disclaimer: we have explored before engineers, and non of those modifications is necessary for exploration. I will also not talk about the time it might need to obtain the materials. it still holds true, what was true before engineers: you will visit the same number of systems in the same time in an Adder, as you will visit in a maxed out exploration Anaconda - the same goes for non-engineered vs. engineered exploration vessels.
beside the obvious FSD range increase modification, what are "explorer"-mods. here comes my list:
1. my favourite: Heavy Duty Armour on lightweight bulkheads
effect: up to 56% hull boost
downside: non. the negative effect is a multiplier on mass, mass of lightweight bulkheads is zero, zero multiplied with whatever is zero.
AFMU can repair almost everything, but it can't repair hull. who don't want to have more "hitpoints" on hull out in the black? also, the added resistance will mitigate hulldamage when landing slightly.
2. engine focussed powerdistributor. for safety or maxers
effect: up 31% more ENG capacity, and 14% ENG recharge.
downside: non for explorers.
want to have d-class powerdistributor, which acts like an a-class for your engines if you need to run, or you like to boost over a planets surface? this one is for you. with a very, very lucky roll you can even get an undersized d-class powerdistributor enabled to boost your ship - for exampel a 5D on an anaconda 8which normally needs a 5A to boost). be aware that powerdistributor drain by boost depends on shiptype!
3. clean drive tuning. for a better handling and less heat
effect: up to 14% better handling, and up to 50% less heat from your thrusters. "a possible secondary effect is a reduction in mass. I only had this once out of four mods though." (cmdr marx)
downside: more powerdraw (up to 25%)
want to have d-class thrusters with the handling of a-class thrusters? want to have more speed fo cruising over a planets surface? want to have less heat from one of the moduls which you can't turn off? clean-drive tuning is for you. just be aware, that the powerdraw will increase, too - do the math first, if you fly a powerstarved build.
4. enhanced, low power shields
effect: less mass, less powerdraw, and more strength
downside: less hullmass covered
most explorers will now opt for shields with planetary landings - now you can get rid of some mass, powerdraw (if turned on) and get more strenght. just be aware that optimal hullmass of a shield gets down with this modification. e.g. if you run a class 3 shield on your anaconda, you might end with less MJ.
5. heavy duty shieldbooster for d-class boosters
effect: up to 279% shieldstrenght
downside: up to 300% mass and 25% powerdraw.
who has done the math before 2.1., knows that it was worth it in terms of mass to fit d-class bosters instead of a higher shieldclass beyond 4D shields. engineers now adds to that claculation, because you can get more percentage shieldvalue from a single-d-class booster (best in terms of mass - protection realation), if you have a lucky roll.
6. lightweight weapons
effect: up to 90% mass reduction on weapons
downside: non for explorers
prefer to go exploring armed? like to have at least a small beam laser with you? the large multicannon on my DBE is less then 2T now...
added by Jackie Silver https://forums.frontier.co.uk/showt...ion-Vessels?p=4213176&viewfull=1#post4213176: "I'll suggest an appropriate modification for explorers to use against NPC interdictions: several lightweight class 1 missile mounts. Extreme, low-draw firepower."
did i miss anything? please share your findings!
___
added by cmdr marx: https://forums.frontier.co.uk/showt...tion-Vessels?p=4213081&viewfull=1#post4213081
7. overcharged power plants, so that you can replace your power plant with a smaller one
effect: gain power capacity, so that you can replace your power plant with a smaller (more lightweight) one.
downside: lose out on integrity and some heat efficiency.
Note that this is a case where a higher tier mod might not be better than a lower one: once the power demands are met, the extra power is of no use, but the downsides will still be higher. In any case, I've found that I can often save quite a lot of mass with these.
8. armoured powerplant
effect: more powerplant hitpoints
downside: mass increase
"if you don't mind the mass increase, and are heading out for a long time, an armoured power plant might also be a good idea. You can't repair those with AFM-s, after all."
added by @Nerwan
9. Low Emission Powerplant
effect: up to 31% better heatmanagement
downside: up to 18% less power and up to 10% more mass.
beside the obvious FSD range increase modification, what are "explorer"-mods. here comes my list:
1. my favourite: Heavy Duty Armour on lightweight bulkheads
effect: up to 56% hull boost
downside: non. the negative effect is a multiplier on mass, mass of lightweight bulkheads is zero, zero multiplied with whatever is zero.
