Ship Builds & Load Outs ASP Explorer help plz

Hi all - Im trying to get the 38ly ASP setup but just cant seem to get it right. I still cant get get my head round the Classes a-i & 1-6 . Here is a screenshot, i tried to get it as close to the utube 1 but was off by afew letters and numbers.

Screenshot_0001.jpg

Do i need to find the right class of station/outpost to buy the right equipment????

Im near the Lave system atm if that helps.

any help or advice much appreciated.

Cheers
 

Yaffle

Volunteer Moderator
Have a play on one of the fitting websites (coriolis.io for example).

Some equipment is hard to find. If you have the permit Shinrarta is a good place for most bits of kit.
 
Hi all - Im trying to get the 38ly ASP setup but just cant seem to get it right. I still cant get get my head round the Classes a-i & 1-6 . Here is a screenshot, i tried to get it as close to the utube 1 but was off by afew letters and numbers.

View attachment 61464

Do i need to find the right class of station/outpost to buy the right equipment????

Im near the Lave system atm if that helps.

any help or advice much appreciated.

Cheers

yes, you need to find a station, which sells the moduls you need.

here is my build for orientation: http://coriolis.io/outfit/asp/02A5D...wRjNcuSLsg=.Aw18WQ==?bn=Changing Perspectives

for higher jumprange you will want to change 5D to 4D thrusters, and skip the shield and fsw-scanner
 
Your reputation with the station faction impacts on what's available for you to buy, so if you're near a high tech wealthy system do some missions to beef up your rep with them.
 
Between Lembava and Diaguandri, you should be able to find everything up to tier 7 equipment. They don't need permits and all ships and equipment they sell have a 15% discount. They're not right next door to Lave but with your C5 FSD it should be about 11 jumps (~230Ly).
 
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Hi all - Im trying to get the 38ly ASP setup but just cant seem to get it right. I still cant get get my head round the Classes a-i & 1-6 . Here is a screenshot, i tried to get it as close to the utube 1 but was off by afew letters and numbers.


Do i need to find the right class of station/outpost to buy the right equipment????

Im near the Lave system atm if that helps.

any help or advice much appreciated.

Cheers

Absolute best with an Asp is 38.16Ly with low fuel:
http://www.edshipyard.com/#/L=70g,,2-3I6u7_6u2C8S8I,

Add in scanners and a fuel scoop (weightless) and you are at 37.77Ly with low fuel:
http://www.edshipyard.com/#/L=70g,,2-3I6u7_6u2C8S8I,522mpW2UI2jw

I'd put in a fuel tank and 2 AFMU's, maybe a heat sink or two. This would be my build:
http://www.edshipyard.com/#/L=70g,0Wg0Wg,2-3I6u7_6u2C8S8I,5220Nc0KU5DI5DI2UI2jw

If exploring after 1.4 hits you'll probably want to have some cargo racks instead of those spare fuel tanks. Both are optional really as a little bit of jumping can lower your fuel to allow you to do those 37.47Ly jumps. If you want to go further I'd suggest an Anaconda or wait until new ships come out that beat the Asp's amazing range.


Edit: Best advice is look at the number first. That is the size of the module, 1-8 with 1 being smallest.
The letter is the quality with A being most expensive and E being cheapest.

D grade is lightest, B grade is heaviest but has more armour (we are told). A grade is usually best but high power draw and cost. D is best for jump range. Smaller modules are also better but obviously suffer drawbacks, for example the 1D distributor on the above builds does not allow boost as it is woefully undersized for that ship.
 
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One of these may likely be my next refit... I may gear up tonight to start a long distance excursion.. with some power management one can run a smaller powerplant, saving on extra mass and increasing range. A Class 3 shield can be tossed in for a tiny bit of extra security.. more for 'confidence' than actual functionality. The more adventurous could omit the shield entirely and drop the powerplant to 2A for extra range, for example. Between these builds we're talking about a fraction of a lightyear range gain/loss either way. The question is whether it is worth sacrificing potentially useful modules to do that.

I use a 6b scoop in these builds, as 6a is stupidly expensive with a slight improvement in performance.. but if you can afford, go for it. It doesn't increase mass and these builds should have enough power to accommodate the ever so slightly higher power draw. Plug the numbers youself before you settle to make sure it meets your needs in case you use.

34.03 ly jump range - 3a shield, spare modules for heatsync and autorepair - safe(r) but still with decent range
http://www.edshipyard.com/#/L=70g,0Wg0Wg,2-4s6u7_6u2C8S8I,52CmpT7Pc0KU0KU2jw2UI

34.44 ly jump range - shield lowered to 3d, one heatsync launcher removed.. to inch out +.41 ly range
http://www.edshipyard.com/#/L=70g,0Wg,2-4s6u7_6u2C8S8I,52CmpT7Q40KU0KU2jw2UI

34.75 ly jump range - essentially bones - shieldless, 2a plant, one heatsync launcher. For the adventurous spirit who likes to fly naked (no shields)
http://www.edshipyard.com/#/L=70g,0Wg,2-3I6u7_6u2C8S8I,52CmpU0KU0KU2jw2UI

If you want to deal with power management... this may work too and fits somewhat in between..

34.56 ly jump range - 3d shields must be turned off if you want heatsync or autorepair modules powered.. this is ok when away from the bubble. In any case when out there, you want to cut power to anything and everything not in use to keep heat down (helps when fuel scooping)
http://www.edshipyard.com/#/L=70g,0Wg,2-3I6u7_6u2C8S8I,52CmpV0KU2jw2UI
 
To expand on my post above and a general comment: I don't see the need for shields on an exploration ship like Asp or Anaconda.

