Anaconda hardpoint overhearting

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uvelius
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Anaconda hardpoint overhearting

Postby uvelius » Fri Jan 29, 2016 8:35 am

I finally got my Rattaconda and equipped it on low budget as an RatAllrounder: http://inara.cz/cmdr-fleet/954/44263

When I took her out to a HiRes, I found the lasers overheating extremely quickly; the Cannon almost couldn't fire at all. The firepower is okay, yet the firing rate drops below acceptable values.
There was enough power in the Distributor, so it is a heat issue.

How can thet problem be solved? Do I really have top save up for that A8 PP? Sounds strange, considering that my Python has no issues with almost the same weapon layout (the missile racks are disabled, they're in for fun).

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Re: Anaconda hardpoint overhearting

Postby Loriath » Fri Jan 29, 2016 8:43 am

Its the Power Distributor. Remember the grade is not all about the power abilities, but the Heat dissipation.

I used to have heating issues on ships and it was always the Distributor. Bring that D rated up and see what happens.
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Re: Anaconda hardpoint overhearting

Postby uvelius » Fri Jan 29, 2016 9:00 am

I dreaded that. The PD eats fsd range like a hungry whale, so ugrading is not really an option ...

Which weapons would you recommend for a low heat output to deal with a D-grade PD?

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Re: Anaconda hardpoint overhearting

Postby TorTorden » Fri Jan 29, 2016 9:55 am

Kinetics.

If maintaining range is a bigger issue I would three large pulse or bursts, drop the large hardpoint altogether. And multicannon turrets on all medium and small points.

You can also try a lower class higher rating pds.
Think my trade conda uses a 6a module. For combat I recommend at least 7a if you don't want to go all out for the a8 .
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Re: Anaconda hardpoint overhearting

Postby StaticRadion » Fri Jan 29, 2016 12:52 pm

Basic Fixes
1. 6B < 7D shield generator. 7D has more shields, less weight, and a lower power requirement
2. 3A limpet? Why? 1A or 1D is all you need and having more than one limpet out at a time can cause them to run into each other.
3. 96T cargo? This seems very excessive because most of the ships you rescue are there because they have the stock fuel tank. 20-30T of limpets is more than enough.
4. 6 go-carts? Get a 4G or 6G but you really don't need 6 I would try to live with 2.
5. No AMF or heat sink... you must plan on only helping those close to the bubble. Get them just in case you hit a binary or have problems with a rogue neutron star.
6. 7C is all the power you need for now and you can upgrade to 7A when you have the money.

Weapons- Some notes before my recommendation
1. Huge cannon is great but heavy try to go without it.
2. Medium turrets track faster than large. There is no damage penalty to shields so any size will do its job for shield stripping.
3. Cannons and Rail guns don't have an damage penalty and are great for when the power plant has been shot out.
4. The weapons under the nose are great as gimbal or fixed for when you do come about.

With those fixes you are looking at something like this.

Power- I did a bit of power management, but the key thing to note is that until you can get the 7A power supply you have to have either the KWS or Limpet turned on. They are mutually exclusive so keep one of them off at all times.

Cheers and respect dispatch!
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