ASP Exploration build needed!

Make sure you take an auto-field repair kit, the changes to heat damage in 1.2 will ruin your day if you don't :)

Iv tuned in my scooping skills now, with a good grade scoop, i position my ship at 30% throttle, let the scoop rate go to 100-110 then 0 throttle. Ship hull temp is then only at 90-94%, never reached 'critical' yet while scooping.....apart from trying to start hyper cruise while still scooping...stupid!
 
Iv tuned in my scooping skills now, with a good grade scoop, i position my ship at 30% throttle, let the scoop rate go to 100-110 then 0 throttle. Ship hull temp is then only at 90-94%, never reached 'critical' yet while scooping.....apart from trying to start hyper cruise while still scooping...stupid!

Snap, that is exactly what I do. I also tend to move away and when heat is at 80% charge the FSD....like you...when I remember, otherwise I get the smell of burning Asp.
 
Iv tuned in my scooping skills now, with a good grade scoop, i position my ship at 30% throttle, let the scoop rate go to 100-110 then 0 throttle. Ship hull temp is then only at 90-94%, never reached 'critical' yet while scooping.....apart from trying to start hyper cruise while still scooping...stupid!

Only takes a moments break in concentration and an explorer would be in trouble, easily done when you are exploring 200+ systems :)
 
http://www.edshipyard.com/#/L=50g,0Wg0WgmpU5Ap5Ap,2-6Q8S7_6u6Q8S8I,52W7TC0Ko0Ko0Ko2jw2UI

Minimal energy weapons for getting in and out of the twilight zone.
Decreased size Power Plant, but higher class rating for heat efficiency.
A class distributor for getting in and out of the twilight zone.
D class everything else to save mass.
6D fuel scoop fills the tank quickly and isn't excessive cost.
5D shield for getting in and out of the twilight zone.
3x 3C AFMUs gives more total repair "ammo" than a single A rated module, for less cost. (They can also repair each other). Just be sure to turn off their power, or set them to the lowest priority when you're not using them.
The obligatory scanners.

32 ly jump range with a full tank, 34.41 ly running on fumes, just over 17M Cr cost.
 
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Snap, that is exactly what I do. I also tend to move away and when heat is at 80% charge the FSD....like you...when I remember, otherwise I get the smell of burning Asp.

I would like to see how fast you can travel long distances with this scooping method.
I NEVER slow down, scoop (with a 6B) as aligning with the next system (unless it is behind me), and I NEVER have to stop or even slow down to scoop (some slight deviation to stay scooping for a few extra seconds only). I do 1000 ly (1 Kylie) in 19 mins. Yes you can fry eggs on my control panel, but no overheating at all on my trip to Sag A*, never went above 120%
 
This is what I use.

Screenshot_0262.jpg

Yes the power requirements look funky but you disable to auto repair units, cargo hold and power distributor while out exploring, drop out of SC if you need to repair anything and turn the auto repair units back on again.

No weapons, just a couple of Heat sink launchers for emergencies.
 
Your limiting factors while exploring are FSD range, Fuel Scooping Time and Fuel Efficiency. So don't scimp on the Fuel Scoop, upgrade till it bleeds ! A 6B may cost more than the base price for the entire ship, but I will be taking the 6A next time out (Power Permitting)

I took a Docking Computer with me (yeh I know, shoot me), as I dont trust my docking skills to be up to it after several weeks away. This didnt leave room for a Cargo Rack. I am going to see about taking one for a trial, then set my jump range on route planner to be LESS than maximum (SHOCK HORROR). I have a theory that by reducing the max distance jumped by 10% or so, there will be sufficient improvement in fuel efficiency (and therefore reduced fuel scooping) to outway the extra jump or two that you would have to do per route plan. Might not make much difference till you get to the high density region, but hey, its a theory
 
Just bear in mind that Nutter is crazy about the jump range, he is literally a long range explorer: always aiming for distant systems tricky to reach without the maxed out jumps. If you're planning to travel through more star-populated areas, fitting A3 shield and point defence to be a bit safer on your way back through the twilight zone won't hurt you much.

Heat sink and AFMU are waste of space, imo. AFMU cannot fix your hull, which is pretty much all that matters. Also, you won't run into troubles with overheating for as long as you don't do 'blind jumps', and have some practice with fuel scooping.
 
Just bear in mind that Nutter is crazy about the jump range, he is literally a long range explorer: always aiming for distant systems tricky to reach without the maxed out jumps. If you're planning to travel through more star-populated areas, fitting A3 shield and point defence to be a bit safer on your way back through the twilight zone won't hurt you much.

