Cargo Rack for Exploration

I need room on my ASP for the size 5 FSD boost as soon as it is fixed and rereleased.
I could sacrifice a cargo rack or an amfu.

This is only about long range exploration. When going to Thargoid or Guardian sites I don't need an amfu at all.

So do you need a cargo rack for long range exploration? I don't think so.
 
The only thing outside the Bubble that a cargo rack is useful for are the guardian ruins.

Of course, if you DO find something new, you'll be kicking yourself if you don't have a cargo rack :D
 
I headed out for a trip in an Asp Explorer, no weapons, minimal shields, decided to throw in a cargo rack just in case. I ended up picking up an escape pod and forgot all about it by the time I returned. When the pirate was going on about the tasty cargo in my hold, I had no clue what he was talking about. I barely made it out alive, and jettisoned the escape pod to spite of the who I almost lost my life to rescue.
 
I need room on my ASP for the size 5 FSD boost as soon as it is fixed and rereleased.
I could sacrifice a cargo rack or an amfu.

This is only about long range exploration. When going to Thargoid or Guardian sites I don't need an amfu at all.

So do you need a cargo rack for long range exploration? I don't think so.

For what it's worth, I'm seriously considering retiring the Nautilus (Asp E currently at a 50LY jump range) with a Python once they're fixed and back in the game. 3 x C6 internals + 2 x C5 Internals will stack to give a huge range increase surely? (I know RE: Fuel consumption, not a concern for me tbh given my intent for it)
 
Last edited:
For what it's worth, I'm seriously considering retiring the Nautilus (Asp E currently at a 50LY jump range) with a Python once they're fixed and back in the game. 3 x C6 internals + 2 x C5 Internals will stack to give a huge range increase surely? (I know RE: Fuel consumption, not a concern for me tbh given my intent for it)

You're hoping these FSD boosters are going to be stackable?

Gotta love an optimist.
 
So do you need a cargo rack for long range exploration? I don't think so.

For all practical purposes no, there is nothing (beyond the Alien stuff already mentioned, which you can go back for) you would need a cargo rack for.

However it depends on how you play. Nearly all my ships are exploration capable - they have a big scoop, ADS & DSS, and a cargo rack (my Adder doesn't have room for a cargo rack). Because one of my personal rules is that if I find an Occupied Escape Pod, I must rescue it. The only reason why I wouldn't would be because my cargo is already full with escape pods. I will dump other cargo to rescue them. When I left the bubble in October 2016 in my multi-role corvette it was configured with 256t of cargo, 10,000ly later I was carrying (IIRC) 77 of the things :)

Now of course we can return them to a search & rescue agent at most ports, before that I used to drop them off with the police ships that are occasionally found parked on planets:
06GJ1Qo.png


So while there is nothing worth collecting that matters compared to how it affects your jump range & acting as a pirate magnet, there is gameplay in having one ;)
 
For what it's worth, I'm seriously considering retiring the Nautilus (Asp E currently at a 50LY jump range) with a Python once they're fixed and back in the game. 3 x C6 internals + 2 x C5 Internals will stack to give a huge range increase surely? (I know RE: Fuel consumption, not a concern for me tbh given my intent for it)
FSD boosters were already confirmed to NOT be stackable before they were removed to fix the fuel per jump issue.
 
Nearly all my ships are exploration capable - they have a big scoop, ADS & DSS....

On that note, once a player achieves Exploration Elite, is there much point in continuing to fit a DSS?

Sure, you get more credits for exploration data but, meh.

Trying to think of a reason why I wouldn't just bin the DSS to free up a slot and then I could fit an FSD Booster and a cargo rack.
It just feels kind of "wrong" to be exploring without a DSS. :eek:

Course, it wouldn't hurt if the AspX got reworked a bit.
Considering it's an "exploration" ship, it's internals are hopeless for that purpose.
We have two C1 "exploration" modules and the ApsX has zero C1 slots.
SRVs come in C2 and C4 flavours and the ApsX has, yet again, zero C2/C4 slots (once you accept the fact that you've already fitted scanners into the C2 slots it does have).
Get rid of one of the C3 slots and replace it with 2 x C1 slots instead?
 
You're hoping these FSD boosters are going to be stackable?

Gotta love an optimist.

They were stackable before they got removed, and fit in optional internals though?

