Ship build for DWE2

One thing to consider is this is due to leave post 'Beyond', that throws further spanners in the works because we might get new scanners/condensed scanners or who knows what in the exploration overhaul.
Either way i'd expect more modules and dare i say it.... maybe even dedicated slots in the dedicated explorers for some of it....
Dare to dream though, just be prepared for an outcome in 12months time that looks nothing like what it does now.
 
You want at least 9 optionals for your requirements.

40+ range cut it down to
Cutter, Conda, Python
Medium Size cut it down to
Python

And as I had exactly the same thoughts after the DW2 announcement (and originally wanted to take my Python on DWE but went with an ASP cause of that 33.4Ly jump to Beagle Point )
I put togerher this build:
https://eddp.co/u/hNifP1po

Btw, Raiders kit is available for it, too ;)
 
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I'm seriously thinking on taking a Beluga on the DWE2. 128T fuel tank will come in handy for neutron boosting, and for fuel ratting like you said you wanted to do. That or my face melting ludicrous speed black iCourier named Toothless. It does have a rail guns ;)https://eddp.co/u/fYczvVsS
 
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I wouldn't worry about heat damage Alec.

The AFMU can repair everything bar hull and power plant, AFMU can be refilled from mats. Hull and power plant don't take damage at moderate heat <170%. You can now refill your life support from mats so powering it down to repair is no longer a concern.

I would go lowest shields possible, with low power mod maybe. Fine for minor bumps on landing.
You can drop an asp to a 2D power distributor with engine focused mod and still boost.
Also I'd go lowest D class thrusters with g5 dirty drive mod. Never had any issues landing with this configuration even pre engineers on high g planets.

I'd like to take a clipper myself, but it will depend on the range required to reach the waypoints.

My asp for DECE https://coriolis.edcd.io/outfit/asp.../wAAAA==.EweloBhBGA2EoFMCGBzANokMK6A=&bn=exp1
 
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Hmmm, 8 slots in the Orca huh? Tempting ... VERY tempting.

The only problem for your needs though is that two of them (the class 6 and one of the class 5s) are locked to only accept passenger cabins, hull reinforcements or cargo racks, leaving you with six internals - perfect for 'just' an exploration ship which is why I suggested it before reading your post properly, but it's not going to give you the flexibility to be adding fuel limpet controllers and repair limpets.
 
Thanks to Alec, now I’m focusing on DWE 2. When I signed up on the dedicated thread, I was thinking taking my beloved Cutter. I suffered a lot to catch her so, now I want to use her for everything I do in the game.
But even with a good engineered frameshift drive, if I equip the beast the way I want, I can barely reach 33 – 35 (at best) Ly for a jump. So I’ve changed my mind about it.

Never flown an Orca before. I keep reading here and there that it’s a nice and fun ship to fly; so I will try this -> https://eddp.co/u/NDdgNdJR for a short trip and see how it goes. And if it’s ok maybe it will be a keeper. Anyway, would appreciate any advice from exploration veteran on this choice?
 
Thanks to Alec, now I’m focusing on DWE 2. When I signed up on the dedicated thread, I was thinking taking my beloved Cutter. I suffered a lot to catch her so, now I want to use her for everything I do in the game.
But even with a good engineered frameshift drive, if I equip the beast the way I want, I can barely reach 33 – 35 (at best) Ly for a jump. So I’ve changed my mind about it.

Never flown an Orca before. I keep reading here and there that it’s a nice and fun ship to fly; so I will try this -> https://eddp.co/u/NDdgNdJR for a short trip and see how it goes. And if it’s ok maybe it will be a keeper. Anyway, would appreciate any advice from exploration veteran on this choice?

I don't think you need 2 medium mining lasers on an exploration ship. One small should suffice, though I prefer not to run with any.

Also, I'd put cargo racks in those empty slots but don't use them for cargo, just leave them empty so they are weightless. I've heard since the module has integrity it helps to spread out module damage if you overheat (I've not experimented to confirm though)
 
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I don't think you need 2 medium mining lasers on an exploration ship. One small should suffice, though I prefer not to run with any.

Also, I'd put cargo racks in those empty slots but don't use them for cargo, just leave them empty so they are weightless. I've heard since the module has integrity it helps to spread out module damage if you overheat (I've not experimented to confirm though)

I don't know if this is still the case but I think AMFU's used to be weightless so Alot (he of Buckyball Sag' A* fame) filled his race winning Anaconda with "sacrificial" units for exactly that reason ... to spread the heat damage across more modules.
 
