Newcomer / Intro Greetings

Enjoying the game a lot thus far!
I have spent most of my time trading and have made my first million credits in the trusty Cobra. I would like to get into exploring and the Cobra seems like a tough little ship (didn't blow up after I boosted into a station wall :D).
Does it make a viable exploration ship or should I save for the Asp?
 
Basic explorer Cobra
http://www.edshipyard.com/#/L=302,,2-5K6u6Q5K2C5K6k,mpU7Q44xo2jw2UI


Basic explorer Asp
http://www.edshipyard.com/#/L=30g,,2-5K6u7_6u2C8S8I,mpV7Q44zM2jw2UI


Basic explorer Hauler
http://www.edshipyard.com/#/L=30V,,2-3m3m3I2C2C2C3c,4zM2jw7OW2UI

Basic explorer Adder
http://www.edshipyard.com/#/L=30f,,2-5K3m4s2C2C5K5A,0KU7OW2UI2jw4wE

The asp is sturdier and has +-10LY longer jump range compared with the Cobra, but is over 3x times expensive. The Hauler has a little over +3LY longer jump range, fuel scoops 2x faster and is about 25% cheaper than the Cobra. The Cobra has a superior fuel tank, though. An Adder would perform about the same as the Cobra, jumpwise, and be about as expensive as the Hauler. For what it is worth: I arrived at the edge of populated space in my Adder. I chose it over the Hauler as it is negligably more expensive and has only slightly lower jump range, yet has an extra internal slot for an auto-field repair unit, in case somewhere along the line my FSD or sensors get broken. It also has twice as large a fuel tank. But in the end, Asp would ofcourse be best. Tip: when setting out set your pips to what you want, then disable the power distributor. Always disable the AFRM and fuel scope unless needed.


The cobra will certainly do, but is not the best choice.
 
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Thank you, that is very helpful information. I had no idea about the fuel scoop being slower in the Cobra. I must admit to having a little soft spot for the Adder as it has a certain charm of its own. I bought one as an upgrade from the Sidewinder. It made me feel as if I were cruising through space in a futuristic version of the Ford Transit.

Another consideration is the view from the cockpit!
 
@ sleutelbos

Tip: when setting out set your pips to what you want, then disable the power distributor. Always disable the AFRM and fuel scope unless needed.

Can I ask why you need to do this please?

Thanks in advance
 
Surely a fuel scoop of a certain class and size is the same no matter what ship it is fixed to? The reason I could see scooping taking longer would be that one of the ships has a bigger tank to fill.
 
Surely a fuel scoop of a certain class and size is the same no matter what ship it is fixed to? The reason I could see scooping taking longer would be that one of the ships has a bigger tank to fill.

position relative to the sun and ship forward speed also effect scoop flow rate


but i believe you are correct
 
Can I ask why you need to do this please?

Thanks in advance

Two reason. Explorers keep their ships as light as possible, so all D-graded except FSD, usually. I have a pathetic 2D power plant in my Adder, for example. Low quality power plants not only provide less power, they also have more difficulty dissipating heat. D-equipment in general is not only lighter, but also more fragile (as opposed to B-graded modules, which are heaviest but sturdiest). This means that exploration ships tend to be prone to heat damage. As an example, there is currently an explorer trying to crawl his way home with a shiedless Hauler with just a few percentages health left. Just bad luck when jumping into systems with binary stars. Heat is decided not just by the power plant, but also by total power consumed. So you can counter the low-quality power plant by disabling as many modules as possible. I run between 35%-40%, which can help out a lot compared with someone who runs around 70% all the time.

Which modules to disable depend on what they do, ofcourse. Power management is not something that has to be done a lot on the fly, as a fighter pilot would. Explorers often also go unarmed (less weight plus allows lighter power plant). So you can only switch between engines and shields, if you even have shields. So usually people just set their favourite setting and leave it at that the entire trip. Well, the entire trip the power distributor is eating power (and fuel) while being of no use. So disable it. The AFRM should always be disable to prevent it from repairing things you don't want to have repaired. Would be bad news if you sensors broke but you can't repair it as the AFRM spend all its ammo on fixing the cargo hatch. Fuel scope? Don't use it 99% of time, so don't enable it 100% of the time.

Surely a fuel scoop of a certain class and size is the same no matter what ship it is fixed to? The reason I could see scooping taking longer would be that one of the ships has a bigger tank to fill.
It is relation between fuel scoop level and fuel tank size. The Hauler has a mini tank, but a nifty C3 slot. The Cobra has a much larger tank but only a C4 slot, which is relatively worse. Remember that the fuel requirements per jump are different as well, so the absolute time required to scope enough for one 10LY jump is not just based on fuel scoop size, even while a scope of any given size always scopes as much/sec regardless of the ship in which it is installed. It is, ofcourse, a minor point as I'd assume explorers are not in a rush.
 
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