Wanderlust is building - Min jump range to explore?

Hi All,

I've mainly been in the bubble in my time in elite but have always liked the idea of just buggering off into the big black void!

But I have a habit of liking 'bad' ships like my Cobra MK IV so I was wondering what would the the minimum jump range to go off and explore with?

I'm not too fussed about getting across the galaxy in the shortest time etc just more of a general wandering around the galaxy.

Any thoughts would be good.

Cheers o7
 
Unless you're heading to the far fringes, you need less than you might think. I flew a T9 to Jaques with a 14LY laden range, but I wouldn't recommend anything that low in reality, it makes getting to somewhere rather painful.

Players have flown Sidewinders across the galaxy with 17-21LY ranges.

The Cobra 4 will do fine and you should end up with about 22-25LY range (more if you engineer it), which is good. You get to see more systems, but it isn't TOO slow when you just want to get somewhere.

Good luck! (And send postcards :D )
 
You can get away with almost anything - depends where you want to go and what you want to do. In the core jump range doesn't matter as much - near the fringes star density is poorer so routes will be harder to find. There may also be spots between the galactic arms that are harder to travel though with a low jump range.
Commanders have got to Beagle Point with about 20ly range plus the odd Jumponium jump. I don't think I'd recommend going below 20ly (but it would become a challenge) but a Cobra MkIV should easily be able to do that especially with a few of engineering tweaks.
 
The trip out and the trip back are the ones where the jump range will hurt.

The MK IV would do fine, specially if you engineer it. Just be ready for a gazillion jumps. That will try your patience even in a ship with three times the jump range.

It takes about 11 hours of jumping to get out to Jaques in a fast ship. That's 2/3 of the trip to Sag A and about 1/3 of the trip to Beagle point.

My advice would be to specialize for the task. The explorer ships are there for a reason. You'll be better off using one of them.
 
If you're planning on going somewhere specific or on the edge then range is king. But if you just want to go for a bimble around in the black you can use almost anything.

My 2nd Cmdr is wandering around in an Adder, and has been since he sold his Sidey. It's fully kitted and jump range is 20-21, but mostly I explore on economy so jump <10 ly.

Juliette
 
Last edited:
What kind of build would you put together for the Cob Mk IV? I'd definitely have to have a buggy or two in there I know that :)

I was thinking something like this.

https://coriolis.edcd.io/outfit/cob...Q==.MwBj5AmSEY44AWCQ?bn=Explorer with defence

With a 19.2 fully laden range should be ok?

Here's how I'd fit mine for exploring. 22-23ly and not too pricey.
The best defence for an explorer is high wake. If price is an issue, you can drop the fuel scoop to a B or C
 
If you're planning on going somewhere specific or on the edge then range is king. But if you just want to go for a bimble around in the black you can use almost anything.

My 2nd Cmdr is wandering around in an Adder, and has been since he sold his Sidey. It's fully kitted and jump range is 20-21, but mostly I explore on economy so jump <10 ly.

Juliette

I do like the adder for some cheap thrills. might have to grab one for a lark

- - - - - Additional Content Posted / Auto Merge - - - - -

Here's how I'd fit mine for exploring. 22-23ly and not too pricey.
The best defence for an explorer is high wake. If price is an issue, you can drop the fuel scoop to a B or C

Cool. I see how you dropped weight etc. Just feels wrong to have empty internal slots for some reason :)

Might have to have a look at getting a couple of engineer mods for jump range maybe....
 
There are a few mods that are good for explorers. FSD is a given, but also:

Reinforced Shields - buys time to make that high-wake.
Heavy Duty Shield Booster - buys even more time :D
Clean Drive Tuning - Adds speed without generating extra heat.
Lightweight Armour - Apply to the standard lightweight alloys to get a boost to hull strength with zero weight penalty.


I am going to be applying a lot of these to a Keelback, so I can take a fighter along with me when 2.2 arrives. It looks like being able to jump 30LY when A-rated, with the fighter and an SRV.

Another less likely exploration choice is a Type-6.
 
I also like the T-6 and Keelback.

Looks like i'm going to have to bite the bullet and do some engineers stuff....hmmmm not sure if I want the grind though :(
 
It really depends on your definition of 'explore'.

I you want to explore locally, then you can do it in anything. If you want to explore a specific area further out, then you'll want the jump range to minimise the trip there and back. Once you're where you want to be, you can start exploring using economic routes and the GalMap.

Just as an aside, something like a standard AspX will do about 32Ly per jump of 'fastest route'. This will give you around ~jumps before you run out of fuel and need to fuel scoops. With economic routing, the fairly standard Asp will do 1,000Ly+ on a full tank. Just something to bear in mind...it'll take you a lot longer to get to where you're going that way but for pure exploring, that doesn't really matter. Oh, and farming the neutron fields while you're there!
 
I also like the T-6 and Keelback.

