Ships Good starting Explorer setup?

How does it fair as an Explorer. I have the guns and the Shield Boosters as a precaution.

Looks workable. I wouldn't bother with the shield boosters, and would try to fit a heat sink block instead. If you get stuck having to charge your FSD close to a star you'll appreciate the heat sink and shields won't help at all.

When you're headed outbound you may appreciate the shields but the guns.... Explorers are runners not dogfighters. Going with multicannon is good; at least it's not going to heat you up or take energy. And they probably don't change your jump range appreciably.

Go for it! Start small and see how she does.

Edit: I explore unarmed because that serves as a reminder not to try to dogfight any NPCs that try to interdict me. Submit, boost, and boot. Most of the "waaah!" explorer stories begin with "... I thought I could fight them..." Even in my explorer Python I am carrying too much good stuff to want to risk it just because I'm too proud to show some pirate my tail jets.
 
Last edited:
Personally, I'd keep some shields - you don't want to bump into something/someone and lose the ship!
On the DBE, losing the weapons doesn't seem to affect the jump range much - just don't use them!

Certainly, the shield booster isn't helpful. I've been exploring and after 500 ly, turned off the shields to reduce the power heat.
I don't think that the DBE needs the heat sink, it's the only ship I know that can scoop and step frame jump while scooping, without overheating.
 
I would change your shield, sensors, life support and power distribution to grade D to save weight. If you can't afford to A rate the thrusters drop them to a C grade and dump the big gun. If it gives enough power get a 3A power plant instead of the 4B. And as mentioned earlier dump some shield boosters and get a heat sink launcher. If you can afford it improve the fuel scoop too.
 
Last edited:
If you're limited on funds, you might consider a cheaper ship. A really nice starter ship for example is the Type 6 (you could use this build as a base, which costs less than half of your explorer).

If you want to stick with your explorer, I would suggest (as others did above) to change most of your components to D grade to reduce the weight (and increase your jump range). You don't really need shield boosters and weapons out in the dark (eventually maybe, if Thargoids are added to the game, but for now you're pretty safe out there). Definitely improve the fuel scoop to the best quality you can afford. The best power distributor you can afford may also be a good idea, so you can boost away constantly if you get into trouble and want to run.

And then...head out and safe flight!
 
Well, short answer: I'd humbly suggest you try something like this instead. (Sticking as close to your original layout as possible and within a million of your budget.)

Reasons?

Weapons:
If you want to take weapons out exploring, take energy weapons only - there's no spare ammo lying around. (If you can afford it, buy a turret for the large mount - it compensates for the DBE's less than stellar maneuverability.)

Utilities:
At least one heat sink, even though the DBE has excellent heat management. Why? You can't fight very well with it, and you can't run very fast, but you can always dump a heat sink, go silent running, and drift away.

PP:
B is a no-go for exploration (too heavy), if you don't want to strip her of weaponry (else, a 3A or 4D is enough), take the 4A.

Thrusters:
Same here, don't go B. A thrusters don't make a lot of difference with the DBE (well, they make a difference, but not one that makes it able to outturn or outrun a lot of threats), so D is enough for exploration.

Life Support:
Again, mass over quality: 25 minutes can be enough to safe you if you explore very close to the bubble, else it's not worth the trouble.

Power Distributor:
Take the 4A if you keep weapons and shields and still want to be ready for the occasional boost.

Sensors:
3D. 3 tons of mass saved for only 6,000 credits. :)

Fuel Scoop:
Go as big as you can afford. It makes a world of difference; if possible, get a 4A. Mass doesn't matter here, same with the AFMU.

In general:
If you can't run (highly possible), hide. It's not a fighter.
 
Last edited:
I made the mistake of going out with a C powerplant in my ASP Explorer since I didn't require the available power from an A. I would go with an A powerplant, even if you downgrade the size based on power needs. The reason is that it is more resilient to heat, which will benefit you both from any close encounters causing significant heat gains leading to heat damage, and from a more frequent standpoint, when scooping fuel. Although I had purchased the Diamondback Explorer, I quickly traded it in for the Diamondback Scout because I bought it as a smaller ship to my then Vulture, now FDL, to change it up a bit and to Wing with my son. What I did notice, as is the same with the Diamondback Scout, is that it handles heat well. All despite, if you are planning on going out there for a week or longer, you should definitely play it safe and make sure you have a Module Repair kit, Shields and an A powerplant.
 
