ZP Hauler as an exploration vessel?

I have an itch to go out and do some exploration on the cheap (ideally, the whole ship + equipment should be under $1,000,000 - so no ADS obviously). I know the Adder is more or less built for long range exploration, and it shows - the jump range is pretty fantastic. With a well-filled exploration kit, though, it easily breaks my budget.

I've also seen people praise the Sidewinder as a budget explorer option, and it doesn't look too bad - but the lack of an additional internal compartment means I can't fit the AFMU that I want.

I haven't seen a lot of praise for the ZP Hauler, though, and according to the Shipyard it would be a fantastic explorer - it has room for the essentials (Disco Scanner, Detail Scanner, Fuel Scoop) plus an AFMU, and I can apparently squeeze a 32.21ly jump range out of it, which seems pretty excellent. Its got a fuel tank one size bigger than a sidewinder's, but (when outfitted as an explorer) is actually a LIGHTER vessel by about 10 tons.

Is there anything I'm missing? Because the Hauler looks like it would be GREAT for this.
 
While its got great range, I'd worry a little about getting interdicted while fuel scooping when first go out/come back. Not having any weapons on your ship seems to make pirates more likely to interdict so adder would be better. If you can afford it, go the extra for cobra just for the boost speed. Oh and regardless, make sure you have shields, last thing you want is to die after coming back with all that data. :)
 
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I used it to do a 1400Ly round trip, worked great. Just bring at least one field maintenance module and a scoop
 

Harbinger

Volunteer Moderator
Interdictions have been turned down in 1.2. I've just come back in from an exploration run and didn't get interdicted once in the old danger zone.
 
While its got great range, I'd worry a little about getting interdicted while fuel scooping when first go out/come back. Not having any weapons on your ship seems to make pirates more likely to interdict so adder would be better. If you can afford it, go the extra for cobra just for the boost speed.

Point well taken.

Sticking a laser on the nose drops the jump range down to 29.75ly, and a 3D shield generator instead of the AFMU drops it to 27.64ly - still not too shabby. I wouldn't be the most potent combat vessel out there, but it might make some fringe encounters a bit more survivable. =P Losing the AFMU is a bit of a hit...

Hauler is just 1 slot shy of bringing everything you need on exploration. But for short trips it should do.

Hm... Disco Scanner, Detail Scanner, Fuel Scoop, AFMU... what am I missing?
 
the shield generator for those interdicitons when you return?

The hauler is a very weak, very slow ship. You gonna need those shields to outrun the pirate.
 
If you pilot it right in the fringe systems. You should be able to skim by each star you encounter and pick up just enough fuel along the way to get you out of the psycho zone. If you are fast about it, interdictions should be avoidable.

But yeah, the Hauler was my first exploration ship. Served well...and you can't beat the price.
 
On the other hand, and in practicality, you are new to exploring, and you are looking to explore -my guess- not beyond the 5k ly mark.

If I'm correct with those assumptions, then you want to set route and course on economical: it allows for more jumps, which equates more systems, and more chances to find non explored ones. Also, makes it easy on the scooping as it stretch your fuel consumption to the max.

Why is this important? Because you don't really need a long range FSD for that so you can work with 15-25ly just perfectly, saving yoy money and allowing to bring the shield or gun if you want.
 
Ditch the AFMU and instal some shields, and as Kancro Vantas says economy jumps are better once you are exploring and on the way back. I would use fastest to get to tour start position though.
 
Ditch the AFMU and instal some shields, and as Kancro Vantas says economy jumps are better once you are exploring and on the way back. I would use fastest to get to tour start position though.

Survey says, go with shields instead of AFMU. Got it. ^^ And I agree, I'm not losing out on very much jump range by adding some protection.

As far as beginner level, short range exploration goes - what would you consider the lowest acceptable maximum jump range?
 
I've not used one for exploration as that's not really my bag but it makes an exceptionally good cab for crossing huge distances across the inhabited part of the galaxy quickly.
 
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