New explorer, would love some tips from experienced commanders

Howdy all,

I am still fairly new to Elite Dangerous Horizons. I've been playing for around a month. I have an Asp Explorer with grade 4 FSD range, and a Python which I use for general utility when I'm in the bubble. My first 2 expeditions were short, around 1,400 ly. The trip I'm currently on took me out to the Bubble nebula, am now in the Heart and Soul Nebulae and then I'll return home. around 16,000 ly round trip, give or take. DUring this time, I've run into a couple things I'd like to learn before planning my next long range mission.

1: Am I correct in thinking I can repair anything on my ship with the AFM's aside from my powerplant and hull integrity? I know I can repair my canopy as long as it hasn't shattered.

2: While jump range isn't everything, it does make for a much more efficient experience. My Asp gets around 44 +/-. My Python gets 35 +/-. The Asp has the best view in the game but if I were going to RP, I'd want the versatility and secure feeling the Python has to offer. When you go on these multi week/month trips, do you find you NEED the 40-50ly range of the Asp or is that merely a QOL upgrade? I could also take a grade 6 passenger cabin in the Python w/o sacrificing my beloved 6B fuel scoop to make extra cash on longer range trips.

3: Reading guides on outfitting and they almost all suggest cargo bays. Granted I'm only a Pathfinder but I've yet to find anything I'd want to bring back. Sure I may see some gold or something while gathering materials to fuel the SRV but I don't think that's worth the range hit you take. Do you ever find yourself wanting to transport anything back?

4: I've planned my routes based on things I can see in the galaxy map. Obviously there are very small nebula you can't see unless you're zoomed in, and finding those little spots that no one else has is WHY we do what we do. When I decide to head out again, what advice do you have for planning a trip? So far I've always found something to go towards. I hadn't considered just heading out in a direction w/o a definitive end point. Have you done this and did you find it a rewarding experience or did you find that you did nothing but scan systems and planets w/o anything truly unique and/or beautiful to share when you returned home?


Looking forward to hearing your thoughts. So far this game is AMAZING and I look forward to 2.3! Here's hoping we can have an NPC crewmate sitting in the other bridge chairs even if they serve no practical function. Be fun to have a pretend partner to travel with :)
 
1. Correct, although an AFMU cannot repair itself, so some people take 2.

2. Within reason, range only matters for speed of travel. The places where this changes are out on the edges of the galaxy or going really high or really low. If you are staying with the bounds of the more densely clustered stars, anything beyond 20-25 LY is more about reducing hops to get somewhere. An addend to that, though, is that Exploration rank (and making money) is about scans, not travel distance.

3. This is a personal preference. I went to Beagle Point without one, and, except for a bit of RP-ish regret for not being able to rescue stranded escape pods, never encountered anything that made me regret not having one.

4. The filtering system is your friend. Also, system map is very useful, especially if you want screen shots. Take time to look at it, and go see the gas giants or the odd little clusters.
 
1 - as above

2 - I'm out in an Asp with a 30.2LY range. Honestly it only matters if you're going where the stars are thin, ie the edges of the galaxy or the extreme top/bottom of the plane.

3 - I've never found anything I wanted to bring back, and mats don't count as cargo so you're good there.

4 - best advice I can give is don't be too rigid. Pick a general direction and just go. See what there is along the way. If a better direction starts to appeal, then go for it :)
 
1 - Keep in mind the amount of air the Life Support module carries is limited and is only refilled when docking. Try to minimize the amount of times you repair that module.

2 - Before Engineers a 35 ly ship was considered a very good explorer... so it is enough for most things. Bring the biggest scoop you can afford. After hundres of jumps, scoop time gets old fast.

3 - Cargo bays are used not to carry cargo but to modify the jump range tracing routes. You can simulate cargo and the max jump is reduced. Since the amount of fuel you need to do a jump does not scale in a linear way with distance, using jumps a few ly shorter will make your fuel last a lot more and you need to scoop less times.

4 - I tag everything I want to visit in the way I am travelling. There is not enough tags :(
 
Is there anyway to get more "ammunition" in the AFMU without redocking? I see a lot of people taking trips that take months, and I just can't imagine them keeping the ship repaired for that long (everyone makes mistakes).
 
Thank you all! Appreciate the advice. I'm on my way back from the Heart and Soul nebulae and I'll be looking to outfit the Python for my first long range expedition. The Asp's cockpit is undeniably the best in game but I enjoy the RP aspect of it and the Python gives me everything I'd want for a ship I'll be living in within the depths of space with reasonable security. Btw, thank you VERY much for mentioning the life support. I did not know that the air doesn't replenish until you dock! I will be reconsidering that 4D life support now.

I am curious about the places you mention towards the outer reaches and the top/bottom of the galaxy. I recently saw a video Dr.Kaii did about going on a 1 way trip. If that's the case wouldn't you lose all the exploration data you'd acquired? It was my understanding that if your ship explodes, you lose all the exploration data. Is that incorrect?
 