If you are going deep space exploring (eg > 250 ly from occupied space), then I would recommend:-
Remove all the lasers - you'll only be tempted to fight and your exploration data is worth far more than anything else.
Remove the shield boosters, and trade down to a 3D shield. The only vulnerable period you have in returning and docking, consider Solo or Moebius group play for the last 100 ly.
You should now be able to use a much smaller A grade power supply (A2 I think), don't forget to turn the auto repair module off (activate it only when needed - and then only when you have dropped out of SC!)
Power management - disable 1 of the heat sink launchers (otherwise both will fire together), disable cargo hatch and anything else you aren't using.

I've equipped an Eagle for exploration (no shields, no armament, no auto repair) and done over 2000 ly trip in it - only problem was overheating.
The Asp I used had as small a shield/thrusters/power distributor/no weapons and as big a fuel scoop as I could fit. Not good for sharp handling but that isn't a handicap when exploring.
If you're worried about the return trip, find a station near your start, and buy a Cobra to leave there. The Cobra on full boost can outrun any other ship, and the credits you save by not having your lasers and shield boosters will pay for it...
In fact, the Cobra makes a reasonable explorer, thought it won't have 30+ ly jumps.
 
My lasers actually came into use while in Human Space. I was caught in an Interdiction and with my father trying to get to me, I reactivate my beacon. My father manages to drop in with my shields down and some noticeable hull damage. I fought back and inflicted some hull damage of my own but my father swooped in and started shooting. Next thing I know, his 4 small Pulse laser Viper just racked up two bounties for me.

I do keep the AFMU powered down until it's needed.
 
I bought a DB-X when 1.3 landed and I've been doing close in scanning for the Lembava CG with it.
It's set up as a bit of a hybrid, weapons and 16t cargo capacity. Keeping my options open.

So far I see no reason for it not to make an excellent long range explorer. It runs very cool so it can make multiple jumps quickly.
it can take a useful sized fuelscoop and has a good jump range. A good cheap option for the buckyball run maybe.
Or just tootling around in the black.

Here's a picture of mine, the SS Katydid. :)
DB-Xpicture.jpg
 
Last edited:
Good morning Cdr. I have just recently upgraded to a DBE for pure exploration and after doing a bit of research (as well as watching some excellent Youtube advice on DBE setups) taking into account my 7.5 mil cred limit I have the follwing explorer setup which (at the moment) works for me. I will say that I am saving for my 5A FSD but as it is 5mil creds its a bit out of my pocket money range at the moment:

WEAPONS: NONE
HARDPOINTS: NONE
BULKHEADS: 1I LIGHTWEIGHT ALLOY
REACTOR BAY: 4D POWER PLANT
THRUSTER MOUNTING: 4D THRUSTERS
FSD HOUSING: 5B FSD (SAVING FOR 5A)
ENVIRONMENTAL CONTROL: 3D LIFE SUPPORT
POWER COUPLING: 3D POWER DISTRIBUTOR
SENSOR SUITE: 3D SENSORS
FUEL STORE: 5C FUEL TANK (CAP 32)
INTERNAL COMPARTMENT: 4B FUEL SCOOP (SAVING FOR 4A)
INTERNAL COMPARTMENT: 3B AFMU (SAVING FOR 3A)
INTERNAL COMAPRTMENT: 3D SHIELD GENERATOR
INTERNAL COMPARTMENT: 1C DETAILED SURFACE SCANNER
INTERNAL COMPARTMENT: 1C ADVANCED DISCOVERY SCANNER

Remember just because a module is A rated doesnt mean it is best for your ship, some A rated are the mutts nuts yes (FSD/FUEL SCOOP/AFMU ARE WORTH SAVING FOR) but others are too heavy. D rated is light and relatively cheap.

I'm not running with heat sinks because the DBE has excellent heat management and outside of the 'bubble' I disable all systems except FSD/LIFE SUPPORT/THRUSTERS/SENSOR/FUEL SCOOP/POWER PLANT which keeps me cool and saves on fuel too.

Sub optimal jump range (27LY) but with the upgrade I am saving for (5A FSD) I will have 33LY jump range, which i think exceeds ASP explorer.

