Distant Worlds - A journey beyond the Abyss

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AAAAAAH

also note the distinct lack of rep
Our welcome back gift to you. An I'm sure we'll spread some rep around again soon.

And guys.
the guys on the TS can help in a lot too even Teached me the ways of Robigo. Only hope is that I have enough time to get enough cr. For an good Anaconda before we head out. <;3
 
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Nice outfitting.
tho i personally dont get your choice of fuel tank or second afmu (other then that theres space.)

It comes down to route planner goodness and personal comfort. Did a trip to Sagittarius A* with a 8t fuel tank (1 jump+), it's doable, but a pain. A 2 jump ship is ok, it still requires more attention as you can hit 2 unscoopables in a row. A 3 jump ship is fine for me, I can still potentially hit 3 unscoopables in a row, but that doesn't happen very often. I get a mental warning after hitting two unscoopables in a row and can then do a re-route instead of jumping into fuel rat territory (amazing group, btw).

Never had use for a second AFMU, but in theory they work like passive heatsinks, attracting heat damage from more critical systems. Cargo racks doesn't attract heat, and when tempted to fill with occupied escape pods, they eat away at your jump range :)

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Our welcome back gift to you. An I'm sure we'll spread some rep around again soon.

And guys.
the guys on the TS can help in a lot too even Teached me the ways of Robigo. Only hope is that I have enough time to get enough cr. For an good Anaconda before we head out. <;3

"The Way Of The Robigo" - sounds like a good and fitting name for a ship...
 
So, I spent my morning thus far catching up on this thread (and actually this forum) since i've been too distracted by things otherwise...
The first thing I notice is the distinct lack of friend requests ingame, even though I signed up for the expedition.
Yes I admit i haven't been proactive about sending friend requests either, so... umm.... nevermind :p

I cut my previous expedition short (the one I was on when I actually signed up) and headed back to the bubble after a little incident involving inattention while driving, a B type star, and my canopy.
So, I decided to experiment and try an Asp Explorer with an SRV. Without doing anything weird I only manage to get its jump range up to 30.9ly... guess I'm not trying hard enough or something... How do some of you get your jump ranges so high with such ships?

This is my current fitting for my Asp Explorer (with Planetary Approach Suite and Planetary Vehicle Hangar and 1 SRV, E:D Shipyard doesn't seem to list those at the moment...).
Any thoughts or suggestions would be appreciated.

Anyway, that's enough of my pointless rambling... hoping to see some of you out there and to send and receive GMT region friend requests very soon.
 
Just signed up after dithering for a few weeks. This is my Anaconda I'll be taking on the journey. It has a 30.39LY jump range on full tanks, but the lowest Jumponium boosts that to just shy of 38LY if required. Out and about at the moment prospecting for Jumponium. Got 14 basic ones, but still not managed to get enough rare materials for any of the better ones (yet).

It's armed, should we meet anything, ahem, untoward shall we say. I've also got 4 SRV's. Just in case ;)
 
I'm wondering if there is any need for an Asp to be a fuel rat if there are Anacondas coming that are able to carry many limpets and have a huge jump range. Would it be worth equipping an Asp with a fuel limpet controller and relying on someone with an Anaconda to bring the limpets?
 
I'm wondering if there is any need for an Asp to be a fuel rat if there are Anacondas coming that are able to carry many limpets and have a huge jump range. Would it be worth equipping an Asp with a fuel limpet controller and relying on someone with an Anaconda to bring the limpets?


That's of course down to everyone individually, but I personally wouldn't do it on the Asp - you need the range and internals, and there's plenty of condas with limpets coming along. Plus I'd wager at least 90% of total limpets brought along on the trip will go unused and will probably be dumped after Beagle point is reached :)
 
I'm wondering if there is any need for an Asp to be a fuel rat if there are Anacondas coming that are able to carry many limpets and have a huge jump range. Would it be worth equipping an Asp with a fuel limpet controller and relying on someone with an Anaconda to bring the limpets?

Thanks. I will probably be more useful just keeping the empty cargo space then.
 
Somewhat disagree about scoops, I used to think along similar lines but then when you try the A's you don't go back. There was a time when I thought the 6A was just insanely expensive and the B was more than enough. What can I tell you, I eventually did 150,000 ly in the Asp with a 6A and could never go back. Now on the 7A on the 'conda - something I would have considered utterly insane at one point. But you get enough money, you try it, you do a few thousand systems and suddenly it's not so insane at all anymore. Of course, a B will work just fine, but it's really a long trip and you'll scoop many times. It adds up. And you really feel the difference when topping up after a significant drain.

After doing a fair bit of exploring my rules of thumb on scoops are - always use your biggest internal for a scoop, and mount the best one you can afford. A 6B on the asp is fine piece of kit and will work fine on the expedition. However, there's still weeks before we take off - more than enough time to earn for a 6A without actually earning much on any single day. A single Robigo run could net you two of these with a properly set up Asp for the job. I just think that saying "eh, get a C" when a player can afford a B or better is wrong advice, tbh. It's a long, long, long trip that we have ahead.

Agreed on doing a shorter shakedown explo trip before DW, though. There's no substitute for experience.

I'm the same on scoops, always use A now. The biggest advantage I find is how much cooler they run than B.
 
UPDATE :

Here's a typical route of the final 650 LYs to Beagle Point. Its not the only route, there are a few more, but it gives you an idea of where your ship will need a Jumponium Boost.