I'd stick with the Asp. You can kit it up so that it's a passable offensive ship at the cost of some jump range -- at least passable enough to ward off most NPC pirates and such. And it's so well balanced for exploring that I think you need a really good reason to move off of one. (e.g. you want to RP, or you want to do long range cargo hauls with a little exploring mixed in.)

Make sure you've got a buggy, too. And a mining laser if you're going to use materials for jump boosts. Just in case. You never know.

You don't always need the biggest (A grade) fuel scoop, especially on an Asp. And especially now that your jumps leave you on the other side of the star from your next target. In Ye Olden Daze, you could move pretty fast with a jump-turn-jump-turn etc. pattern, only scooping when your tank was low. Now, unless you need to shed weight for jump range reasons, I don't think there's any reason to not top off over the pole of the star (if it's scoopable) before your next jump. Not as rapid, but a bit safer in the abstract.

Always take an AFMU if you're going out into the fringes. In my experience, if you're conservative and careful you'll probably never need it (or won't need it much), though, unless you run into some bad luck jumping into a tight binary system. I'd guess that 99% of the damage I've taken has come from crashing out of supercruise because I came in too fast on a planetary scan, tried to play chicken to see if the scan would stop before I hit the SOI, and lost. (The other 1% is due to dumb navigation in stellar atmospheres and/or not paying attention to my heat load when I activate the jump drive.)

A second AFMU isn't a bad idea. I dropped mine, because I wasn't using it at all (see comment above....), but your mileage may vary.

If you haven't already done so, I'd strongly recommend using ED Discovery or Captain's Log, or both, and signing up for your own API key at EDSM. The former is more thorough (and links directly to EDSM); the latter is prettier; using both works just fine. There's nothing like seeing your travels plotted on a 3D galactic map. It also gives you a humbling sense of scale....

Also, I'll plug the FGE, which I've been associated with for a while now (although I haven't actively participated in any missions recently - took a looooong break after burnout). There are regular exploration journeys (our first Sagittarius-Carina Arm mission was folded into Distant Worlds, but a new one is going on now), and we're an in-game faction if you're interested in doing Powerplay-related stuff. And lots of nice people. If only we could get a sticker....

Finally, don't forget your towel.

Cheers,
CMDR Kadaran
 
I did Distant Worlds expedition to Beagle Point in a 32LY Anaconda, so a 35LY Python would have been great! The longer jump ranges just get you from A to B faster, but think of all those systems you've missed by using that longer jump range ;)

A few tips on using the AFMU :
  1. Take 2 if you can so one can repair the other
  2. If you want to repair your FSD or even Thrusters, drop out of SC FIRST, or you will crash drop and cause more damage!
  3. You can gather materials from surface prospecting to re-arm the AFMU's by using the Synthesis section on the right hand panel
  4. As you stated, only things that can't be repaired are hull and power plant

Don't forget to take at least one SRV, 2 if you can, just in case you crash one. You can use it for surface prospecting for AFMU re-arms or Jumponium if you need it. Plus, on long trips, it's great to just land on a low G planet and drive up a 30KM high mountain for giggles :)

I'd also advise taking at least one heatsink, just in case you drop between multiple stars and overheat. Many Commanders will say that they've never needed them, but neither did I. Right up until the point when I did need one :p
Edit : By my calculations, I've needed a heatsink once every 250,000LY or so, so it's rare, but it does happen!
 
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And don't be like me and bind your heatsink to a button-pad combination on your controller when you have a hard time remembering what button-pad combinations you've bound. Or, like me, you'll wind up a few thousand light years into your trip with no heatsinks left. Doh.
 
Is there anyway to get more "ammunition" in the AFMU without redocking? I see a lot of people taking trips that take months, and I just can't imagine them keeping the ship repaired for that long (everyone makes mistakes).

yes you can use synthesis to refill your AFMU. but actually i haven't used that ever - i tend to fit large AFMUs for long trips, and they can repair a lot. and, as you can't repair your powerplant or your hull, you are anyway better off with not taking damage in the first place.
 
Thank you all! Appreciate the advice. I'm on my way back from the Heart and Soul nebulae and I'll be looking to outfit the Python for my first long range expedition. The Asp's cockpit is undeniably the best in game but I enjoy the RP aspect of it and the Python gives me everything I'd want for a ship I'll be living in within the depths of space with reasonable security. Btw, thank you VERY much for mentioning the life support. I did not know that the air doesn't replenish until you dock! I will be reconsidering that 4D life support now.

I am curious about the places you mention towards the outer reaches and the top/bottom of the galaxy. I recently saw a video Dr.Kaii did about going on a 1 way trip. If that's the case wouldn't you lose all the exploration data you'd acquired? It was my understanding that if your ship explodes, you lose all the exploration data. Is that incorrect?

No, you lose everything. A 1 way trip basically sacrifices all your data for... uh, bragging rights? Seems like a bad idea, anyway.

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Is there anyway to get more "ammunition" in the AFMU without redocking? I see a lot of people taking trips that take months, and I just can't imagine them keeping the ship repaired for that long (everyone makes mistakes).

Yes, those things can be refilled by synthesis. Just look up in your side-menu what materials you need and collect them with your SRV.
 
