Ships Why im beginning to hate the Mandalay

Stuck with the standard FSD (not pre-engineered), and pretty happy with the result. Nice nippy ship and only about 5 or so Ly short of the magic 80...

Mandalay.jpg

 
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Its just too good.
The past month ive taken her on a mini galactic inner (ish) circumnavigation, round Hawkings, past Drymans, across into Arcadian/Newtons and up to beagle.
Now ive past through Formorian, H Delta, Conduit and currently mapping some systems in Outer Arm.
Its too easy.

I haven't downgraded anything, have 2 SRVs, AMFU, repair limpets, the kitchen sink and it still does over 80LYs, ive landed on an 8G like it was Heathrow, the thing is just incredible.
So incredible its boring.

Im thinking of cutting the trip short, taking a break in Colonia and heading back to the bubble to grab my AspEx or even the Python, anything that actually makes it a little more exciting.

The Mandy, what a machine but .........

O7

Care to share your build? I'm working on squeezing out as much as I can from mine.
 
I'm working on improving the range of my two Mandalays, both are now a little over 50Ly, but are built quite different. I find this strange. Makes me wonder how much engineering is enough. Obviously what the ship is used for determines the module selection.

One has 6 engineered modules, the other just one. Both have the Guardian FSD Booster.

Do you want speed? Improved jump range? Better heat management? Stronger shields? Looking for more power?

What I'm finding when trying different things in Coriolis is that there are a bunch of things that can be done, but you can't have it all. It really helps to know what I want and don't want and that is easier with two ships.

The MAJOR downside is that I'm finding out just how...INVOLVED engineering is.

It starts with access to the engineers needed for a given improvement, then having to go gather all those materials. One thing leads to another, and another, and another!

The V1 Pre-Engineered FSD (SCO) Class 5 can be obtained without having to go through all the steps to engineer it yourself. Getting the materials together has been an education, especially the Titan Dive Component and Propulsion Element. I've never done any Thargoid-type stuff since I got back into ED just as the last Titan was taken out. So I then find out about special cargo racks and caustic clouds! All for what? One Titan Drive Component and 7 Propulsion Elements?

That got me to thinking about engineering, the process of being able to engineer a module and it's requirements. I have zero interest in messing with Thargoids or anything combat-related.

Is it really worth it? The road to doing the engineering myself is LONNNG. Just discovering the needed engineers seems excessively involved. Seriously, I need to have gone at least 5000Ly from start point before accessing an engineer? The most I've gone so far is less than 700Ly from start! I'm building a ship for explorations stuff, but I don't feel like having to jump nearly 100 times (because my ship needs, you guessed it, engineering to jump farther!) just to access some engineer.

Engineering is making me second-guess the process. If I keep finding that I'm asking if it's worth it, then maybe it isn't.

A Mandalay with a jump range over 80Ly? It's possible, but it takes A LOT of engineering, Grade 4 and 5, AND the correct modules focused on making it lightweight. Which modules you select is critical.

Both of my Mandalays have the 5A FSD Booster, but that only adds a max 10.5Ly. Nice, but you need much more to reach at least 80. To get the range, the foundation is to have the correct FSD (SCO). Off the showroom floor new, it's range is less than 30Ly. There is a LONG involved process to get 80Ly out of a Mandalay.

You cannot just run over to the nearest module store and buy what you need. Oh no, that would be too easy!

The best seems to be the V1 Pre-Engineered, but man, to get it is a real pain for anybody who hasn't been collecting materials or discovering engineers. You are in for an adventure whether you want it or not!
 
A Mandalay with a jump range over 80Ly?
Another other big non-engineering increase is downgrading parts to lower classes - you don't need top tier powerplant, distributor, thrusters or heavy shields for exploring. Well, at least after you learn to read the gravity of a planetoid and know to adust your approach, right? :)

However, on top of your pre-engineered TDC-based Class 5A SCO drive, you want the 5H Guardian FSD booster.
One encouragement to explore the game will net you access to Guardian tech, which accounts for a lot outside of engineering, and includes tech and weapons other than +jump range. Once unlocked, it doesn't need much resource to purchase, either.

After that, engineering - the "Mass Manager" experimental effect for the drive, and engineering lightweight parts.
 
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Another other big non-engineering increase is downgrading parts to lower classes - you don't need top tier powerplant, distributor, thrusters or heavy shields for exploring. Well, at least after you learn to read the gravity of a planetoid and know to adust your approach, right? :)

However, on top of your pre-engineered TDC-based Class 5A SCO drive, you want the 5H Guardian FSD booster.
One encouragement to explore the game will net you access to Guardian tech, which accounts for a lot outside of engineering, and includes tech and weapons other than +jump range. Once unlocked, it doesn't need much resource to purchase, either.