Looks like i'm going to have to bite the bullet and do some engineers stuff....hmmmm not sure if I want the grind though :(

you really don't have to. people have been exploring before (and after) engineering.
 
I also like the T-6 and Keelback.

Looks like i'm going to have to bite the bullet and do some engineers stuff....hmmmm not sure if I want the grind though :(

The only Grade 5 mod I've gone for is the FSD. Others have all been just Grade 1, which use very common materials. I'm not into grinding for weeks to unlock them all. :) Remember, mods only have to help me survive for 15-20 seconds, then I'll be gone.

Anyway, an explorer fit T6 will be jumping about 25-28LY without mods, and it's reasonably fast. The Keelback is getting a durability and shield buff in 2.2, so modding is not essential, it just brings some interesting options.
 
Last edited:
Hi All,

I've mainly been in the bubble in my time in elite but have always liked the idea of just buggering off into the big black void!

But I have a habit of liking 'bad' ships like my Cobra MK IV so I was wondering what would the the minimum jump range to go off and explore with?

I'm not too fussed about getting across the galaxy in the shortest time etc just more of a general wandering around the galaxy.

Any thoughts would be good.

Cheers o7

There's no real "minimum range", but generally speaking, the bigger the better.
I'm at Jaques in a 17 LY Python.
I saw a Sidewinder and an Eagle and a T9 at Beagle Point.
Any ship can do it - Strip it down, equip scanners and the biggest FSD & fuel scoop you can fit.
AFMU is recommended, as is an SRV or 2 (and if you'll be landing, shields are essential).

Go here: https://coriolis.io/
Pick your ship, then click on "Standard" -> "Maximise jump range", then add what you want.
o7

PS. Here's what I'd do:
https://coriolis.io/outfit/cobra_mk...320nv4-43082i2f.Iw1-ADK3EA==.Aw18EwCwMwnwg===
 
Last edited:
What kind of build would you put together for the Cob Mk IV? I'd definitely have to have a buggy or two in there I know that :)

I was thinking something like this.

https://coriolis.edcd.io/outfit/cob...Q==.MwBj5AmSEY44AWCQ?bn=Explorer with defence

With a 19.2 fully laden range should be ok?
My suggestion
https://coriolis.edcd.io/outfit/cobra_mk_iv/0p0tdFaldd8sdf4--2j2j2j00033203v60q43022i2f.AwRj-YqyKA==.MwBj5AmSEY44AWCQ?bn=Explorer%20with%20defence

You only need one SRV and if I were you I'd lose the hardpoints.

I know it's expensive but you will want the best fuel scoop you can get. Time spent fuel scooping becomes quite annoying after a while and anything you can do to minimize that time is money well spent.

You can get to 22.37ly with this https://coriolis.edcd.io/outfit/cob...sg=.MwBj5AmSEY44AWCQ?bn=Explorer with defence
 
Last edited:
Regarding your (OP's) outfit:
- unless you're going on a cargo run to Jaques, ditch the cargo rack. There's nothing out there worth the risk of being interdicted on the way back
- same goes for the mine launchers. Either bring real guns (in case you think you might encounter someone/-thing worth killing) or leave them and go for brave Sir Robin
- you said you didn't want to go for FSD engineer upgrades, I'd suggest you to reconsider that
- thrusters I'd suggest to bring along something better, there are some interesting planets out there to land on

But after all, we're talking about changes on the order of 10% up or down, unless you go for the higher end engineering mods, so you can pretty much do as you want.
 
- thrusters I'd suggest to bring along something better, there are some interesting planets out there to land on
You can land on anything with minimal thrusters. No matter the thusters or the gravity you always get 5m/s acceleration (with flight assist on)
See this thread for more details https://forums.frontier.co.uk/showthread.php/218171-Thrusters-Acceleration-and-High-G-Planets
Not as far as top speed in space of course but against gravity, anything over 0.36G and all thusters are the same.
 
Last edited:
Some minor things to add:

Regarding your (OP's) outfit:
- unless you're going on a cargo run to Jaques, ditch the cargo rack. There's nothing out there worth the risk of being interdicted on the way back
Having cargo racks won't get you interdicted if you're carrying no cargo. However, they are still handy to have, as you can use the cargo slider on the galaxy map to limit the jump range of the route planner. As far as I know, this won't have much use after 2.2 goes live though, as the route planner will be fixed then.

- same goes for the mine launchers. Either bring real guns (in case you think you might encounter someone/-thing worth killing) or leave them and go for brave Sir Robin
From what I've heard from others, mine launchers are pretty good for dealing with interdicting NPC-s. While you're running away, they'll fly into your mines. Haven't tried them myself though.
 
From what I've heard from others, mine launchers are pretty good for dealing with interdicting NPC-s. While you're running away, they'll fly into your mines. Haven't tried them myself though.
There may be a slim chance they will have limited usefulness for the last few minutes of your journey. But for 99.99999% of the trip, they are just dead weight.
 
Back
Top Bottom