Explorer Ship Outfitting Question

hi all and TY

So I have gone to both Engineers for FSD gotten to the point of being able to get some work done, yet I wish I had known to bring much more supplys as I have the money just not the parts, anyways if I want to venture way out should I first get my engineers way unlocked and modify my asp explorer? I ask because I see so many people saying their asp gets 50+ or close LY jumps and I spent some good coin and can only do 28LY

I am sort new, so do I need "shield generators" ? I almost want to tell myself I deff need the mining laser and refinery so I don't get caught way way out and happen to "need" something for fuel or what not? is that even a good thought?

I also love the auto dock computer, just saying that thing is quite awesome . but if I go way out to explore (what is way out to you guys? 20,000LY? or is that just the tip of the iceberg?) are there ANY docks or anything way way out?

TY ALL

here is my ship TY

http://www.edshipyard.com/#/L=A0gC,...8c17TMGA42lIy6nu6Arh8Ihrf4zM01IM00J400Xc02UI1
 
You haven't got it as light as it could be even without engineers.

You don't need those pulse lasers. It's best to outrun an interdicting ship, after 2.3 it may not even attack you if you've no cargo. If it's a player it might kill you anyway, best to get an escort or go where players don't go. 1F pulse lasers are pretty weak anyway. Reinforced Alloy also adds weight. Not needed if you be careful on landings, avoid attacks and maybe avoid gravity over 1.5 G.
You could also trade one heat sink launcher for a chaff launcher.

I see you've modded your shield, but it's E rated. It's best to go with D rated enhanced shield.
Probably also get a much lighter shield booster as it can help allow a lighter power plant like a 3A. Otherwise switch down to 4A at least.
You might also be able for a 3A power distributor. Just make sure you can boost before you head out.
May even go with 4D Thrusters. Slow and not very agile but lighter. Up to you.

Refinery is not needed for materials, only fragments of metals/minerals. If you get stuck and need Jump boost mats refinery is not necessary.

There is Jaques Station in Colonia if you want to dock.

To get 50lys you need to engineer more than just the FSD. I've made nearly everything lightweight, and reinforced armor without adding mass.

Edit: In my opinion you need a much better fuel Scoop than that. It should be your top optional internal slot. And don't forget the Detailed Discovery Scanner. You may need to trade the cargo space for it though.
 
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Any attempts to engage in combat with a ship dedicated to exploration equals the loss of all collected data.

You don't need fancy shields and shield boosters and you need no weapons at all. Shields are only good to prevent hull damage from a landing a bit more rough than planned, nothing more.

There is also no point in taking point defense, pun intended. You found yourself in combat? You have done something terribly wrong in the first place.

Check this: https://coriolis.edcd.io/outfit/asp...v62i2f.Iw18WQ==.Aw18WQ==.&bn=Vanilla Explorer

It is a vanilla exploration build with one free slot, perhaps for a cargo rack. This would, however, reduce your jump range.

I know that Fuel Scoop and AFMU weigh nothing, but A class items may be a bit costly for a new commander.
 
The Asp Explorer is a good ship - but I have for the last 6 months or so been using the Type 6 Transporter and find it an outstanding Ship - big windows, manoverable and just a joy to fly. I haven't engineered any of my ship yet - will do next time I am anywhere near the engineers but take alook - also its a lot cheaper :)

https://eddp.co/u/7d61Udn9

Fly Safe and Enjoy the Black
 
Any attempts to engage in combat with a ship dedicated to exploration equals the loss of all collected data.

It depends heavily on the ship and pilot and who you're fighting. But certainly you'd have trouble trying to fight with an Asp, especially if you'd followed the conventional advice that stresses gimping every other aspect of the ship in favour of increases to jump range.
 
You have the heaviest possible power plant on that ship, completely unnecessary and way too heavy. I'd replace that with a 3A. The class 3 fuel scoop you have will be far too slow, you'll want a bigger one asap - if money's an issue get a 6D or C, and upgrade when you get a bit more cash. It'll still be a lot faster. Refinery is useless for exploration, but a mining laser isn't. Don't use B rated AFMU's, more ammo is misleading as they repair less than A's per unit of ammo, meaning you get more stuff fixed with an A rated unit of the same class. I don't see a detailed surface scanner on your build, if you want more data and more money out of your scans, you'll want one, it's not that expensive. I recommend using at least a small 3D shield generator to protect against accidental bumps, and avoid combat in an Asp at all costs. Get rid of the reinforced alloys, they weigh your ship down and for an explorer don't offer much benefit. You could then downsize your power distributor to 3D and still be able to boost while reducing your mass and range further.

Here's a relatively standard build: https://coriolis.edcd.io/outfit/asp...---0202--3c0s430iv62f2i.AwRj4jRZVsg=.Aw18WQ==.

(downsize the fuel scoop to what you can afford, obviously).

It'll be a lot better at exploring than the one you linked, and you don't really want to get into fighting with either. Add a mining laser if you like.
 
