bulkhead upgrade for exploration?

I have been told (but I CANNOT confirm this) that the reflective armour helps to reduce the speed you ship heats up. Just a shame it is so expensive.
 
I have been told (but I CANNOT confirm this) that the reflective armour helps to reduce the speed you ship heats up. Just a shame it is so expensive.

Not true... OP@ bulkhead armour on explorations ships is probably the most pointless upgrade anyone could use. Even a docking computer would serve more purpose.


The aim is to get the ship as light as possible, 60T of expensive armour won't help you.

http://www.edshipyard.com/#/L=606,,2-3I8S9Y8SA0D88I,53cmpa2jw2UI
 
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Here's a version with a 40Ly jump range. You don't need that many heatsinks if you're careful. You probably won't end up using them but it's nice to have some just to feel safe. Lowered your thrusters and power plant down a bit because it's still below optimal mass and you can turn off 2 of the AFMUs when you're not using them. The power distributor is useless outside of human space so I don't know if that one will let you boost, but you can fiddle with that to get more/less jump range.

http://www.edshipyard.com/#/L=606,mpa0Wg0Wg,2-8S8S9Y8S6uD88I,53w0PA0PA0PAmpW7Q42jw2UI
 
Need the shield for when I'm still / back in populated space. Turning it and the other stuff off when not needed however is a great idea. Thanks.
 
There is a sweetspot in jumprange, mind you; if you jump too far, you burn so much more fuel, you have to scoop more, and actually eat distance slower. It's an observation; I have not done any empirical research on it.
 
Here's a version with a 40Ly jump range. You don't need that many heatsinks if you're careful. You probably won't end up using them but it's nice to have some just to feel safe. Lowered your thrusters and power plant down a bit because it's still below optimal mass and you can turn off 2 of the AFMUs when you're not using them. The power distributor is useless outside of human space so I don't know if that one will let you boost, but you can fiddle with that to get more/less jump range.

http://www.edshipyard.com/#/L=606,mpa0Wg0Wg,2-8S8S9Y8S6uD88I,53w0PA0PA0PAmpW7Q42jw2UI

I considered everything above 30ly jump range to be enough, but in the long run the fewer jumps, the better. I might however swap the 5D power plant with a 4A one. The 4A delivers a bit more juice, weighs less and has better heat efficiency, if E:D shipyard is to be believed.



@Draxxen
Didn't think about that one. Guess I'll have plenty of opportunity for some experiments.
 
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There is a sweetspot in jumprange, mind you; if you jump too far, you burn so much more fuel, you have to scoop more, and actually eat distance slower. It's an observation; I have not done any empirical research on it.

Maximum jump range on exploration vessels isn't about fuel efficiency, it's about being able to cross areas of the void with stars too sparsely packed for lesser ships to jump between them. You'll never know when the only star you can jump to on your current path forwards happens to be just shy of 40Ly away. It's an insurance policy against having to turn back, and one of the few reasons that make the Anaconda one of the better exploration ships.

Oh and if your maximum jump range is as high as it can be, performing smaller jumps (which you will when you have a full fuel tank) should actually cost you less fuel than they would otherwise, assuming I'm not missing some scaling artefacts in the jump range calculations.
 
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