I'm not entirely across why they got removed, I did hear it's meant to be a % increase, not a flat increase, or something like that, but there's no reason that won't be stackable either (just like HRPs/MRPs)
 
For what it's worth, I'm seriously considering retiring the Nautilus (Asp E currently at a 50LY jump range) with a Python once they're fixed and back in the game. 3 x C6 internals + 2 x C5 Internals will stack to give a huge range increase surely? (I know RE: Fuel consumption, not a concern for me tbh given my intent for it)

They aren't stackable.
 
They were stackable before they got removed, and fit in optional internals though?

I'm not entirely across why they got removed, I did hear it's meant to be a % increase, not a flat increase, or something like that, but there's no reason that won't be stackable either (just like HRPs/MRPs)

It was removed because they didn't work and the % on fuel usage.

I must've misread someone's post then... will go back and check.

A comdr had screen shots of trying to stack them and it wouldn't let him.
 
On that note, once a player achieves Exploration Elite, is there much point in continuing to fit a DSS?

Sure, you get more credits for exploration data but, meh.

Trying to think of a reason why I wouldn't just bin the DSS to free up a slot and then I could fit an FSD Booster and a cargo rack.
It just feels kind of "wrong" to be exploring without a DSS. :eek:

Course, it wouldn't hurt if the AspX got reworked a bit.
Considering it's an "exploration" ship, it's internals are hopeless for that purpose.
We have two C1 "exploration" modules and the ApsX has zero C1 slots.
SRVs come in C2 and C4 flavours and the ApsX has, yet again, zero C2/C4 slots (once you accept the fact that you've already fitted scanners into the C2 slots it does have).
Get rid of one of the C3 slots and replace it with 2 x C1 slots instead?

You're opening Pandora's box with the module splitting thing ;) So many ships could do with a few tweaks (like you describe for the AspX) to account for how the game has evolved. I like a dilemma in outfitting though, so it's not an agenda I push all that much. I'd be happy to have a combined ADS/DSS C2 or C3 module though.

On the subject of the DSS it does more than just add money now, it shows you what mats are available on a planet, which I used a lot when I was far from home. There is a certain frustration that came with the few times I didn't scan a system with a DSS, and in some cases where I honked with only a basic scanner. The game doesn't make it obvious the existing scan is incomplete, so my personal solution is to (where possible) only scan a body when I have a DSS fitted, and only honk without scanning (while just travelling) with an ADS fitted. I tried triangulating early in the game & it quickly became a chore.
 
Regarding module splitting:

I'm hoping the exploration update brings new scanners and some kind of 'scanner suite' composite, similar to the limpet controller update thst FDev have suggested they're looking at.

I have over 2 billion CR from exploration (just cleared 500k level 3 scans) but my AspX still carries a DSS - it would just feel wrong not to have one fitted. My other ships (except the Cobra III) have been downgraded to carry an ADS at most.
 
You're opening Pandora's box with the module splitting thing ;) So many ships could do with a few tweaks (like you describe for the AspX) to account for how the game has evolved. I like a dilemma in outfitting though, so it's not an agenda I push all that much. I'd be happy to have a combined ADS/DSS C2 or C3 module though.

On the subject of the DSS it does more than just add money now, it shows you what mats are available on a planet, which I used a lot when I was far from home. There is a certain frustration that came with the few times I didn't scan a system with a DSS, and in some cases where I honked with only a basic scanner. The game doesn't make it obvious the existing scan is incomplete, so my personal solution is to (where possible) only scan a body when I have a DSS fitted, and only honk without scanning (while just travelling) with an ADS fitted. I tried triangulating early in the game & it quickly became a chore.

Just seems kind of wacky, from an in-universe POV, that a ship designed for exploration wouldn't be compatible with the hardware intended for that purpose.
Seems like both the AspX and DBX could afford to trade a C3 slot for 2 x C1 slots.
I'm all for creating a bit of a dilemma for players but, with a big update coming for exploration in Q3 too, I hope FDev don't leave us in a position where we're pretty-much forced to go exploring in an Annie with a bunch of C1/C2 modules filling all it's internals or risk missing out on new and interesting things.

Fair point regarding using the DSS to find mat's while out exploring.
Personally, I always used to stockpile the mat's for FSD injections and AFMU ammo before I leave.
Now, with the new allocations for mat's, I doubt anybody should really need to find mat's while out exploring unless they're out for several months at a time.
Still just feels wrong to bin the DSS though.
 
Just seems kind of wacky, from an in-universe POV, that a ship designed for exploration wouldn't be compatible with the hardware intended for that purpose.
Seems like both the AspX and DBX could afford to trade a C3 slot for 2 x C1 slots.
I'm all for creating a bit of a dilemma for players but, with a big update coming for exploration in Q3 too, I hope FDev don't leave us in a position where we're pretty-much forced to go exploring in an Annie with a bunch of C1/C2 modules filling all it's internals or risk missing out on new and interesting things.

