![]() ![]() None of other ships give so much for such little daily cost, and since such a ship doesn't provoke pirates, there's relatively little risk associated with operating it too.Įxponential Star Barges remain problem even in post-early game as there is nothing preventing player to have infinity+1 ships. A cargo bounder can transport 115+ cargo and 16 passengers, which (if 1 passenger = 10 t of cargo) is 275 usefulness for just 1 crew member (and 100 cr,/d). I'm sure there are much better ship builds then these, but this is more than enough to prove that Star Barge isn't something that can't be successfully replaced by a ship which doesn't attract pirates and is just as I disagree.Ĭost isn't a factor even with depreciation, since player is unlikely to sell such a ship. If we were to sacrifice shield generation, some speed, or not trying to stay low on heat, these could be optimized for cargo hauling even further, but the aim was to not be worse then Star Barge at anything. Outfits: hyperdrive, 6 cargo expansions, small heat shunt, S-270 regenerator, generator (Candle class), A120 atomic thruster, A125 atomic steering. Outfits: hyperdrive, 5 cargo expansions, small heat shunt, S-270 regenerator, generator (Candle class), A120 atomic thruster, A125 atomic steering.Ĭargo space: 130 (1 crew and 16 passenger bunks for missions)įuel: 900 speed 249,73 acc: 142,15/213,23 turn: 60,308/90,462 Want to use alien outfits? Install Korath generators (Candle class) as power sources together with Korath small heat shunts, use Hai Chasm batteries instead of supercapacitors and S-270 regenerator instead of D14-RN shield generator. Personally I don't use such minmaxed ships, but this was fun This was intentional.Īlso, we use human technology available to someone who didn't complete story missions. This ship is the best cargo transport I can imagine which doesn't attract pirate attention and is better than Star Barge. ![]() Outfits: hyperdrive, 5 cargo expansions, water coolant system, D14-RN shield gen., Dwarf core, A120 atomic thruster, A125 atomic steering.Ĭheaper alternative: trade water coolant system and Dwarf core for 3 supercapacitors and nGVF-CC fuel cell. Outfits: hyperdrive, fuel pod, 4 cargo expansions, cooling ducts, D14-RN shield gen., 2 supercapacitors, nGVF-BB fuel cell, A120 atomic thruster, A125 atomic steering.Ĭooling ducts can be traded for further 2 supercapacitors, according to preferences.Ĭargo space: 115 (1 crew and 16 passenger bunks for missions)įuel: 900 speed 249,73 acc: 142,52/202,34 turn: 60,463/85,839 Normal proof - I'll assume we want to have same or better functionality (speed, turn rate) as stock Star Barge and we will have same shields as stock Star Barge, to keep things fair. Rather than travelling to your escort, you might just want to order them to come to you! (Of course, this won't work if they are disabled.Reductio ad absurdum proof - remove everything, put a fuel cell and smallest engines available, fill rest with cargo expansions. If they are in an uninhabited system with no ports, then they will try to flag a virtual passing ship in that system for help. If they don't have enough fuel to make it to the next system, they will try to land on a planet in their current system to refuel. If an escort is trying to get to you, they will slowly jump their way to you. ![]() You can also "Park" escorts on a planet if you want them to not travel with you. If you do, they'll stay in their position and in the same system until you tell them to move.
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