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ty ALL for your replys, few things

I currently have 90 Million Credits so I don't think money will is an issue? I never want to fight, ever.. But I have no choice but to have good "shields" when an NPC (or worse maybe a player) interdicts me and as soon as I engage my hyperdrive they start shooting me, don't I need the shields and reinforced hull just to get to the point of my FSD charged so I can jump away from them??

I have the 4million (I think it was around that price) DSS scanner don't I? I use it every time I enter a system and it scan the entire system. maybe I left it out of that build by accident.

When it comes to cargo, can I buy things and place them in my own cargo storage? Like lets say a 2nd AFMU or something or is that only for game related items that auto store to my cargo? How do I get the ammo for the AFMU or is it only when docked and I select "restock all"?

where can I buy the absolute best Fuel Scoop? I will make that #1 today

If I am on a planet, in my SRV, How do I actually "mine" or get material?

So Sorry for all noob Questions. just really getting time to focus back on Elite.. TY ALL
 
Like lets say a 2nd AFMU or something or is that only for game related items that auto store to my cargo? How do I get the ammo for the AFMU or is it only when docked and I select "restock all"?
If I am on a planet, in my SRV, How do I actually "mine" or get material?

AFMU ammo for repairs can be created onboard your ship - you will need an SRV to find the materials when you landon a planet - the materials are listed in the Cargo section of your ship needed for each level of ammo replacement - its the same for Jump Boost Fuel and SRV Fuel etc.
On a planet - you will need to use your SRV Scanner to find materials - there are plenty of "How too's" on this forum but to be honest - its very easy if not time consuming. Find the Rock, highlight then shoot - deploy Cargo Scoup and pick up the material (all in your SRV) - return to ship and hey presto :)

I have given you the simplified version - but a wee bit of looking on this forum will give you the detailed instructions

Fly Safe CMDR

Eric
 
I currently have 90 Million Credits so I don't think money will is an issue? I never want to fight, ever.. But I have no choice but to have good "shields" when an NPC (or worse maybe a player) interdicts me and as soon as I engage my hyperdrive they start shooting me, don't I need the shields and reinforced hull just to get to the point of my FSD charged so I can jump away from them??

Yeah, you need at least some shields, although if you're attacked by a CMDR they probably won't help. Additionally there's a whole bunch of nasty tricks CMDRs can employ with engineering, so effectively if you're attacked by a CMDR you're going to lose your Asp*, but shields will certainly help against NPCs and (probably more importantly) are very useful when landing on planets, to save hassle if nothing else.

How do I get the ammo for the AFMU or is it only when docked and I select "restock all"?

You can synthesise AFMU refills using materials (through the right panel in the cockpit). You can do this anywhere so long as you have enough mats. Provided you take a decent sized AFMU (4A, say) you're unlikely to need to do so unless you're jumping using neutron stars.

where can I buy the absolute best Fuel Scoop? I will make that #1 today

For outfitting, if you can't get to Shinrarta Dezhra (which sells everything) the systems Diaguandri and Lembava are good. Generally speaking, you want to look for a station with a High Tech or Industrial economy to get the best outfitting.

If I am on a planet, in my SRV, How do I actually "mine" or get material?
Drive around, learn how the SRV's scanner works. Once you get the hang of it, you can follow the scanner to find mineral deposits and meteorites. Shoot them, then collect the materials from them.


*That said, I saw a CMDR using an Asp as a pirate ship yesterday, so you never know.
 
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@OP - Move to a less populated side of the bubble. That way you will meet fewer players.

I would also suggest to learn to win interdictions. The fact that someone starts an interdiction does not mean you have to submit to it. It may be faster to submit and re-engage your warp engines, however, a skillful player won't let you do that. I prefer to win the interdiction minigame and never have to face the enemy.

Learn to use your thrusters, including the lateral thrusters. It makes the interdictions much easier to win.

Edit: I forgot - when interdicted, keep the throttle in the blue for best manouvreability.
 
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I have the 4million (I think it was around that price) DSS scanner don't I? I use it every time I enter a system and it scan the entire system. maybe I left it out of that build by accident.

From the sounds of things you have the Advanced Discovery Scanner - that lets you know what's in a system, but if you fly close to each body with it targeted, once you get in range your ship will start scanning it. Without the detailed surface scanner it will produce a level 2 scan, if you have the DSS installed it will do a level 3 scan instead (more data, and more money). Note that if you want to have your first discovered by tags, you need to do at least a level 2, or a level 3 scan, and then be the first to sell the data - just honking with the ADS will not earn you the tags.

As for the rest, no, you can't store modules in cargo racks. Survivability is another thing entirely. Since you won't fight, which is a much safer bet in an exploration ship, then shields are still good, but armor isn't necessary. Your goal is to never lose the shields in the first place - I recommend modding your thrusters and shields, potentially use chaff / point defense as well. If you get interdicted, submit, boost away with fa off, and high wake the second your fsd boots back up. However, if you're not carrying any cargo and don't have a bounty on your head the chances of being interdicted are rather low nowadays, so you don't need to fly a heavy tank that doesn't jump far. Anyway, you asked how to get more range, and there isn't a magical solution - after getting the best fsd and modding it, the rest comes down to making your ship as light as possible, and a vast majority of explorers doesn't use any extra armor for that reason.