3 jumps and you are outside the inhabited bubble, 9 jumps and you are outside the interdiction risk area. When returning land at the nearest outpost/station and swap to a Cobra/Clipper (speed) or stronger combat ship. Then go to the system you wish to sell at without fear of anyone except a wing of human players doing you in. Even then a wing of Player CMDR's will have their work cut out to take on a heavily shielded clipper.

Besides safety is overrated :p
 
the "Secret" for max jump range is

-grade D everything (lightest) except FSD
-empty internal bays
-empty hardpoints except for biggest/best fuel scoop (weightless)
[and the ones that few know about]
- smaller fuel tank (less weight)
- smaller D rated drives (speed is not a concern)
- Smaller D rated pwr dist (nor is weapon pwr recharge- a D1 weight .5)


hmm after doing a test build in beta with an asp, all I could muster with the above settings it a mere... 37.46Ly


So not quite a "38Ly asp", but pretty close! Doing the same setup with an Diamondback Expl, a type 6, and the Hauler, the Asp came out best distance. (type 6 and hauler both were around 30ly.. not too shabby tho)

PS: and all included the largest A grade fuel scoops possible, to top off that half size tank faster
 
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OK guys THX again - This is what i have now. (I have added 2 heat sinks in the utility mounts) I dont think i needed the 38ly range, just wanted the best for some reason. So unless there are any glaring errors ill be off exploring sometime today.

Screenshot_0002.jpg

PS - I dont mind spending more money for better/more efficient modules!! do i need a shield??

As a noob explorer what stars do i need to avoid (black holes, neutron stars etc) and what would be the best things to find (ie new planets or stars) THX again!"
 
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OK guys THX again - This is what i have now. (I have added 2 heat sinks in the utility mounts) I dont think i needed the 38ly range, just wanted the best for some reason. So unless there are any glaring errors ill be off exploring sometime today.
PS - I dont mind spending more money for better/more efficient modules!! do i need a shield??

As a noob explorer what stars do i need to avoid (black holes, neutron stars etc) and what would be the best things to find (ie new planets or stars) THX again!"

To be honest you look set for exploring. If you plan to get to places fast then I'd lower the distributor to 1D and the Thrusters. Everything else looks good. If you plan to explore for more than 2 weeks I'd say pack in an empty cargo rack or two since there are apparently things to find in 1.4 and having an empty rack won't hurt you :)
Shield is one of those things, can you dock without a shield? Can you avoid NPC interdictions? <- If Yes to both then you do not need a shield. Simply use "fastest mode" to get as far out as possible and after about 800Ly the NPC's will stop spawning and you are safe until you return. On the return again use "fastest" and land at the nearest High tech station. You can re-outfit or change ship without loosing exploration data. I have a Combat Python parked close to the edge of human space that I pick up when returning from exploration trips :)

On exploring. The biggest problem is hitting things and being forced to emergency stop. If you learn to 0 your throttle inbetween jumps you can explore indefinitely. <- Also remember to keep scooping fuel since not all stars are scoopable :)
Check out the Exploration sub-forum, they are usually very helpful there: https://forums.frontier.co.uk/forumdisplay.php?f=117

This is also a great post to read: https://forums.frontier.co.uk/showthread.php?t=182099
Feel free to ask any further questions if you want. On the avoid and finding there's a few posts with image guides on like these:

 
OK guys THX again - This is what i have now. (I have added 2 heat sinks in the utility mounts) I dont think i needed the 38ly range, just wanted the best for some reason. So unless there are any glaring errors ill be off exploring sometime today.

PS - I dont mind spending more money for better/more efficient modules!! do i need a shield??

As a noob explorer what stars do i need to avoid (black holes, neutron stars etc) and what would be the best things to find (ie new planets or stars) THX again!"

http://coriolis.io/outfit/asp/02A4D...2i2f.AwRj4z2VRI==.Aw18WQ==?bn=My Explorer Asp

This is the Asp build I'm using, been out to Sag A, Great Anni, and around the core with no issues in this. In fact, I don't think I've ever needed to drain the tank to get around, although you can hit 37.37LY with an almost empty tank.

Contrary to popular belief, reducing the size of the fuel tank won't increase your maximum jump range, as the max jump range is calculated from the fuel load, and a nearly empty 32T tank holds the same as a nearly empty 8T tank.

This build includes a 3D shield for the 500 or so LY where you may find NPCs who want to play roughly with you, I switch the shield, sensors and power distributor off once I'm safely away from the bubble. This decreases the heat generation of the ship.

As far as heatsink launchers go, I've tried them, and I believe them to be unnecessary, they can only be used after you've been forced out of supercruise, and by then the damage is done.

Just make sure you have zero throttle set during the countdown before the jump and you will be 99%+ safe on exit. Exceptions are jumping into the centre of binary/trinary stars in close orbit, neutron stars and black holes.

If you find yourself jumping in close to a BH or NS, turn away 90 degrees, and move away from the star, once you get away a comfortable distance, re-approach if you need to at slow speeds until you can scan.

If you are packing AFMU modules, make sure you prioritise repairs. Most important items are FSD, Fuel Scoop and Life Support. I find it a good idea to pack 2 AFMU so you can keep one in full working order.
 
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