Fair point regarding using the DSS to find mat's while out exploring.
Personally, I always used to stockpile the mat's for FSD injections and AFMU ammo before I leave.
Now, with the new allocations for mat's, I doubt anybody should really need to find mat's while out exploring unless they're out for several months at a time.
Still just feels wrong to bin the DSS though.

I had plenty of mats when I left, but I didn't plan my trip out, I just got fed up with the bubble & left one day in the ship I happened to be in. I was out for 18 months and no amount of stockpiling lasts that long, I had to find jumponium and used a lot of it picking my way to Beagle Point. I used something like 80 assisted jumps to get there (finding my way, only knowing that it could be done but not knowing the route), IIRC 22 assists to get back out the way I got in. The majority were only level 1 though.

I stopped off in Colonia & picked up a hull repair limpet controller & was able to manufacture limpets too (another use for a cargo rack), although by then I was careful enough not to need that, I did reload my multi-cannons maybe half a dozen times fighting off NPC pirates on my way back to the bubble (carrying escape pods). The DSS is a useful tool, but it depends what you are going out for. Like the cargo space I found them invaluable but neither were strictly necessary.

As far as internal modules go the thing I realised I wanted in a good multi-role loadout was lots of module bays; how big they are is less important than how many there are. Only stuff like fuel scoop & shields really need a big slot, my ideal exploration (rather than just travelling) ship would have two or three big slots & a dozen or more really small ones. Make it tough enough to survive but with minimal weapons.

IMO the AspX has a nice view but it's only a popular ship for exploration because of it's jump range for fast travel. In most actual exploration circumstances I find it just isn't big enough to carry all the stuff I want to be self-sufficient. IMO of course ;)
 
Am I right in thinking you need a cargo rack to store limpets?

I took a bit of hull damage landing on a distant moon in Viatori Patuit. No problem, I'll just fire up the limpet module I packed and fix it. Wrong! No limpets in the module and when I got to Synthesis, despite having plenty of mats it is redded out. So the only thing I can think of is, they need to be stored as freight? In which case would mean sacrificing another possibly more critical module which on an AspX configured for exploration is going to be hard.
 
I need room on my ASP for the size 5 FSD boost as soon as it is fixed and rereleased.
I could sacrifice a cargo rack or an amfu.

This is only about long range exploration. When going to Thargoid or Guardian sites I don't need an amfu at all.

So do you need a cargo rack for long range exploration? I don't think so.

Maybe a small cargo rack in the unlikely event that you find something interesting that's worth picking up. In my last long range exploration, I didn't bother with a cargo rack, and didn't miss it. Guess if you have spare space, can carry but I found an AFMU more useful. Also, assuming your ship is stripped down for exploration and not combat, the likelihood of NPC interception increases if you carry any valuable cargo, so there's that additional risk.

Am I right in thinking you need a cargo rack to store limpets?

I took a bit of hull damage landing on a distant moon in Viatori Patuit. No problem, I'll just fire up the limpet module I packed and fix it. Wrong! No limpets in the module and when I got to Synthesis, despite having plenty of mats it is redded out. So the only thing I can think of is, they need to be stored as freight? In which case would mean sacrificing another possibly more critical module which on an AspX configured for exploration is going to be hard.

Yep, for limpets, you need cargo space. 1 limpet = 1 storage space.

If you have an AFMU, minor hull damage is not much of a problem. Think my exploration ship had 67% hull integrity when I got back to a station in the bubble... but had modules repaired and working using an AFMU (which does not need limpets).
 
Last edited:
Yep, for limpets, you need cargo space. 1 limpet = 1 storage space.

If you have an AFMU, minor hull damage is not much of a problem. Think my exploration ship had 67% hull integrity when I got back to a station in the bubble... but had modules repaired and working using an AFMU (which does not need limpets).

Appreciate confirmation. Guess that is why some people prefer the Annie for exploration as the AspX does come up a bit short if you want a Detail Surface Scanner plus all the modules to be self sufficient out in The Black for several weeks.

Luckily I only took 4% damage, more annoying was the fact one of those landings where ship and ground in the blue but it wouldn't touch down. Gave it a bit too much poke and bam - shield down and hull down to 96%. 15 kylies out of the Bubble en route to Beagle Point, not going to turn back now only if the hull went under 50%.
 
Back
Top Bottom