|
Post by Al-pocalypse on Jan 27, 2016 18:38:51 GMT
Once I've finished pimping out my Asp, I present to you my next project, benefits are that it is dirt cheap :-D
|
|
|
Post by Souvarine on Jan 27, 2016 22:04:38 GMT
Doesn't look like you'll have enough power when hardpoints deploy - you're 10% over, and switching off unnecessary modules will save you around 7% at best. Maybe switch the beams for pulses, see if that lowers the power consumption?
|
|
|
Post by Tanith Low on Jan 28, 2016 1:08:26 GMT
Give this a try. If you stick the Bi weave in you can just about make it, and you will give big ships a seriously nasty surprise. Your sheild will spend more time down than a hookers draws but with that much armour who cares? Good luck hitting anything small with the Plamsa Accys. And you thought you had heat issues with 6 rails...
|
|
|
Post by Al-pocalypse on Jan 28, 2016 8:35:40 GMT
On the power supply side, from what I can tell (though I won't get to experiment until I build this thing and I am probably massively wrong), it seems to work like this for weapons:
Power supply powers the capacitor -> Capacitor powers weapons and drains -> Power supply recharges capacitor
Therefore, if your weapon draw is more than your PSU can handle, it just leads to a lot of waiting around whilst your capacitor recharges. However, with cunning fire group management (ie. not firing all weapons at once), you should be able to keep a reasonable power situation.
As I said, I could be horribly wrong and am ready to be corrected.
And on the heat issues, that was a different ship, though I guess it could be an issue here as well? To be honest I'm getting used to my ship cruising around at 80-120% heat during intense combat these days. As you said before, I really don't care for the engineering ;-)
Also, whatever happens, this ship will be named "Instant Regret"
|
|
|
Post by Tanith Low on Jan 28, 2016 10:58:33 GMT
Instant Regret. LOL.
On the power supply side. If when you deploy weapons the power draw is over 100% the whole ship shuts down, every single module stops functioning and you are left on life support until you fix it. If you have a look in the link in my first post you'll see that I used power priority to shut down the FSD and Cargo hatch when the hard pints were deployed.
From a lore point of view it works like this. The capacitor has the power required to fire the weapon. The power plant has the power to turn it on.
As for the heat, the ASP is pretty heat efficient. The combat ships tend not to be and the viper will get a bit toasty. Not dangerously so. Definitely get use to having a cockpit which is a little bit on fire though.
I am absolutely not trying to discourage you by the way. In fact I'm looking at doing something similar.
You've inspired me!
|
|
|
Post by Al-pocalypse on Jan 31, 2016 21:48:47 GMT
Bit of an update to the Instant Regret (see below). Absolutely lethal in wing combat, had a blast around with rk earlier. I've not tried solo yet though. Loving the fixed beams as well, extra damage output well worth having to aim them.
|
|
|
Post by Al-pocalypse on Feb 2, 2016 7:48:19 GMT
In solo combat, the Instant Regret lives up to its name. Podded it back to the station twice in ten minutes, luckily the rebuy is only 160k!
|
|