[DW3] Distant Worlds 3 Website & Roster Signups

My builds for Rawrunning the Mandalay: https://s.orbis.zone/r0u9
and a Corasir https://s.orbis.zone/r0ub

both of which will be making the trip via my alt.

These are both fascinating builds and clearly a lot of thought has been put into them. Could you say a little more about Anthemoessa and the role of the ship?

I don't have a Corsair myself but that's on the long-term todo list. Purchase of one is currently a long way away - and I mean physically rather than temporally!

Ahh yes, I have witnessed plenty of "horseplay" during expedition meetups and yeah, some players just don't care much about bumping into things.
Example SWE3 - Shenanigans
Example SWE3 Launch
Example DW2 Launch

This is really useful and amusing information. I had no idea that stuff like this went on!
 
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These are both fascinating builds and clearly a lot of thought has been put into them. Could you say a little more about Anthemoessa and the role of the ship?
I was primarily looking to set up a multi purpose ship that I could go with that didn't need any engineering. I can handle just about any role except mining with this, fuel rat, hull, passengers. The shields are strictly precautionary. The weapon is strictly for triggering any alien artifacts (beacons et al) that I may run into. Not having to worry about materials for FSD boosts is an added bonus. The added fuel tank is for both rescues, and because you never know when you'll hit a long string of systems where you can't scoop fuel.
 
Shields are helpful for lithobraking, provided you aim for raw shield power. Hi-Cap and the like since absolute damage isn't reduced.

I need RLC's for this since I'll be on sealing duty.
 
I got curious as to what I could take Rawrunning this expedition while meeting jump requirements so I spent a lunch doing the following:
Rawrunner STOCK Challenge

  • S: no Synthesis (materials/engineering)
  • T: no Thargoid or Guardian modules
  • O: no Optimisation tools (Spansh, etc.)
  • C: no Changing components after departure
  • K: no neutron star Kickstarts

Requirements
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Min 33.5Ly
Requires 1 Fuel Scoop (Tests completed w/Best possible scoop)
----
Disclaimer
Yes, you're probably better at theorycrafting than I am, and this list was compiled during a 1-hour lunch as I was eating a chicken pot pie. Mmm.. pie.

This is no frills, no extras. Only optional is a fuel scoop. Have scoop, will travel. Everything else is paid with ZaonceCard.
View attachment 434580
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Adder: Possible (34.03)
Alliance Challenger: Not Possible (26.52)
Alliance Chieftan: Not Possible (29.51)
Alliance Crusader: Not Possible (23.81)
Anaconda: Possible (42.54)
Asp Explorer: Possible (41.63)
Asp Scout: Possible (36.11)

Beluga Liner: Not Possible (32.41)
Cobra MK III: Not Possible (31.42)
Cobra MK IV: Not Possible (27.35)
Cobra MK V: Possible (36.77)
Corsair: Possible (41.09)
Diamondback Explorer: Possible (45.56)

Diamondback Scout: Not Possible (33.33)
Dolphin: Possible (38.54)
Eagle: Not Possible (27.22)
Federal Assault Ship: Not Possible (25.14)
Federal Corvette: Not Possible (22.65)
Federal Dropship: Not Possible (21.27)
Federal Gunship: Not Possible (21.14)
Fer-de-Lance: Not Possible (22.32)
Hauler: Possible (40.70)
Imperial Clipper: Not Possible (29.26)
Imperial Courier: Possible (35.79)
Imperial Cutter: Not Possible (28.82)
Imperial Eagle: Not Possible (27.56)
Keelback: Not Possible (31.64)
Krait MK II: Possible (35.71)
Krait Phantom: Possible (41.37)

Mamba: Not Possible (22.73)
Mandalay: Possible (49.20)
Orca: Possible (39.14)

Python: Not Possible (32.17)
Python MKII: Not Possible (26.72)
Sidewinder: Not Possible (27.15)
Type-6 Transporter: Possible (36.23)
Type-7 Transporter: Possible (34.93)

Type-8 Transporter: Not Possible (30.78)
Type-9 Heavy: Not Possible (25.45)
Type-10 Defender: Not Possible (27.82)
]Viper: Not Possible (26.67)
Viper MK IV: Not Possible (30.10)
Vulture: Not Possible (24.67)
I revised the list with laden jump ranges for the ships that qualified. Comments for compromises made as well.


