This project continues apace. Velocity Mid-build
Look at that speed
They say 861 m/s boost is theoretical maximum, so not too far off that. However, it will only get heavier and I will lose some of it.
I was very concerned about the thermal resist being so low using a Reinforced 2A shield. I reasoned that the weapons I most need to be concerned about are laser variants, as they have no shot speed, or infinite shot speed, whatever. But I reckon these are the weapons most likely to ht my ultra-fast whip. Explosive and kinetic were good, but thermal was very low. So I put that generator in the boneyard and bought another 2A, and put Thermal Resist on it. That goes a long way toward fixing that issue, and as a bonus, Thermal Resist engineering give a healthy boost to integrity, which is quite useful I think.
Before it's done I will sort out the shield boosters, and get my resists up across the board through Resistance Augmented with the goal of hitting 60% for all three. May not quite get there, but should be close. So in the main, I swapped pure mj for resistances, but I think that's the right choice here. Probably drop the wake scanner too.
The 2A power plant was swapped out for a 3A from the boneyard. Once everything is done and I see the final power needs, I can finalize this.
Weapons are not sorted. I can't make up my mind. I had two G5 lightweight gimballed C2 multicannons in the boneyard, one with autoloader and one with nothing. Put those in the wingtip hardpoints. The original plan was to go with two incendiary MCs for shields, and one corrosive MC in the center hardpoint. That hardpoint still sits empty because I want to try something a bit more exotic in the center spot. The plan is to put a fixed frag cannon there. Lightweight for certain. Oversized? What experimental? Would you believe I have never used a frag cannon before? Seems like fun. I don't have the right engineer unlocked yet (more rares uggg!) but will get around to that shortly.
If I do though I would have no corrosive, unless I put it on the frag, or on one of the outboard MCs. Weapon mod possibilities are pulling me in too many directions. Suggestions welcome.
Hull integrity is a joke. I am going to install some 1D HRPs, which is going to kill some of that speed. But I can't fly it in combat with 161 integrity and poor armor hardness. These will go in the empty/cargo slots. Bulkheads will be G5 HD, and this will all add up to around 400 or so. Low, but better than it is now!
There is still a ways to go. Few things are fully engineered, thrusters included. So more speed can be squeezed out of them. Just gotta get the mats.
If you look at the builds in the thread I linked to above, it's clear all have some sort of design hole. In order to get a theoretical maximum speed ship, you're going to trade jump range or something else. My build will trade speed. If I can keep 4-pip cruise over 600 and boost over 800 I will be happy. It will retain the good jump. It two-pips at 570, which matches the fastest boost speed of any of my other ships (FDL). But shields, firepower, speed and integrity will all be less than possible. A bit of an all-rounder.
This is the most interesting build I've done. Looking forward to flying it in combat