General rule of thumb is, D rated modules are lightest, as for the power plant always go for A rated, and mount the smallest class that can still power your ship. E core / optionals have no place on an exploration ship, ever. There's a guide I wrote to this a long time ago that explains things in more detail, link's in the sig.
 
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A small addition to Jackie Silver's post:

For outfitting, if you can't get to Shinrarta Dezhra (which sells everything) the systems Diaguandri and Lembava are good. Generally speaking, you want to look for a station with a High Tech or Industrial economy to get the best outfitting.
The systems Diaguandri and Lembava are notable because they are in Li-Yong Rui controlled space, and their bonus is a 15% discount on ships and equipment. Those two systems should have the best selection of equipment and ships in LYR space. In the Founder's system, everything is available, at a 10% discount.
 
Wow thank you all so much for all the helpful data. I will certainly go by this..can I ask some more "basic" questions

Jump fuel compared to the fuel I see in right hand corner of cockpit???

"boost away with fa off" what is fa?

If I have "cargo" in my cargo rack, but don't need or want it, what are my options other than "selling" it? TY
 
Jump fuel compared to the fuel I see in right hand corner of cockpit???

Your ship has two fuel tanks. One is the main fuel tank and the other is a little "working" tank which is what the ship's reactor runs from. When the little one runs empty, it refills itself from the main tank.

When the ship's reactor is running (i.e. all the time) it consumes fuel from the little tank. The amount of fuel it consumes is shown on the right panel, like "FUEL 1.89/h" means it is using 1.89 tons of fuel per hour. Depending on what modules you have running you will use more or less fuel.

When you make a hyperspace jump, it consumes fuel from the main tank.

Below the indicator which tells you how much fuel you are using are two lines. The top line indicates the amount of fuel left in the working tank. The thicker bottom line indicates the amount of fuel left in the main tank.

When you scoop from a star, it refills the main tank, but it does not refill the working tank; that only refills itself by taking fuel from the main tank.

"boost away with fa off" what is fa?
FA is Flight Assist, the fly-by-wire system which helps pilot the ship by e.g. stopping it spinning and adjusting its speed to match the speed you have set. If you turn FA off, the ship becomes a lot harder to fly, but can be more maneouverable. When you have FA on, the ship flies like an X-Wing, when you have FA off, it flies like a Star Fury.

If I have "cargo" in my cargo rack, but don't need or want it, what are my options other than "selling" it? TY

THROW IT INTO SPAAACE. If you select it there'll be an option to jettison it, which chucks it out of your cargo hatch. If I remember rightly, it's a crime to do this near space stations.
 
Is it just me or is the Python I bought just for fun an incredible exploration ship?? Seem to just be a fast ship with little heat weakness, the Asp Ex seems to like to get hot??
 
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#1 Big fuel scoop
#2 Yes you do need shields, because sometimes you bungle a landing on that planet in your...
#3 SRV - needed for AFMU refills and generally being a proper Explorer
#4 AFMU for when you bungle the landing or lose concentration and take damage during an emergency stop

The rest is completely up to you.

You don't actually *need* an engineered jump-range FSD for exploration - I used to take my original 25Ly jump range AspX on 5 to 10 Kylie trips before returning for reasons of variety. When I went to the far side of Sag A*, I did have a 38Ly jump, so I was away for less time overall.

I'd recommend a couple of medium range trips first to check your tolerance for the Explorer's lifestyle and also your ship outfitting before committing to a long haul.

Yours Aye
 
Is it just me or is the Python I bought just for fun an incredible exploration ship?? Seem to just be a fast ship with little heat weakness, the Asp Ex seems to like to get hot??

No. if you are getting Hot in an Asp Ex you have the wrong build.
Mine runs at 17% most times.
Scooping never gets above 60%
The Python cant hold the Asp Explorer's jock. Not even close.
 
Using a Grade 5 FSD Long Range modification to your Python's FSD can get it over 30ly so you can certain use that. You just have to do all the engineer and probably do multiple rolls. I fiind it best to discard any roll below 47/50% and only apply those high numbers.
Python has better optional internals too.

But if you're going to engineer the FSD you might as well take the ASP anyway and get over 40ly

As for it running hot, if it's at 63/65% when fuel scooping that's okay, I went across the galaxy and back with that and never took heat damage. If it's higher make sure you aren't just getting too close. If you get too close you have to by moving fast enough to pull away once it reaches 90%. Practice before you leave.

I can't see it being dangerous without a lot of heavy engineering.
 
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Thanks all, I am for sure going to use my Asp I was just surprised how well the Python moved. I just used the Python for a few passenger missions just for fun and it actually was..

Until last night I never understood fully the 6A scoop was for the slot rated 6 ... that can make things a bit easier for me to understand where and why things go in certain "slots"

I would love to get my asp to 40ly, I really wish the engineers "materials" would be easier to find so I could just get a long list and go on a shopping spree for the materials and then bulk up and go back to engineer and roll roll roll
 
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