Little heads up: medium mining lasers weight the same as small mining lasers. Except they are faster and more energy efficient.

Huh. TIL.

Never realized they were the same mass. Guess the only downside is power draw, which is not an issue on this Orca.

Anyway, I'd still drop it down to one laser, if any. That, smaller shields, and a couple of lightweight mods pushes the max range to >50
https://coriolis.edcd.io/outfit/orc...AAAA==.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=aaorca
 
Thanks for the advice guys. So, to summarize, ship is OK, then I will keep one medium mining laser and fill the two reserved slot with cargo racks. Didn't know about heat spread, but it won't do any harm to fill these two slots with cargo racks anyway.

Edit : never considered lightweight mods before, but the result is interesting, think I'm going to engineering activities again.
 
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I’m taking my exploraconda and was planning on acting (as has already been proposed) as a logistics ship, especially for helping out smaller vessels that don’t have any enough internals to take everything one might possibly want. Optional internals fit:

  • 7A fuel scoop
  • 3D shield generator
  • Twin SRV hangar
  • Fighter bay (for some fun)
  • ADS, DSS
  • Fuel transfer limpet controller
  • Hull repair limpet controller
  • Two AFMUs
  • A cargo rack in the last slot for some limpets

She is already heavily engineered (I can get 69ly out of her if I ditch the shields and SRVs) so even with all that onboard I should still be able to get 60ly (ish).
 
Stupid question, which I'll ask here because I'm too embarrassed to start a thread dedicated to it...

It's ages ago that I was off exploring.
I can't remember, do you still get USS's appearing when you're way out in the black?
I seem to recall finding escape pods and data caches while exploring which'd mean there were USS's, but do you get other types too?

I ask cos I notice you need Basic Conductors to synthesize replacement heat sinks.
Is it likely I'll find these anywhere while I'm exploring or should I stock up before I leave?

Might be nice if FDev implemented a way to trade mat's before DW2 kicks off.
 
You get the odd crash site quite far out (~10kly I have seen one) but I think USSs disappear not that long after you leave the bubble. The ones you do find are just data caches. So I would stock up if you are planning on synthesising heat sinks.

Alternatively (or in addition) have you considered a low emissions power plant? If you take a stash of iron to Felicity and spam G1 you will eventually get a god roll that lowers your heat efficiency to about 0.33 and gives you the same power output. Runs super-cold.
 
I've run across a couple of USSs in the black not too long ago so I think the answer is 'yes'. It's rare though, and I've never seen Basic Conducctors in one, so probably best to stock up before you leave.
 
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To the OP, I think a repair limpet would be more useful than a refuel one. Seriously, what's the odd of someone on the expedition ending up in a star they cannot refuel or jump to refuel from compare to hull damage given the probable length of the trip?

That matches my recollection of DWE1. I can't remember anyone needing fuel even once, but lots of people were getting uncomfortably low on hull. Don't forget this is an endurance trip. We will all be way out of range of any repair facilities for a long, long time.

It is also worth filling any otherwise unused slots with AFMUs, because of the way the game calculates damage. If you do a "hydrogen headbutt" or a clumsy landing, the game essentially rolls some damage dice and spreads it between your modules, not counting cargo racks. The trick is to minimise power plant damage, as that can't be repaired. The more other modules are present to soak up the damage, the less damage your power plant will take. And AFMUs have zero mass and can be turned off when not in use, so their power draw is not a factor either..
 
That matches my recollection of DWE1. I can't remember anyone needing fuel even once, but lots of people were getting uncomfortably low on hull. Don't forget this is an endurance trip. We will all be way out of range of any repair facilities for a long, long time.

It is also worth filling any otherwise unused slots with AFMUs, because of the way the game calculates damage. If you do a "hydrogen headbutt" or a clumsy landing, the game essentially rolls some damage dice and spreads it between your modules, not counting cargo racks. The trick is to minimise power plant damage, as that can't be repaired. The more other modules are present to soak up the damage, the less damage your power plant will take. And AFMUs have zero mass and can be turned off when not in use, so their power draw is not a factor either..

Thanks for the tip. I usually fill spare slots on ultra lightweight builds with cargo racks, but now I'll look at carrying extra AFMUs instead.
 
Little heads up: medium mining lasers weight the same as small mining lasers. Except they are faster and more energy efficient.
Since there is time to prepare, it is worth pledging to Zemina Torval for the Mining Lance. One of those is about twice as effective as a medium mining laser and it fits in a small hardpoint and has 2km range, which makes prospecting (without limpets) much easier.
 
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