Rawrunner Jump Ranges
  • S: no Synthesis (materials/engineering)
  • T: no Thargoid or Guardian modules
  • O: no Optimisation tools (Spansh, etc.)
  • C: no Changing components after departure
  • K: no neutron star Kickstarts

Requirements:
33.5LY Minimum
Can Fit Fuel Scoop, Detailed Surface Scanner, Planetary Hangar (If Possible), Stock Fuel Tank (If Possible)
Laden Jump Ranges Only

Adder 35.83 (Reduced Fuel Capacity, No Hangar)
Anaconda 41.24
Asp Explorer 34.41

Asp Scout 34.13 (Reduced Fuel Capacity)
Cobra MK V 34.59 (Reduced Fuel Capacity)

Corsair 38.00
Diamondback Explorer 41.10
Dolphin 34.68

Hauler 36.17 (No Hangar)
Imperial Courier 34.48 (Reduced Fuel Capacity, No Hangar)
Krait MK II 34.75 (Reduced Fuel Capacity)

Krait Phantom 37.64
Mandalay 43.75
Orca 35.46

Type-6 Transporter 34.15 (Reduced Fuel Capacity)
Type-7 Transporter 33.82 (Reduced Fuel Capacity)
 
I revised the list with laden jump ranges for the ships that qualified. Comments for compromises made as well.


Rawrunner Jump Ranges
  • I was primarily looking to set up a multi purpose ship that I could go with that didn't need any engineering. I can handle just about any role except mining with this, fuel rat, hull, passengers. The shields are strictly precautionary. The weapon is strictly for triggering any alien artifacts (beacons et al) that I may run into. Not having to worry about materials for FSD boosts is an added bonus. The added fuel tank is for both rescues, and because you never know when you'll hit a long string of systems where you can't scoop fuel. S: no Synthesis (materials/engineering)
  • T: no Thargoid or Guardian modules
  • O: no Optimisation tools (Spansh, etc.)
  • C: no Changing components after departure
  • K: no neutron star Kickstarts

Requirements:
33.5LY Minimum
Can Fit Fuel Scoop, Detailed Surface Scanner, Planetary Hangar (If Possible), Stock Fuel Tank (If Possible)
Laden Jump Ranges Only

Adder 35.83 (Reduced Fuel Capacity, No Hangar)
Anaconda 41.24
Asp Explorer 34.41

Asp Scout 34.13 (Reduced Fuel Capacity)
Cobra MK V 34.59 (Reduced Fuel Capacity)

Corsair 38.00
Diamondback Explorer 41.10
Dolphin 34.68

Hauler 36.17 (No Hangar)
Imperial Courier 34.48 (Reduced Fuel Capacity, No Hacanngar)
Krait MK II 34.75 (Reduced Fuel Capacity)

Krait Phantom 37.64
Mandalay 43.75
Orca 35.46

Type-6 Transporter 34.15 (Reduced Fuel Capacity)
Type-7 Transporter 33.82 (Reduced Fuel Capacity)

Again, this is fantastic work - and those ranges are more like I would have expected to see in a D-rated setup. Interesting that the AspX is so low and you've done really well with including the reduced fuel capacities as well to 'get them there'.

So now we have potentials for three different comparison tables: extreme - like your first table [this accounts for reduced fuel tanks, no shields etc]; D-rated and A-rated. I've A-rated my Mandy with a vehicle hanger and shields and she gets 38ly. This would have been 39 without the shields and hangar, but I can take the hit.

What I am most thrilled about in this table is the Asp Scout being able to make it, albeit with an 8T fuel tank. I'm a big fan of the Asp Scout, and it has capacity for a 5A scoop! If you give it 3D shields and a hangar, it can still make the 33.4. Though that 8T tank could be quite problematic if you end up on the wrong side of a brown dwarf field. But then, that's part of the fun of such challenges.

