I want to be an explorer

I currently own asp exp...
Can you please recommend me all required instruments and ships for long distance flights? How much jump range is preferred? How much cargo space? Does mining laser comes handy?
I've heard that explorer ships do not carry weapons. Why? No way going to the unknown without any self defence. :O

Thanks!
 
There's many different configurations you can choose from. The Asp-X is a great ship and has great views from the cockpit. A-rated FSD for sure. Advanced discovery scanner. Planetary surface scanner. AFMU for repair. Heat sinks. Vehicle bay with two rovers. D-Rate your sensors and life support. Mining laser isn't needed (you can get materials on planetary surfaces with your rover) A small cargo bay is nice just in case you find something really worthwhile but that will cut into your jump range if you decide to pick it up. A jump range of 30 or more is preferred but not necessary. It just depends on how fast you want to get out into unexplored space. After that it doesn't matter as long as you don't have a specific destination you want to get to fast. Weapons are unnecessary, you aren't going out to battle and if (big if) you happen to run into anyone or anything hostile plan on running. Hope that helps. Good luck!
 
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My recommendations are below. Listen to everyone, then make up your own mind.

Get the best and largest fuel scoop you can afford.
Take 5A FSD. If you can engineer your FSD for extra range, do it.
Take at least two AFMU to repair modules. An AFMU cannot repair itself.
Take an advanced discovery scanner
Heat sinks save overheating near stars and in emergencies.
Take a detailed surface scanner for maximum payouts.
Use lowest weight (D-rated) components.
Cargo, I take none, but if you insist take a 4 ton rack. Weight is your enemy. The more you carry, the more jumps you have to do.

Weapons: None needed unless you are planning to go near the Pleiades. Same for mining laser. The more you carry lowers your jump range.

This was my loadout: See my exploration log in sig block as well. https://eddp.co/u/PjbhDlvd

EDIT: Last tip. Know how to contact the fuel rats. (@FuelRats) on Twitter is good place to start.
 
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Incidentally, I took my FDL to Beagle Point and people have explored in Sidewinders. Really it's up to you on ship choice and modules. Later, if more exploration content is added then selection may become more important.
 
This is my own AspX build for long distance, modify to your own needs. Like maybe you don't need two Automated Field Maintenance units and four Heat Sink Dispensors. And maybe you don't need the Mining Laser if you start with a lot of materials for jumponium. There's so many different explorer builds and they're all correct.
 
TBH, maxing out jump range is only a priority when you want to get somewhere. All you need is go some 3k ly out in any direction and you have a thousand stars in the vicinity to explore that no one visited before.
 
I currently own asp exp...
Can you please recommend me all required instruments and ships for long distance flights? How much jump range is preferred? How much cargo space? Does mining laser comes handy?
I've heard that explorer ships do not carry weapons. Why? No way going to the unknown without any self defence. :O

Thanks!

You won't need weapons, you most likely won't encounter anyone unless it's a populated area or popular tourist location

Cargo space is optional, you can find things like occupied pods out in deep space, but they're not worth a great amount

Mining laser, I would say no. The you'll need some materials which are more easily found on planets

Recommended modules. Fuel scoop (highest you can possibly get), advanced discovery scanner, detailed surface scanner, SRV bay, shields (for landing and docking, you can switch them off otherwise, can even go for the lowest possible shield gen to save weight) and an AMFU, for those moments when you need to patch up your modules

I think that's all you need, jump range is down to you, my asp can get nearly 40lyr fully loaded, think it's near 50 when loghtweighted and my anaconda gets 60lyr when it's outfitted for exploring
 
Guys, thanks so much! ED's community is <3

In my current long flights, the biggest issue was heat. Despite having heatsinks i got high temp. when scooping way too often.
 
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Here's something I'd like to know, because the reason I fit a Mining Laser is on the unforeseen chance that jumponium materials are available in space but not on planets in the system, and I'm stuck where I'm at unless I can get some. Is that something that can happen often, because trust me, I've heard some stories.
 