Any advice ask. I am new too but have played with lots of explorer configs from Cobra to the Type 6 and I find this DBE fit is best for me, albeit it is still 'evolving'.
 
Last edited:
Cdr Voorheez,
Use 2A powerplant. It is not that expensive, and it has better efficiency => better heat management. It is really important, almost as important as good FSD.
AFMU-s... take few cheap ones (or one in case of DBE), just because they are massless. You do not need them. They may be usefull only if you do a lot of mistakes, otherwise they are just wasted money.
Spent a week exploring, in clipper, ~800 jumps, had few accidents with neutron stars, never needed to use AFMU-s which i had.
Also asp has ~35Ly jump and bigger fuel scoop, which is a major advantage. Actually because of fuel scoop (you can use bigger but cheaper one) DBE and asp have very similar cost, the difference will be around 1-1.5M, and asp is noticably better.
 
Last edited:
Cdr Voorheez,DBE and asp have very similar cost, the difference will be around 1-1.5M, and asp is noticably better.


a dbe maxed for exploration is around 13 million cr, an asp 44-48 million credits. asp's 6a fuelscoop is alone 28 million. how do you calculate a differrence of 1.5 million?

concerning afmu: the b class is best if needed, cause it has the most munition / "repairpoints", it's slower than a, but that doesnt matter during exploration.
 
a dbe maxed for exploration is around 13 million cr, an asp 44-48 million credits. asp's 6a fuelscoop is alone 28 million. how do you calculate a differrence of 1.5 million?

concerning afmu: the b class is best if needed, cause it has the most munition / "repairpoints", it's slower than a, but that doesnt matter during exploration.
44-48 full A-grade for combat, yes. But it is not suitabe for eploration, most of the equipment will be D-grade anyway. Basic exploration ASP will cost 14-15M, depending on fuel scoop. 6D, or 6C will still be way better than 4A, and fuel tank size is the same. Sure you can buy 6A, but do you actually need to?
 
Last edited:
44-48 full A-grade for combat, yes. But it is not suitabe for eploration, most of the equipment will be D-grade anyway. Basic exploration ASP will cost 14-15M, depending on fuel scoop. 6D, or 6C will still be way better than 4A, and fuel tank size is the same. Sure you can buy 6A, but do you actually need to?

sure, right, the expensive part of an exploration asp is fuelscoop, and afmu's (it can fit two, which can repair each other...). and yes, 6D fuelscoop fills quicker than 4A and is cheaper. but in what way is an asp fitted like that better than the dbx? beside fuelscoop you can put all your moduls in an dby. what do you pay your 1,5 million credits for? 30 sec less refill time? turning rate for supercruise?
 
Slightly better jump range, slightly faster refuel, etc, and all this for really small price difference.
But most important - once you've got asp you can upgrade it step by step. Got additional million? Buy 6C fuel scoop, or something else. And if you have DBE you will have to change ship to upgrade.

Also personally i dislike both asp and DBE. Used clipper last time, used T6 before. But still a acknowledge that asp is one of the best ships for exploration, and i see no point in bying inferior DBE for such small price difference. Of cource you can buy it just because you like it (cockpit or something else), but thats another story.
 
Last edited:
Cdr Voorheez,
Use 2A powerplant. It is not that expensive, and it has better efficiency => better heat management. It is really important, almost as important as good FSD.
AFMU-s... take few cheap ones (or one in case of DBE), just because they are massless. You do not need them. They may be usefull only if you do a lot of mistakes, otherwise they are just wasted money.
Spent a week exploring, in clipper, ~800 jumps, had few accidents with neutron stars, never needed to use AFMU-s which i had.
Also asp has ~35Ly jump and bigger fuel scoop, which is a major advantage. Actually because of fuel scoop (you can use bigger but cheaper one) DBE and asp have very similar cost, the difference will be around 1-1.5M, and asp is noticably better.

Thank you for the advice on that powerplant. Isn't it heavier than the 4D plant though? I'm already sub optimal jump range will it massively impact on that?
AFMU is more a 'feel good' unit, psychological insurance. i am sure I will ditch it the more exploring I do.
ASP is my aspiration and I really want one badly. Lots of exploring neutron fields first though.

Thank you again for the advice. Great forum.
 
Last edited:
Back
Top Bottom