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Conflict Zone in my Vulture.

Posted: Sun Apr 05, 2015 1:49 pm
by Colin The Grey
My first video, just some random fun in a conflict zone :)


http://youtu.be/Ssgcy7Y2xMY

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 9:36 am
by Loriath
Nice. Vultures are great in CZ's. Only 'condas and pythons give issues.

Questions though:

What is your build to be going over power limits? I have A rated Power, FSD, Shields, Dristribution, Heatsink, Chaff Shield boosters, and C3 Pulses and am under 100% deployed?

Noticed when your battling, your not targeting subsystems? Any particular reason or just having fun? Would kill faster targeting Power Plants.

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 9:53 am
by Colin The Grey
It's the KWS that does that for power - 10% usage - but as I usually RES hunt I leave it on. All I have to power down is the Cargo Hatch lol.

If you notice in the Video - on the pythons, asps and the anaconda I was targeting the Power Plant :)

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 11:35 am
by Sokonomi
Vultures and power juggling. Ive refined that to an art. ;)

I dont even have to turn anything off in my double beam vulture.
Mine even has an 4A fuelscoop, a ton of shield boosters and a docking computer for the luls.
The key in all of this is prioritizing your modules.

Make sure your fuelscoop, cargohatch, docking computer and some boosters shut down when you deploy your weapons. You wont be using any of those during battle anyway.

The way ive got it for my bounty/conflict vulture is as follows:
Priority 1 (Things that should ALWAYS be functional):
  • Thrusters
  • Power Distributor
  • Shield generator
  • Frame Shift Drive
  • Life Support
  • Sensors
  • Defensive Utilitypoints
Priority 2 (Things that should be functional when actively hunting):
  • Weapons
  • Scanners
  • Shield Boosters (keep adding until you run out of power with weapons deployed)
Priority 3 (Things that you want powering up when passive/fleeing):
  • Frame Shift Drive
  • Fuelscoop
  • Docking computer
  • Extra Shield Boosters (keep adding until you run out of power with weapons tucked)
Priority 4 (Things you dont really care about):
  • Cargo Hatch

This way, you can have way more items onboard than your core can support all at once, and still have it working when you need it. The priority system in ED is fantastic and not a lot of people utilize it properly. Ive got about 22Kw of stuff strapped to my vulture and its 15.60Kw core, and I dont have a care in the world. 8-)

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 12:04 pm
by clivewil
hmm for me it was FSD and fuel scoop on number 3; they are the only things i can do without in combat.
life support, KWS and cargo hatch went into number 2, everything else is number 1

if i go into a conflict zone, i can go below the power overhead by disabling the KWS. otherwise there's about 2 seconds delay for the FSD to come online after retracting weapons

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 12:20 pm
by Colin The Grey
Aye my cargo hatch is on low priority - as is my FSD and docking computer.

Got the docking computer after realising just how hard it is to land at an outpost with a blown canopy and 30sec of air left :)

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 12:38 pm
by Sokonomi
Hmm good point about the FSD there, dont know what possesed me to prioritize it above weapons,
you cant use the bugger when your weapons are drawn anyways, and its eating 0.45Kw while doing nothing.
So ill be moving that down to priority 3, more power for shieldboosters!

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 3:46 pm
by Ozzy81
Well, first off this is my Vulture setup.

http://www.edshipyard.com/#/L=60N,5TP5D ... 47dg9ok2UI

Now what I do is keep weapons, chaff and KWS on 2, shield cells, scoop, FSD and interdictor on 3, cargo scoop on 4 and off.
The 3 group is group I use when hardpoins aren't deployed.

As for the shield boosters which are switched off when weapons are off- I'm not sure u have any benefit from them because once u retract the hardpoints, the shield still need time to recharge to gain the power the shield boosters give them, so it makes no sense.

You can try it. Turn your shields off, once they start recharging, turn all the shield boosters off. Shields will recharge faster and reach 1 and half ring. At that point turn all your boosters on, and you'll see you're shileds going down to one ring or less depending on how strong your boosters are( because the rings represent current shield charge vrs full state).

EDIT: typos I managed to detect

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 4:12 pm
by Flip
I have everything at 1 (that includes one E3 pulse laser, one C3 beam laser, one shield booster, a pair of shield cell banks, one point defense, one chaff launcher, and a KVS), except for life support at 2, and cargo hatch, FSD, and fuel scoop at 3. Only modules at priority 3 get disabled when I deploy my hardpoints.

Re: Conflict Zone in my Vulture.

Posted: Mon Apr 06, 2015 4:54 pm
by Sokonomi
Ozzy81 wrote:As for the shield boosters which are switched off when weapons are off- I'm not sure u have any benefit from them because once u retract the hardpoints, the shield still need time to recharge to gain the power the shield boosters give them, so it makes no sense.
I have some that are always on, and some that power on when the weapons are tucked away.
The benefit of this is having a thicker shell when you get interdicted and dont feel like fighting,
or when you try to squeeze into a station and local security catches you on having a bounty.
Basically it gives you a good fight or flight option upon a first encounter.
Keep your shields up and turn tail, or trade shield power for weapons and face the music.
It only adds a ton or two, so no big deal on weight either.