Guys, thanks so much! ED's community is <3

In my current long flights, the biggest issue was heat. Despite having heatsinks i got high temp. when scooping way too often.

Modify your power plant with low emissions at an engineer. It goes a long way to keeping cool while sipping on the corona of a star.
 
Here's something I'd like to know, because the reason I fit a Mining Laser is on the unforeseen chance that jumponium materials are available in space but not on planets in the system, and I'm stuck where I'm at unless I can get some. Is that something that can happen often, because trust me, I've heard some stories.

Depends on where you are going. For most exploration trips, mining laser/srv are not needed. Only destinations in major empty zones (near edges and way up and down from the galactic plane) need jumponium. Even Beagle Point doesn't require a ship with more than about 40-50 ly of range, and you can get that with just some engineering.

General rule: your first exploration trip should be a relatively easy one. Go to the orion nebula, Sag A*, or explore while en route to Colonia. All are good for getting your feet wet and figuring things out.
 
I think SRV will be a must have for me, despite the weight, because I love going outside ship, especially faraway on distant planets with interesting stars.
 
I currently own asp exp...
Can you please recommend me all required instruments and ships for long distance flights? How much jump range is preferred? How much cargo space? Does mining laser comes handy?
I've heard that explorer ships do not carry weapons. Why? No way going to the unknown without any self defence. :O

Thanks!

Fast answer:

1) Best FSD you can afford. If you can engineer it to get better range (however this is not a must). I would recommend at least 25LY jump, but with an ASP you can easily reach 35 or so with no engineers.
2) Fuel Scoop. Having an ASP don't go to anything smaller than a 3a, but I would recommend you a 5d at least to scoop fast enough.
3) AFM. Your modules will get damage in time due to short overheat periods and stuff. Having this to repair may safe your life.
4) An SRV at least. Let's be honest, driving through a beautiful planet you just discovered is a pleasure! Plust allows you to gather some minerals you may need for synthesis.

FOr the other questions

-No cargo space is requred, but some times you can find some things out there (crashed ships, escape pods, etc). You may feel like a rescuer if you can take them aboard!
-Mining laser can in very very special circumstances safe your life. If yuo mess up a jump and get isolated unable to go back o the bubble, mining an asteroid may get you the materials you need for an FSD boost.
-It is very strange to need weapons as an explorer, but having the thagoids about to come, who knows! I always carry weapons when I go to explore, just in case.


Good luck out there, commander!
 
Oh! And if you feel like it, bring some limpets and a fuel transfer limpet controller. You may want to get in touch with the fuel rats and start your journey as a rescuer in deep space!
 
Only destinations in major empty zones (near edges and way up and down from the galactic plane) need jumponium.

Well, that's what I was talking about, is the galactic empty zones. I got pretty firm handle on things inside the galaxy. Would it be beneficial there to keep just the SRV, or that and the laser?
 
Well, that's what I was talking about, is the galactic empty zones. I got pretty firm handle on things inside the galaxy. Would it be beneficial there to keep just the SRV, or that and the laser?
SRV for sure, I know that all jumponium components are found on planets, laser is a maybe. Lack of engineering makes a case hard to make. No lightweight or efficient mods for it (or any mods to speak of for that matter).

Oh! And if you feel like it, bring some limpets and a fuel transfer limpet controller. You may want to get in touch with the fuel rats and start your journey as a rescuer in deep space!

At that point, leave the surface scanner at home. No time to scan planets on a rescue. Honk, jump, and scoop as needed.
 
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SRV for sure, I know that all jumponium components are found on planets, laser is a maybe. Lack of engineering makes a case hard to make. No lightweight or efficient mods for it (or any mods to speak of for that matter).

Thanks, I'll give it some thought. In the end it only affects my unengineered jump range by 0.18 ly.
 
Thanks, I'll give it some thought. In the end it only affects my unengineered jump range by 0.18 ly.

Not just jump range, think about your distributor, You may not be able to fire it for any decent length of time without using a larger distributor(and thus more weight).
 
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