Heat sink and AFMU are waste of space, imo. AFMU cannot fix your hull, which is pretty much all that matters. Also, you won't run into troubles with overheating for as long as you don't do 'blind jumps', and have some practice with fuel scooping.


Your information is outdated tomorrow when 1.2 changes the heat mechanics. I would definitely either bring AFMU or heat sinks. AFMU also have no mass, so there is absolutely no reason to not fit as many as you can.
 
http://www.edshipyard.com/#/L=50g,0Wg0Wg0Wg0Wg,2-8S8S7_6u6u8S8I,52M0Nc7Pc05U05U2jw2UI

This is my fit, explanation:
- 6C scoop fill you with 750/second, AWESOME when you go 750 jumps away.
- Heat sinks because no matter the coffee amount accidentially you'll end up inside the emergency drop-zone of a neutron star/BH a few times. getting out will require cooling. Remember to only activate one of themm at a time!
- 3A shields, if you need any. Can fit the max weight of the ASP. But shield are not necessary unless you fly into an asteroid belt.
- 5A Auto Field Maint. Because if heat damage builds up, and some crucial parts are damaged, you better repair them before you got stranded in the middle of the gelaxy. Under my 18k ly route, already used 1/5 of it, and I am very cautious.
- No weapons - you won't need them. Cargo can be also empty, you won't find .
- Everything else D for weight saving. There you go, under 25Million
 
Lol, Nutter has traversed the entire galaxy. He is a total legend.

lol - Legend??

Here is the video guide I made..

[video=youtube_share;YPnG3x1yviY]http://youtu.be/YPnG3x1yviY[/video]

NB: A lot of people suggest fitting repair units, but I still stand by my original position.

You cannot repair the Hull, in my tests, the hull always hit zero before any critical modules, no hull = pop! No matter how awesome your canopy looks, your still dead/ejecting
 
^^ Yep. Modules are fully operational even at very low health, so there is no point to bring AFMU because hull will always die out sooner than any of them. And you cannot repair hull with AFMU, so...

edit: I respect the fact that some fellow explorers might feel better with AFMUs, although I still have to hear a story where AFMU actually saved someone :)

Your information is outdated tomorrow when 1.2 changes the heat mechanics. I would definitely either bring AFMU or heat sinks.

Asp, 6C fuel scoop, 550-600 kg/s intake @95% (shield, point defence and ofc cargo hatch turned off). So unless heat damage starts to build up below 100% in 1.2, I think I am on the safe side.
 
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No disrespect to Nutter whose vids and posts helped me a lot, but here is my take.

http://www.edshipyard.com/#/L=50g,0mI0Wg0Wg0mI,304s6u7_6u6u8S8I,52C7Q40Ke0Ke0Ke2UI2jw

I took three repair modules on my Asp just in case I did lose something like thrusters or FSD. Shadragons Law: Better to have it and not need it, than need it and not have it. :D

You power down the repair modules to get under the max rating of the power plant. To use them you stop the ship in normal space anyway so this is quite doable. You cannot repair hull or canopy with them though. The shields are not the greatest, but they did help absorb damage on my transit through hostile border space and protected my hull. I dropped all weapons so I would not be tempted to fight.

My jump range is 32 LY fully fueled and 35 LY with vapor in the tank. You can get longer ranges, but only if you sacrifice defenses. Here is my first entry for my exploration log describing the outbound journey:

https://forums.frontier.co.uk/showthread.php?t=122947
 
No disrespect to Nutter whose vids and posts helped me a lot, but here is my take.

http://www.edshipyard.com/#/L=50g,0mI0Wg0Wg0mI,304s6u7_6u6u8S8I,52C7Q40Ke0Ke0Ke2UI2jw

I took three repair modules on my Asp just in case I did lose something like thrusters or FSD. Shadragons Law: Better to have it and not need it, than need it and not have it. :D

You power down the repair modules to get under the max rating of the power plant. To use them you stop the ship in normal space anyway so this is quite doable. You cannot repair hull or canopy with them though. The shields are not the greatest, but they did help absorb damage on my transit through hostile border space and protected my hull. I dropped all weapons so I would not be tempted to fight.

My jump range is 32 LY fully fueled and 35 LY with vapor in the tank. You can get longer ranges, but only if you sacrifice defenses. Here is my first entry for my exploration log describing the outbound journey:

https://forums.frontier.co.uk/showthread.php?t=122947

It's personal choice, but the fact remains, no hull = no ship. I thought the canopy was repairable in 1.2? If not then... well... put it this way... did you see the state of the 'Legend' Erimus ASP Canopy? One sneeze and he would have never made it back!

Do 'better' i.e. higher rating than D sensors make scanning quicker?

Nope - Sensor upgrades only effect pew pew- of course! :rolleyes:
 
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