SYSTEM
NEXT JUMP
Ceeckia CM-M b27-0
34.4
Ceeckia DX-K b28-0
17.8
Ceeckia CX-K b28-0
17.4
Ceeckia DS-K b28-0
16.8
Ceeckia HY-I b29-0
31.2
Ceeckia RR-D c15-0
9.4
Ceeckia HJ-H b30-0
35.4
Ceeckia GJ-H b30-0
24.8
Ceeckia PR-D c15-0
19.1
Ceeckia IT-O d7-1
36.4
Ceeckia VS-B c16-0
28.6
Ceeckia ZY-Z c16-0
24.0
Ceeckia YY-Z c16-0
31.7
Ceeckia CF-Y c17-0
36.5
Ceeckia AK-Y c17-0
20.0
Ceeckia HG-T b37-0
22.8
Ceeckia PF-L d9-2
25.5
Ceeckia GG-T b37-0
18.9
Ceeckia FG-T b37-0
21.1
Ceeckia EG-T b37-0
35.7
Ceeckia BQ-W c18-0
37.7
Ceeckia KS-P b39-0
35.8
Ceeckia NY-N b40-0
33.9
Ceeckia UK-K b42-0
26.3
Ceeckia XQ-I b43-0
32.4
Ceeckia VQ-I b43-0
30.7
Ceeckia DD-F b45-0
31.9
Ceeckia QJ-P c22-0
31.8
Ceeckia UP-N c23-0
27.9
Ceeckia XM-H d11-0
20.4
Ceeckia WK-N c23-0
33.4
Ceeckia WM-H d11-1
27.2
Ceeckia ZQ-L c24-0
(BEAGLE POINT)
0
 
Yes, most of the stars out there are scoopable. :)
Awesome. Means I can run myself to fumes and still make most of those jumps without a J1 while carrying limpets. If that's a representative sampling of the worst to contend with, I'm feeling a lot more confident, especially since I've stocked up almost 15 J1 and a few of the J2/J3 boosts so far.

I'll definitely want to have limpets on me at the end--I'm fully expecting inexperienced explorers to strand themselves trying to jump on low fuel.
 
If you remember to check the gal map route you planned every time your on for your last jump and the star your at isn't refuelable you'll be fine tho
 
Yes, most of the stars out there are scoopable. :)

That doesn't look too bad if you have some jumponium. Prior to that point are there any issues?

I'm half thinking of bringing a 20 ly Cobra mk4. It could do that and back with 50 jumponium boosts, ~50% of which would need to be full boost.
 
That doesn't look too bad if you have some jumponium. Prior to that point are there any issues?

I'm half thinking of bringing a 20 ly Cobra mk4. It could do that and back with 50 jumponium boosts, ~50% of which would need to be full boost.

Remember if you're relying on jumponium you'll need enough to get back as well, and with a 20ly range I'd anticipate using a fair few J1 and maybe some J2 boosts before even reaching this stage...

Plus, given how rare 'rare' materials are...

Of course, I'm really not the sort who can say anything about inappropriate ships, given my own preferences, but just an extra 5ly would cut most of those J3's in the list down to 2's or maybe even 1's.
In fact, a quick turn with the calculator suggests that with a 25ly range, only one of those will require a J3 (so 2 total, unless I missed one). It's a pretty big reduction.

Seriously considering getting the MkIII back out of storage on that basis.
 
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So, I spent my morning thus far catching up on this thread (and actually this forum) since i've been too distracted by things otherwise...
The first thing I notice is the distinct lack of friend requests ingame, even though I signed up for the expedition.
Yes I admit i haven't been proactive about sending friend requests either, so... umm.... nevermind :p

I cut my previous expedition short (the one I was on when I actually signed up) and headed back to the bubble after a little incident involving inattention while driving, a B type star, and my canopy.
So, I decided to experiment and try an Asp Explorer with an SRV. Without doing anything weird I only manage to get its jump range up to 30.9ly... guess I'm not trying hard enough or something... How do some of you get your jump ranges so high with such ships?

This is my current fitting for my Asp Explorer (with Planetary Approach Suite and Planetary Vehicle Hangar and 1 SRV, E:D Shipyard doesn't seem to list those at the moment...).
Any thoughts or suggestions would be appreciated.

Anyway, that's enough of my pointless rambling... hoping to see some of you out there and to send and receive GMT region friend requests very soon.

If I am reading the ED right you are running with everything top class and top rate... which makes you heavy and slow. I have very little actual experience flying Asp - bought it literally yesterday. But wise explorers in this topic suggest fits along these lines:
http://coriolis.io/outfit/asp/03A4D...i022i2f.Iw0gMlWbiQ==.Aw18WQ==?bn=Goodbye Kiss
And you can downgrade further to a 2A power plant and fly with the cargo hatch, the hangar and the distributor off-line or something.
The general rule of thumb is that within the class the D-modules are the lightest. And then it's better to run say 2A plant rather than 3D.

And you are welcome to add me if you wish. There are a lot of us GMT+0 here, I think.
 
I'm currently skulking around in the Taurus Dark Region scanning all the systems I can that are undiscovered. I going to head out of there soon to pastures new and less discovered to get some more before heading back hopefully with a few mill of data which will help in buying something that can actually make it to beagle Point, as I'm sure my current ride (a Sidewinder) wont.. LOL.
 
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