Fast Long Distance Jump Ship Advice/Help Needed?.

AspX and Neutrons... 130-140 jumps to colonia. DBX is a nice ship for bubble-hopping, but the 4A fuel scoop is a major PITA because of the slow scoop rate. The AspX has a bit lower jump range, but you can fit a 6C scoop in there to speed up scooping, plus it will carry everything you need like SRVs if you want to go exploring, and an AFMS to repair the FSD every 10 jumps or so (a 3A afms will have units to spare for a trip to colonia).
 
Depends on what you actually want to do, and what you think you need to carry along for the ride.

Yes, the 'conda is the undiputed queen of jump range, together with the DBX. The latter is hampered somewhat by the small scoop - and by the fact that once you add everything you might need on the trip, the jump range doesn't look that good any more. Downside of the 'conda is, well, it's a 'conda. Turns like a barge, and is equally hard to park.

If you don't insist on a 50ly+ jump range, a lot of other ships come into play - AspX, Hauler, Dolphin, Orca all can reach 40ly+ fully equipped, including a SRV. For exploring, I like the Dolphin - good view, roomy cockpit and can land on a towel. The Orca will handle dual SRVs. The Hauler is a bit limited in internals and in any case won't haul much if you want to keep the jump range over 40 ly, but is the most agile of the lot in both SC and real space, and can be the fastest in real space. Plus, it scoops even faster than the 'conda.
 
I use a DBX with a high G5 upgraded FSD. Primarily to get out to my smaller fleet stored in the Merope System. From my HQ in the Cubeo system, the DBX can do the trip in a handful of jumps.
 
Personally, I prefer a Dolphin for this - https://coriolis.edcd.io/outfit/dol...GcAAABqojVWpAAAA.EweloBhBGA2EoFMCGBzANokMK6A=
It's an absolute joy to fly, is cheap, jumps well, and has everything you need and a little extra. Bonus - take a VIP passenger making a 5k Ly trip somewhere for some extra credits, Exploration rank, and a good reason not to blow yourself up, because that's lame.

The Dolphin is definitely a worthy contender for this kind of long range work. I guess it all depends on how fast you want to get to where you need to go. If I am doing trips up to say 250 Ly from my HQ I too will often choose the Dolphin for the trip.

The difference in range between it and my DBX in sub-250Ly trips doesn't really add up to much.
 
I did the 5000 LY Palin-unlock mission in an A-rated, modified DBX using the neutron superhighway (you will want to fit an AFMS and Advanced Discovery Scanner). The entire trip took about 4 hours, out and back. I could have probably done it even faster if I had fitted out the ship for exploration, D-rated the FSD and Power Plant, removed the weapons, etc. but as I said, my ship is A-rated and I didn't want to take trime futzing around getting D-rated modules modified to be used only once. o7
 
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Thanks for all the replies, lots to think about. I have had an AspX and a Conda before but perhaps I might go with the DBX or one of the water mammals. I never realised it could be done so fast, I was thinking about a week or so depending on how many hours I want to put in but good to know it can be done very fast.
 
Did mine in an Asp X. I really hate that ship. Took it to Colonia. Suicided back to the bubble. Remote sold Asp X even though it had the best rolled FSD I've ever had.
 
Haven't read all the replies but I'd recommend the Asp Explorer. While the Diamondback Explorer has great jumprange you lose time when it comes to fuel scoop speed.

Buy the Asp, buy class A FSD and engineer it for jump range and else go with D-grade modules for the rest to reduce weight. You can also take an A or C-grade powerplant to make heat management while scooping a bit easier but it's not necessary. Put a class 6A fuel scoop on it (or else the best class 6 scoop you can afford), an advanced discovery scanner (optional) and you're good to go.
You then face two options
a) make the trip and doing an advanced discovery scan in every system and once you hit the 5k ly take the trip back to cash in on them
b) make the trip and then self-destruct once you hit the 5k ly for an instant journey back (but you'd lose any scan data, means you don't need to scan to begin with so don't need to equip the scanner)

I personally did it the second method because I wanted to save time but you do have to pay insurance so make sure to have enough credits left for it.

If you have by then learned you don't enjoy exploration the AspX makes a great general travelling ship to get around in (and move more bulky ships via paid transfer) but also pretty useful for fast smuggling runs so you could keep it for that - if all else fails just sell it after removing the engineered FSD for future use. ;)
 
3 factors:

Jump range - reduces number of jump cycles required.
Fuel Scoop Capacity - determines how long you need to refuel for.
Supercruise agility - determines the amount of time taken to align for next jump.

