go to modules. Use "S" and tab down until you find the cargo hatch. When you're on it hit the fire button/select button/space bar and it should switch off.

Bear in mind you won't be able to dump cargo or scoop cargo while that is powered down.
 
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