After that, engineering - the "Mass Manager" experimental effect for the drive, and engineering lightweight parts.

Yes, "downgrading" modules is one way to do it. That is how my second Mandy is, based on another commander's build, which uses several D-rated modules. It's intended to be my explorer/exo ship. With this ship I want both jump range and speed.

My other Mandy is mostly A-rated modules, and it's only about 2Ly less in range. It's my "Daily Driver" ship. This ship I want to simply make it engineered, A-rated is fine. It's my "grocery-getter" so no big deal. It helps to make the other one better. It's FSD (SCO) is Grade 4 Shielded. I was thinking performance versus range.

I'm amazed at how cold these ships run! Heat is not an issue, even with supercruise boost. It tops out at about 53%.

Both ships have the Guardian FSD Booster.

I have not used Experimental yet. I'm just now starting to learn which effect is best for what I want. Mass Manager is definitely something I will do.

I've spent some time gathering materials, trying to top up all those items; Raw, Manufactured, Encoded, Datam Emissions, etc. WOW, what a process to get them filled up. I've spent a TON of time at Jameson Crash Site, Dav's Hope and others, then going to traders and back, relogging.

Now that I have most of the materials stocked up, I'm ready to start discovering engineers, which is a whole new grind! My "wish list" on Inara has about a dozen things, and only two left that I don't have the materials for Grade 1.

I can do a lot of engineering right now, but most of the engineers are still "undiscovered".

Let's just say it's a...process!
 
My other Mandy is mostly A-rated modules, and it's only about 2Ly less in range. It's my "Daily Driver" ship. This ship I want to simply make it engineered, A-rated is fine. It's my "grocery-getter" so no big deal. It helps to make the other one better. It's FSD (SCO) is Grade 4 Shielded. I was thinking performance versus range.

I'm amazed at how cold these ships run! Heat is not an issue, even with supercruise boost. It tops out at about 53%.
Not just the rating (A-E) but also the size. In many cases, you can use smaller sized, higher-rated items. Like a 2A versus a 5D and the mass difference can be substantial. Then engineer it and it's close to being a 5D but with much lower mass and increased jump range. I've lowered the size on some of my Mandalay's internals and I'm at a comfy 77LY right now.

And yes, I love how cold this ship runs.
 
Mine has mainly been used for bubble travel to date with a general purpose setup including my only supercruise assist, unused to date. Hardpoints are well suited to a concord cannon setup https://edsy.org/s/vFiZ0zc

This weeks community goal was several hundred ly away. I used the Mandalay to get a quick result and return to other work - it did the job but highlighted my shortcomings as a pilot, very twitchy reminding me of combat in a Chieftain
 
Apology's I've been out of the country taking a break, this is my build:

Lost In Nothingness

O7
Some suggestions:

Your power plant is only 60% used. You can install a smaller one, thus saving in weight.

Do you really envision yourself needing 25 minutes of life support? If not, a D-rated life support module will suffice (7.5 minutes of oxygen), thus also saving weight. (You can always synth more o2 in case you run completely out of fuel and need to call the fuel rats. Just make sure you have the materials. Remember to mention to them that you can synth o2, it's always helpful info.)

Likewise a class-1 repair limpet controller will do just fine (assuming you are indeed equipping one to repair your own hull. There's literally no use in having support for more than one limpet at a time.) Drop the docking computer and replace it with a class-1 limpet controller. Put something more useful in the class-3 slot.

A 4D power distributor ought to suffice. This isn't a combat ship. Also, you can probably also drop the heat sink launchers (what does a Mandalay need them for anyway?)

Do you really need a class-4 SRV bay? Just drive more carefully. (I'll accept it if you are flying with someone else who would also want to drive at the same time.)
 
This was actually my concern. Why are all the new "Odyssey" ships clearly boosted compared to the older fleet? Whether it's the crazy FSD ranges or the agility of the ships, it feels like it's incentivizing people to buy Odyssey at the expense of a balanced experience.

As a middle ground, players should be able to upgrade their "legacy" ship to what appears to be more advanced and newer FSD tech provided on these Odyssey ships at some in-game credit cost through some specific engineering service maybe like retrofitting, to make things plausible.

Am I missing something?

You're missing something, yes.

Drive a car made in 1980. Then drive a 2025 model. Which one seems better and more refined to you? Look at the in-game lore. Some of the ship models like the Cobra III are literally 100+ year old designs!
 
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