Distant Worlds II Event What Ship are you Bringing and Why?

I'll stick to my Type 9 too, I can fit a fuel limpet and SLF now after the DS integration. I really like the Phantom exterior but its internals and cargo load are worse than the Mk. II even after ditching the SLF capability. It's the Asp Scout syndrome again.
 
I was thinking about a DBX, but no multi-crew, so maybe better an AspX or Krait Phantom !!!


Right, time for me to change ships again. My Phantom build:
https://s.orbis.zone/vea
Built for fun and safety, more than maximizing jump range. Plus she'll make a good mission runner back in the bubble.

That's amazing, very good jump range thanks to everything enginered !!!!!
 
Assuming the numbers and slots are correct, it looks like the Phantom (engineered) does gain approximately 4 lightyears over the Mk.II. That's pretty awesome.

Anyway, I've updated the exploration ship templates on EDastro.com to reflect the changes (the new ships, the removal of slot restrictions on the Saud Krugers, and the removal of the ADS). This has shifted the jump range hierarchy around a bit, since my "build rules" for the list now permitted more FSD Boosters.
 
Assuming the numbers and slots are correct, it looks like the Phantom (engineered) does gain approximately 4 lightyears over the Mk.II. That's pretty awesome.

Anyway, I've updated the exploration ship templates on EDastro.com to reflect the changes (the new ships, the removal of slot restrictions on the Saud Krugers, and the removal of the ADS). This has shifted the jump range hierarchy around a bit, since my "build rules" for the list now permitted more FSD Boosters.

Personally any ship with 5 slots I would remove the AMFU and add the Guardian FSD booster. If we had the old ADS and DSS, these ships would have had to go without an AMFU anyway.

For instance the Mamba can have the fuel scoop on the size 4 slot. Easily fast enough and then add a size 5 Guardian FSD booster. I also added a size 3A guardian hybrid Power Plant.

This gives the Mamba a jump range of 39.34ly.

It's worth looking at the Guardian Hybrid Power plants for these extreme builds as some are lighter and give more power then your engineered versions you have on there.
 
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Personally any ship with 5 slots I would remove the AMFU and add the Guardian FSD booster. If we had the old ADS and DSS, these ships would have had to go without an AMFU anyway.

...

It's worth looking at the Guardian Hybrid Power plants for these extreme builds as some are lighter and give more power then your engineered versions you have on there.

Like I said, they're "templates". They're meant only as a starting point.

EDIT: I could consider switching the priority around though, for the FSD Booster / AFMU. My approach here was to favor neutron boosting over pure range.

EDIT 2: I might actually do that. Part of the point of the list is to see what the relative ranges are, anyway.

EDIT 3: Done. :)
 
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How can you change to something you cant be even sure if the stats are correct? :S
Poor Qohen.. :D

Nah, Qohen has said that as long as you use the hyperlink to change your ship and roster info then it's handled automatically and is no extra burden to him. ;)

As for changing it now before we know everything, what can I say, I'm optimistic!
 
I'm now swaying towards the Corvette... I'm out at BP again with the Anaconda and I almost dropped into the system without realising (I'm just kind of in the area). So it seems a little trivial to do so for a further time in the same ship.

Plus, this:

HlyELduIffV6YSVnnVJorteI4e3V2RA6F7oGK4Kf5tMV--nWwrv1txLQU6-7lTC3IHdrAeEx88-85V1OlWIzV3MMFK8cVFuEh5un_q8wpmbxNT3ekozJ5JHPl6isJDgn-twCaVqOlSVSn0S9k9L0NUqzNSnwAeLiNKYwHJrA94FQoFKvvswyrfl6mblI_2uWpnxrP7KBDzPw2s5TZuASIzrN32yfR2mYlndn1TAB_CpyOJbtW03_VCgC4LxaBGYJTwMP0neuUKuoy2b8cmkmOPogyb6UZ_kwvrMQzsOelZZRQo6iAfGakGYni-CMrcjXtjUHmMaOx2PukxGzwOcRKjg5uxpSyVa-n46TuKM3mWe8T9ta8CzB2U_iRSNlTvovgNQBCF1kaUX-Z6FJdOSqL5FHC7dOVXFNvLuV_u-cJIOsGebqiiBx6qNOAlFngSSfPIXhJQmzge5G_3gT1HKisCZm0Ovbw8H-1fUU370iUiUAcJRWEmDlS43wMMydeHCTY0q3PGcjDUhTNikFeJeMsERDtYiFnPuFSW8BrYfde6DlaHG9-7MK4HqNENVSRhDBKfN_fk73b5c6QVey8p-Kt7gMAS96qHPhkiqapZwnC8Zshd6zSfrRWd2Ip_6R4gujLPY6v3OsT-0CiEfhTVpEQ2HGQfFXdM-Ng7bSo6sWPu_dZK3Npvycxasc7_AfF4IcTY1D3DknaJG4tnEp_tWdmm8I_BhPhU4Ly5jIsA=w1442-h884-no


Rocking up in that paint job at each meeting point....

I reckon if I drop the armour down to the base and heavy duty it, plus use a Guardian booster I can get mid 30s on the jump range while still maintaining a FULL combat load-out; which is what I had the first two times I went to BP!
 
