Beagle Point and Me!

So here I sit in the space station. For long I have wanted to do this. I have decided to set my course to place which is "to infinity and beyond". I'd like to hear is it possible to do with my shiny Explipper (I know there is Explonda so why no same with Clipper.. hehe). I know path is long so I want to enjoy it. Build is below and this is result of loads of thinking and tweaking. I had in mind try to adjust 2A PP but for 0.06ly I didn't find it reasonable. Fuel was also lots of thinking. I ended up with decision that 5 jumps with max range is enough.

http://coriolis.io/outfit/imperial_...i2f.AwRj4yWHTI==.MwBjEYUsIJlk8bSA?bn=Lady Mér
 
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Not a bad build, but if you want you can upgrade the fuel scoop to a 7C, and I agree you should drop the PP to a class 2.
Also you wont need those Heat sinks- take 1 at the most, you should be fine if you have plenty of modules turned off.
Also get a 4d shield generator instead of a 3A- its just as good and also lighter

In order to make it to Beagle, you need at least 34ly so you need to stock up on Jumponium to get you the last 1000 ly
 
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Plenty of Clippers got to Beagle, you'll just need some boosts. With that range, you won't need any 100%, which make it easier to prospect.

Good luck!
 
Sorry to be a broken record on these forums but after 400000 LYs of exploring I still have no use for the AFMU or Heatsinks !!!
My current journey I did 81000 LYs and got there with 96% hull and all modules in the 90s :)
(I had 3 E-Stops)
 
Sorry to be a broken record on these forums but after 400000 LYs of exploring I still have no use for the AFMU or Heatsinks !!!
My current journey I did 81000 LYs and got there with 96% hull and all modules in the 90s :)
(I had 3 E-Stops)

You have a point I have concidered as well. But I have extra internals and AMFU weights 0 and it can be turned off when not needed. So it just requires some credits thats all. Heatsink has been in my "think this" list. After all it doesn't make jump range much shorter and better to have it in situation than find not having it when something happens.

Not a bad build, but if you want you can upgrade the fuel scoop to a 7C, and I agree you should drop the PP to a class 2.
Also you wont need those Heat sinks- take 1 at the most, you should be fine if you have plenty of modules turned off.
Also get a 4d shield generator instead of a 3A- its just as good and also lighter

In order to make it to Beagle, you need at least 34ly so you need to stock up on Jumponium to get you the last 1000 ly

Thanks for tips. I didn't actually know that 4d shield generator has that kind of effect. Definitely will switch into it. I have to think for better fuel scoop as well. After all it is just question of money.
 
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Sorry to be a broken record on these forums but after 400000 LYs of exploring I still have no use for the AFMU or Heatsinks !!!
My current journey I did 81000 LYs and got there with 96% hull and all modules in the 90s :)
(I had 3 E-Stops)

Agree on the heatsinks but, unless you're a disciplined pilot that's very familiar with your ship, performs a perfect landing every time, never flies when tired or under the affluence of incohol and always hits the X while jumping in BH or NS territory then AFMUs can come in useful :)


In other words, they're a good CYA insurance policy....
 
Agree on the heatsinks but, unless you're a disciplined pilot that's very familiar with your ship, performs a perfect landing every time, never flies when tired or under the affluence of incohol and always hits the X while jumping in BH or NS territory then AFMUs can come in useful :)


In other words, they're a good CYA insurance policy....

Which is why I carry one , but still never use it. I suppose it is because I always seem to have a free slot for it(Asp Explorer). If, however, I was in another ship with less free slots, I wouldn't take an AFMU :)
 
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