AFMUs are not essential, many of us made trips to the core and beyond before they were even introduced so don't get hung up on them being a must have.

If you want to travel fast turn off equipment you are not using, it lowers your heat output and enables you to scoop and jump slightly faster as you have more headroom before you overheat.

Take weapons, many explorers don't and have been fine, others have suffered for it and especially now there are "things" confirmed to be out there you might need them.

Don't confuse exploring with travelling, you can explore close to home, there are hundreds of systems still unknown with a few hours of the bubble, you don't need to make massive long jumps and go thousands of light years away.
 
More good tips! I do turn off the things I'm not using to conserve power. Turning off the SRV bay alone saves a ton. I didn't know that helped with heat buildup but honestly I use a 6B so I buzz every star I come across before jumping to the next so I rarely ever have to stop/slow down to refuel.

On this trip, around 14k ly round trip, I didn't ever use or come close to needing a heat sync or AFMU. I agree they aren't essential. However, I'd rather take a slight hit to jump range and have them for that 1% change something happens and it makes the difference in being able to return home. The multiple SRV's is a good idea. I get a little stir crazy and I love to cut loose. I've almost destroyed my SRV multiple times. My Asp currently carries 2 but the build I'm toying with for the Python would give me 4. Another unnecessary module size but again...seems to fit my build and attitude. Even with the added weight the calculations put my jump range at around 34 ly with my grade 4 engineer. I'll be shooting for that grade 5 when I get back which if I'm lucky could give me nearly 40 ly on this python.

I appreciate all the feedback. This community is pretty awesome. Between all the youtube video's and reading through these forums it seems like a community that's in it for the love of the game vs an elite number of people trying to establish some sort of dominance.
 
Don't confuse exploring with travelling, you can explore close to home, there are hundreds of systems still unknown with a few hours of the bubble, you don't need to make massive long jumps and go thousands of light years away.

+1 to this. Go out a few thousand light years from Sol, a little below or above the galactic plane, and you'll find whole systems still undiscovered.
 
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Agreed! Initially that's what I did. I stayed "close" to the bubble and found a LOT of undiscovered systems. For me exploration isn't about one thing or another. I just enjoy getting out there. If I were my commander, I'd enjoy the freedom to set sight on a section of the galaxy we can't see with our telescopes and going out to see what's there first hand. Has nothing to do with money (pretty sure of all the professions available, exploration is the least profitable p/hour). Just the enjoyment of it :)

And yeah AFMU's and heat syncs aren't strictly needed. Still, I'd rather have it and not need it 99% of the time than to need it and not have it for that 1% occurrence.
 
The one way trip you are talking about is the Distant Star Expediton. We do it for fun, not for credits. Player tags will not be added to the stars nor planets, but that does not mean all the effort is wasted thanks to the awesome guys who made the 3rd party tools. Right now you can add exploration data automatically to online databases, such as eddb.io or edsm.net. For example,

eddb.io
https://eddb.io/system/bodies/3285266

Same system in edsm.net
https://www.edsm.net/en/system/bodies/id/6098676/name/AH+Cancri
 
Had to wait until i could log in to check but I found two systems within 400ly of the bubble that had earth like worlds in them that were still undiscovered, was back when the community goal taking supplies out to Jauques in his new location was running, i realised I wasn't going to make it in time with work commitments so i just had a good look around on the way back. I was in a loaded down cargo 'Conda with around 19ly jump range at the time so was hitting systems others had missed even though there was heavy traffic in that direction.
 
Also, don't worry about getting your name on a star or planet as a first discoverer. You WILL get your name on a star. I think it might actually be impossible to NOT find an undiscovered star if you're trying. Even, as others have said, in the bubble. Just use the efficient jump route and hit all those worthless M-classers and you'll run into one.

And the Z axis is your friend as an explorer. Never travel in the zero plane -- go up or down for a while, then head out in whatever direction you want. Unless you're profoundly unlucky, you'll probably have 80% of your jumps be into undiscovered systems, at least.
 
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AFMUs are not essential, many of us made trips to the core and beyond before they were even introduced so don't get hung up on them being a must have.

If you want to travel fast turn off equipment you are not using, it lowers your heat output and enables you to scoop and jump slightly faster as you have more headroom before you overheat.

Take weapons, many explorers don't and have been fine, others have suffered for it and especially now there are "things" confirmed to be out there you might need them.

Don't confuse exploring with travelling, you can explore close to home, there are hundreds of systems still unknown with a few hours of the bubble, you don't need to make massive long jumps and go thousands of light years away.

Well AMFU's are essential if you want to take advantage of Neutron boosts. you can get by with one if you can land and recharge it. If you cant land it's good to take 2.
Take weapons?
please provide links where others have "suffered for it"
And what "Things" that are confirmed... All I've seen is the big flower scan. Are you saying deep space explorers are being killed?
That may happen but I don't see anything like it now.
And weapons have 0 defensive value in ED.
Explorer ships have minimal shields and thin armor.
Lets face it. A deep space explorer is not going to turn and fight. (especially against an alien) you are gonna run like hell.
Boost Boost & high wake.



The other 2 points are spot on.;)
 
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