I've spent the week engineering my Beluga, because of the upcoming changes... and then the Phantom started looking good, and I remembered why I love my Krait so much. Decisions, decisions. I have a feeling the Phantom may become irresistible. I just hope it gets a good kit. That flat top is even more plain than on the Mk.II.
 
As it looks now still taking the anaconda. The python was a close runner up. Really got my hopes up the conda would have a competitor.
 
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By the way, during the expedition, is there any conceivable reason to go with anything bigger than 1D limpet controllers for refuel and repair?
 
I signed up this afternoon and this will be my first DW trip. I've been to Colonia 4 times, Sag A* 3 times and some of the places near Sag A*. But, this will be my first trip of this sort and I'm hoping to be an Explorer and a Fuel Rat secondary but also to be as much assistance to others as I possibly can be.

Can any of you old hats give me a bit of a pointer with regards to a build for an Anaconda please? I'll be grinding my ample bottom off for the next couple of weeks so I hope to have plenty of materials so this is the build I was looking at >>>

https://coriolis.io/outfit/anaconda...BmUEYBsICmBDA5gG2SEcIEhTFA===&bn=NES Viatorem
 
Yeah, I'm waiting to officially change (update my roster info) until I actually have a kitted out Phantom sitting in my hanger, ready to launch. I'm just saying that as long as I can fit the power plant, thrusters, and shields I want while still topping 50ly unladen, then I'm switching. And if Coriolis's numbers are even close, I should be able to do that easily.
 
I signed up this afternoon and this will be my first DW trip. I've been to Colonia 4 times, Sag A* 3 times and some of the places near Sag A*. But, this will be my first trip of this sort and I'm hoping to be an Explorer and a Fuel Rat secondary but also to be as much assistance to others as I possibly can be.

Can any of you old hats give me a bit of a pointer with regards to a build for an Anaconda please? I'll be grinding my ample bottom off for the next couple of weeks so I hope to have plenty of materials so this is the build I was looking at >>>

https://coriolis.io/outfit/anaconda...BmUEYBsICmBDA5gG2SEcIEhTFA===&bn=NES Viatorem

- A rated power plant, always. You can also downsize it a bit. Exploration ship doesnt require that much power and you can always turn off modules which are not needed. For example 5A with low emissions mod is more than enough.
What mod to put in to PP is personal preference. I like to use low emissions mod always as i like cool running ships and i hate ships which turn out to water kettles during scooping.
- 5D thrusters. 7D's has much weight and you will manage with smaller ones
- Power distributor also to smaller D rated. You can put engine focused mod if you go low as 4D or smaller to get boost.
- AFMU. You only need one.
- Fuel transfer limpet contorller. I would go with 1D and in any case that 5A is overkill.
- Repair controller. 1D also here. That might have personal preferences but the aim is to drop the dead weight.
- ADS is built-in module from 3.3 onwards, not needed.

Otherwise, looking good. :D
 
I signed up this afternoon and this will be my first DW trip. I've been to Colonia 4 times, Sag A* 3 times and some of the places near Sag A*. But, this will be my first trip of this sort and I'm hoping to be an Explorer and a Fuel Rat secondary but also to be as much assistance to others as I possibly can be.

Can any of you old hats give me a bit of a pointer with regards to a build for an Anaconda please? I'll be grinding my ample bottom off for the next couple of weeks so I hope to have plenty of materials so this is the build I was looking at >>>

https://coriolis.io/outfit/anaconda...BmUEYBsICmBDA5gG2SEcIEhTFA===&bn=NES Viatorem

I made some changes to your build, I'm not saying that is perfect, but you may have a look and think about it.

https://coriolis.io/outfit/anaconda...BmUEYBsICmBDA5gG2SEcIEhTFA===&bn=NES Viatorem

EDIT: This build is based on my preferences, I don't feel safe with smaller thrusters, I like a bit more power on the engines for boost and I was a 2x AFMU user, but nowadays I tend to use only one (4A max).
 
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Thanks for the replies.

With regards to the shields (I always knew I'd downgrade them) as I can use 4D, that will free up a G5 module rack. Am I better off changing that to a Cargo rack so I can carry extra limpets? I intend to carry enough materials for it not to be too much of an issue but I'm also conscious of 'weight' and I'll also be carrying enough to collect materials whilst I'm out there.
 
By the way, during the expedition, is there any conceivable reason to go with anything bigger than 1D limpet controllers for refuel and repair?


Yes. :D It's entirely up to you, but if you want to help with repair/refuel of other people in the expedition (a fleet support role), it might go faster with more and longer-lasting limpets. But as an emergency feature, or just for occasional use, no, there's no real need to go above 1D.
 
Yes. :D It's entirely up to you, but if you want to help with repair/refuel of other people in the expedition (a fleet support role), it might go faster with more and longer-lasting limpets. But as an emergency feature, or just for occasional use, no, there's no real need to go above 1D.

This also applies to me I guess. I want to assist with the fleet when I can so what would be advisable with regards to limpet controllers? Currently I have 1D fuel and 1D repair fitted.
 
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