For me having to linger around waiting to refuel seems to create the biggest delays. The Anaconda packing a 7A scoop never has to wait on refueling and is always ready to jump when aligned. Even though its SC agility is poor it's not bad enough to cause any delays when aligning for the next jump as its always aligned before the FSD is ready.

So my vote (if you just want to travel far fast) is the Anaconda.


Yup - I can average about 45-46 seconds a jump, with a jump range of 62 Ly on my Exploraconda. Asp X is not too far behind.

Z...
 
Rather than start a new thread I will reopen this one. Since the 3.0 Beta has finished I thought I better get my skates on before any changes affect me. So after all your advice I built this little beauty this morning and at present she is berthed at Felicity's garage having been upgraded https://coriolis.edcd.io/outfit/asp...AAAA=.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Glimmer https://coriolis.edcd.io/outfit/asp...AAAA=.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Glimmer There are some destinations in the previous posts but does anyone have any alternative destinations for me to head for. I will be coming back so no suicide advice needed and I am still debating whether to add some heatsinks but I think not as I want to keep the weight down as much as possible.
 
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Rather than start a new thread I will reopen this one. Since the 3.0 Beta has finished I thought I better get my skates on before any changes affect me. So after all your advice I built this little beauty this morning and at present she is berthed at Felicity's garage having been upgraded https://coriolis.edcd.io/outfit/asp...AAAA=.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Glimmer https://coriolis.edcd.io/outfit/asp...AAAA=.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Glimmer There are some destinations in the previous posts but does anyone have any alternative destinations for me to head for. I will be coming back so no suicide advice needed and I am still debating whether to add some heatsinks but I think not as I want to keep the weight down as much as possible.

I'd suggest to add an AFMU. In fact, may as well add two as you have the space (they don't weigh anything). Should be able to stick with the PP you already have, just keep the AFMUs turned off until you need them. If you don't have an AFMU, you don't want to start neutron jumping. :)
 
Instead for the overcharge on the PP, go for low emissions while you're still at Felicity's place. You may gain 5% in mass at the most, but the grade 1 low emissions is cheap (1 iron) and (still...) has a secondary that'll give you an increase in output power.
 
I've also just spotted the 6D fuel scoop. If you're planning on going any distance, that wants to be a 6A. Really, it's worth it. I wouldn't be concerned about upping some of the components, either. Losing a couple of Ly jump range is not really going to be noticeable, but things like poor fuel scoop, no AFMU, no planetary vehicle hangar... These things will come back and bite you when you're out in the black.
 
Yeah I would def go for low emission PP. It's super easy to get a mass reduction secondary or power increase if you want a bit extra juice and it really speeds up scooping as you can get right close in to the star and not worry about overheating. Also a 6A scoop is a must. God Speed.
 
I did the G1 Low Emissions mod and put in a 6A fuel scoop at my home port before I set off last night. I set a 105 jump course for the Crescent Sector 5.2kly from Artume and did 60 jumps before I got tired. Will do the rest this evening and likely a few of the homeward bounders as well.

On another tack, how does the Neutron extended jump thing work?. I checked my settings in the Galaxy map and ticked the use Neutron boost box, I left the Farseer base and on entering supercruise set a course for Artume which gave me a jump into a Neutron star system and a 190ly jump to Artume. I turned away from the star on entering and let myself edge into the tail of a plume and got the FSD warning thingie. I then lined up the Artume jump point but got a "cannot jump due to exceeding the 5t per jump limit" or words to that effect. I tried a couple things like resetting the course etc but in the end I unchecked the boost box jumped into the closest system with a fuel star, filled up and reset the course for Artume which gave me 4 jumps @ approx 50ly. All's well that ends well though I would appreciate a heads up on what I did wrong?.
 
A JumpaConda build with 60ly range can do the 5kly round trip in an hour or two! Head to Jackson's Lighthouse neutron star (38ly from Deciat where Felicity Farseer is based) and you can make 240ly jumps... 20 or so NS jumps will cover the 5kly...

Plot a route using the neutron star highway... Enter your own chosen destination...

https://spansh.co.uk/plotter/result...ckson's Lighthouse&range=60&to=Sagittarius A*

Example ship build http://www.edshipyard.com/#/L=A062,...n_Jgo1j08c008cA08c81LU02jwG0213EnD3XI2UI00nE0

It really isn't a big deal :p
 
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