https://www.youtube.com/user/Isinona
All of the videos above are Flight Assist off. Get a feel for how you can play it if you wish... There's no game play advantage to having it on or off, roll and pitch rates are unaffected.
https://www.youtube.com/user/Isinona
All of the videos above are Flight Assist off. Get a feel for how you can play it if you wish... There's no game play advantage to having it on or off, roll and pitch rates are unaffected.
I stripped out my Cobra MKiii to increase my cargo to 60t, now I want to put it back to the way it was and I can't buy shields, it says my hull is too heavy. What can I do? I've sold all of my cargo space now so I have a completely hollowed out hull, but I still get the same issue.
What class shields are you trying to buy? It sounds like you are trying to put on Class 2 which will be too small. Class 3 can fit, but you only have Class 4 or 2 slots available, so it'll be a bit of a waste of a Class 4 slot not to put in a Class 4 shield back instead. However, the lighter Class 3 shield will give you a bit more jump range.
KeyboardDemon (01-02-2015)
I guess I'll need to find somewhere with Class 4 shields then, this place only has class 2. Either that or buy a new Cobra, effectively downgrading my ship. I won't do anything at the moment, but I am thinking about using the 3 large internal slots to give me 48t of cargo space and then the 3 smaller slots for shield and basic discovery scanner plus maybe a shield cell generator, not sure on the third one yet.
Any suggestions that might improve on the above? I'm looking for a balance between a combat and small trading vessel.
You can't fit Class 2 shields, so if you want shields, you're going to have to use a Class 4 slot. No point of the discovery scanner at all unless you're going exploring, in which case that's a completely different setup. Check the system map for a High-Tech station; they're usually got a good stock of stuff.
This setup in a compromise between trading and combat; I am assuming it's more for self defence. You can add a Kill Warrant Scanner to the other utility if you want, but it takes time to scan and sometimes it's just better to shoot first. I stuck a chaff launcher in there in case you come across some missiles; I've yet to to do so. The Point Defense Turret is a little buggy and can get you killed in a station if there's a fight going outside.
I can't remember the hardpoint locations on a Cobra, you may want to swap which weapons are gimballed. I prefer this mix as I can aim at the target with the beams and the projectiles automatically adjust for leading. They're also good for subsystem targeting.
Version D's are the lightest and therefore give you the best jump range. B's are a good price/performance; C's aren't worth it at all.
http://www.edshipyard.com/#/L=302,7u...727RK03w03w03w
[Cobra Mk III]
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
S: 1E/F Beam Laser
S: 1E/F Beam Laser
U: 0I Chaff Launcher
BH: 1I Lightweight Alloy
RB: 4D Power Plant
TM: 4D Thrusters
FH: 4B Frame Shift Drive
EC: 3D Life Support
PC: 3D Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4B Shield Generator
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 75.85 MJ
Power : 8.69 MW retracted (74%)
11.35 MW deployed (97%)
11.70 MW available
Cargo : 44 T
Fuel : 16 T
Mass : 239.3 T empty
299.3 T full
Range : 18.92 LY unladen
16.14 LY laden
Price : 1,759,338 CR
Re-Buy: 87,967 CR @ 95% insurance
KeyboardDemon (01-02-2015)
Thanks, from that it looks like I can't put the shield in one of the slots being used by a 4t cargo bay, I was hoping it would let me do that so I could get 3x16t bays, still 44t is still an improvement on 36t, but then I also need a fuel scoop.
I find the basic discovery scanner is great for making small amounts of money, I activate it while scooping for fuel and when I'm about for jump to another system, I have made about 180,000cr from scanning whilst scooping and jumping between systems and selling the data helps gain rep too, when sold in the right places.
That's fair enough; it's probably better on bigger ships when losing 2x 4t cargo won't hurt as much. Are you fuel scooping to save money or are you doing rare trade runs and are saving time? If it's the first, you make more money on 4t cargo than scooping fuel. Then again, if you are also scanning at the same time, it might not be too bad.
Bought this last night, presently just building up to where I can get the starter ship up to a sensible level (unless thats a waste of cash? I'm assuming I can carry system upgrades over?)
Pleasantly surprised how well its running. Ultra Preset @ 4*DSR is smooth as butter.
You can't carry upgrades directly, but there is a way.
You can sell or downgrade any upgrades on your ship without losing any cash. In fact, I suggest you do that whenever you plan to trade in your ship. Your trade in value is 90% of whatever is fitted; you can get 100% of upgrades back and just trade in the base model for 90%. There is another advantage to this; you get the option to buy back anything you've removed even if it is not normally available at that station. I think that works even if you change ship, but you "lose" that option as soon as you undock.
Basically, but you will probably find most of the old upgrades are too small for your newer ship. It will probably be worth keeping both the Hauler and Viper when you get to that point; the Viper is probably the best combat ship you'll have access to for quite some time, although it will cost a bit to get it up to combat spec. Just upgrade the Hauler to a Cobra if you wish.
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