AFMU can repair almost everything, but it can't repair hull. who don't want to have more "hitpoints" on hull out in the black? also, the added resistance will mitigate hulldamage when landing slightly.
2. engine focussed powerdistributor. for safety or maxers
effect: up 31% more ENG capacity, and 14% ENG recharge.
downside: non for explorers.
want to have d-class powerdistributor, which acts like an a-class for your engines if you need to run, or you like to boost over a planets surface? this one is for you. with a very, very lucky roll you can even get an undersized d-class powerdistributor enabled to boost your ship - for exampel a 5D on an anaconda 8which normally needs a 5A to boost). be aware that powerdistributor drain by boost depends on shiptype!
3. clean drive tuning. for a better handling and less heat
effect: up to 14% better handling, and up to 50% less heat from your thrusters. "a possible secondary effect is a reduction in mass. I only had this once out of four mods though." (cmdr marx)
downside: more powerdraw (up to 25%)
want to have d-class thrusters with the handling of a-class thrusters? want to have more speed fo cruising over a planets surface? want to have less heat from one of the moduls which you can't turn off? clean-drive tuning is for you. just be aware, that the powerdraw will increase, too - do the math first, if you fly a powerstarved build.
4. enhanced, low power shields
effect: less mass, less powerdraw, and more strength
downside: less hullmass covered
most explorers will now opt for shields with planetary landings - now you can get rid of some mass, powerdraw (if turned on) and get more strenght. just be aware that optimal hullmass of a shield gets down with this modification. e.g. if you run a class 3 shield on your anaconda, you might end with less MJ.
5. heavy duty shieldbooster for d-class boosters
effect: up to 279% shieldstrenght
downside: up to 300% mass and 25% powerdraw.
who has done the math before 2.1., knows that it was worth it in terms of mass to fit d-class bosters instead of a higher shieldclass beyond 4D shields. engineers now adds to that claculation, because you can get more percentage shieldvalue from a single-d-class booster (best in terms of mass - protection realation), if you have a lucky roll.
6. lightweight weapons
effect: up to 90% mass reduction on weapons
downside: non for explorers
prefer to go exploring armed? like to have at least a small beam laser with you? the large multicannon on my DBE is less then 2T now...
added by Jackie Silver https://forums.frontier.co.uk/showt...ion-Vessels?p=4213176&viewfull=1#post4213176: "I'll suggest an appropriate modification for explorers to use against NPC interdictions: several lightweight class 1 missile mounts. Extreme, low-draw firepower."
did i miss anything? please share your findings!
___
added by cmdr marx: https://forums.frontier.co.uk/showt...tion-Vessels?p=4213081&viewfull=1#post4213081
7. overcharged power plants, so that you can replace your power plant with a smaller one
effect: gain power capacity, so that you can replace your power plant with a smaller (more lightweight) one.
downside: lose out on integrity and some heat efficiency.
Note that this is a case where a higher tier mod might not be better than a lower one: once the power demands are met, the extra power is of no use, but the downsides will still be higher. In any case, I've found that I can often save quite a lot of mass with these.
8. armoured powerplant
effect: more powerplant hitpoints
downside: mass increase
"if you don't mind the mass increase, and are heading out for a long time, an armoured power plant might also be a good idea. You can't repair those with AFM-s, after all."
added by @Nerwan
9. Low Emission Powerplant
effect: up to 31% better heatmanagement
downside: up to 18% less power and up to 10% more mass.
I actually went for efficient power plant on my Anaconda. The way I see it my 3A power plant is already incredibly light compared to the annoying 64T sensors I'm forced to carry. However, with efficient power plant and most of my stuff turned off I can fuel scoop with virtually no heat increase allowing me to start charging my FSD while I'm still in the fuel scoop zone (if done with care)..