I was primarily looking to set up a multi purpose ship that I could go with that didn't need any engineering. I can handle just about any role except mining with this, fuel rat, hull, passengers. The shields are strictly precautionary. The weapon is strictly for triggering any alien artifacts (beacons et al) that I may run into. Not having to worry about materials for FSD boosts is an added bonus. The added fuel tank is for both rescues, and because you never know when you'll hit a long string of systems where you can't scoop fuel.

You've done really well with that - that's a beautiful all-rounder ship that will be a lot of fun to both fly and utilise. At some point it would be great to have a gallery of these Rawrunner ships, that's something I can get round to setting up in the near future :)
 
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Signups says we can bring three ships, so I assume we would be parking two ships in one of the carriers and be able to swap ships along the way?
Does that mean you only need ONE ship capable of the 35.5LY range and you can leave the others in the carrier outside of waypoint meetups?
What would prevent players from parking their commander in the carrier and just letting the carrier do the jumping for them?

I'm thinking about bringing a small and medium and a large ship, with one "travel" ship outfitted for jump range and the others outfitted or optimized for other roles such as mining.

Update: My bad, it's SIX ships per commander but my questions are still unanswered.
 
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Signups says we can bring three ships, so I assume we would be parking two ships in one of the carriers and be able to swap ships along the way?
Does that mean you only need ONE ship capable of the 35.5LY range and you can leave the others in the carrier outside of waypoint meetups?
What would prevent players from parking their commander in the carrier and just letting the carrier do the jumping for them?

I'm thinking about bringing a small and medium and a large ship, with one "travel" ship outfitted for jump range and the others outfitted or optimized for other roles such as mining.
I think its actually 3 commanders, each of whom can bring 6 ships.
 
Signups says we can bring three ships, so I assume we would be parking two ships in one of the carriers and be able to swap ships along the way?
Does that mean you only need ONE ship capable of the 35.5LY range and you can leave the others in the carrier outside of waypoint meetups?
What would prevent players from parking their commander in the carrier and just letting the carrier do the jumping for them?

I'm thinking about bringing a small and medium and a large ship, with one "travel" ship outfitted for jump range and the others outfitted or optimized for other roles such as mining.

Sign up says no such thing. It says you can register up to 3 (thought it was 6?) ships.

You can bring as many as you want. I'm bringing my whole fleet, i'll have to split it over 2 carriers.
 
Why would there be a limit for registering, if not for bringing?

I don't care, I'm not going, just interested! :D

Who knows? Maybe they just decided on that number as thinking most people wouldn't bring more than 1 or 2 ships, for example, an exploration ship and a mining ship (to help refuel carriers).

If you check out the events we know of so far, those who want to partake in all of them will need quite a few ships, including a racing ship and some other specialized ships.
 
Signups says we can bring three ships, so I assume we would be parking two ships in one of the carriers and be able to swap ships along the way?
Does that mean you only need ONE ship capable of the 35.5LY range and you can leave the others in the carrier outside of waypoint meetups?
What would prevent players from parking their commander in the carrier and just letting the carrier do the jumping for them?

I'm thinking about bringing a small and medium and a large ship, with one "travel" ship outfitted for jump range and the others outfitted or optimized for other roles such as mining.

Update: My bad, it's SIX ships per commander but my questions are still unanswered.
  • Yes
  • Yes and you cna switch if you wanna fly something cooler to a meetup for exmaple
  • Nothing, that's completely fine, though I think the carriers might not always go directly to the waypoints but don't quote me on that I'm not 100% on that rn.
 
Artemis suit is fully engineered and ready to go. I wonder how long it can last in "reasonable temperatures.
It's less how long the suit lasts, more how quickly your HP depletes. Shields, etc., do nothing on high-temp planets. Anything over around 800K will start killing you.

Though you can still survive for 30s or so on hotter planets.
 
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