Ship Builds & Load Outs NoobiTours: Let me take you on a magic dolphin ride!

http://www.edshipyard.com/new/#/L=Cr08eC0S3,KYi0KYi0,CEg0CzY0CTq0,9p30A5U0AMg0AcI0AsO0B3_0BK40Bb60,,1bu04_w47Re01Z4003w00J4420m0

[video=youtube;U4WiyxXpyZc]https://www.youtube.com/watch?v=U4WiyxXpyZc[/video]

If needed I switch out the luxory for larger business or similar. Gets 25ly minimum 285 top speed. Instantly refuels around a sun and is pretty hard to get warmed up. Very good for long runs so far. No engineering. I haven't gotten those unlocked yet. All parts bought at CE BOOTIS! Except maybe the rail guns.

So, can this be optimized more without engineering? I'm not sure anything else I can do without sacrificing more weight and jump distance or other nice characteristics? It's really nice for quickly slipping into that box and getting out. It has multiple engine boost you can quickly do to get away from scans.

I'm thinking of doing this for long range explorer trips: Noobxplorer

This is for those long ranged trips where explorers want to visit far away locations.

Does thermal stop sun damage. And does MRP heat from the sun?

Updated ships:

Dolphin: https://s.orbis.zone/141l
Orca: https://s.orbis.zone/14a6
Beluga: https://s.orbis.zone/14ai

These are designed to go from CE Bootis to gandharvi for maximum profit. Or whatever single location you can get as many explorers to in one go. Switch out cabins as needed for maximum profitability.

The ships are also dubbed Noobxplorer in dedication to their designated passengers.

And, hopefully, when I get maxed out rep with CE Bootis I will get even more from income from these ships.
 
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http://www.edshipyard.com/new/#/L=C..._Pc6y00Iu00Bb60,,1cC04_w01ae07Q400IwC20m42UI0

I noticed you have no AFMU, no shield generator, no repair limpets and no heat sinks, for long range exploration trips? You crazy!

I made a couple changes.
  • Don't worry about engineering the fuel scoop. A shielded fuel scoop uses more power and I've never heard of dedicated explorers using a shielded fuel scoop.
  • Add a heat sink to help recover if you mess up (many explorers carry two, and only keep on powered on at a time, but if you got the mats for it, you can have one heat sink launcher and synthesize heat sinks if you run out). The mats are "Manufactured" though, so you can shoot rocks to get mats for the heat sink.
  • Add a 2A AFMU
  • Add a 3D shield generator, for landings. Once you leave the bubble you can power it down, and turn it back on when you want to land or when you approach the bubble.

The way you outfit an AFMU is keeping everything else powered on, and choosing the smallest power plant to power everything else. And keep the AFMU powered off at all times: until you need it, and drop out of supercruise to use it. If you turn on an AFMU in supercruise, and your power usage jumps beyond 100%, you'll get dropped from supercruise and damage all your modules.
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The Dolphin's pretty rubbish at fuel scooping, without engineering (not as bad as the Beluga Liner, but not very good). I tested the Dolphin in the beta, and a G5 Low Emissions/Thermal Spread Power Plant makes it really hard to overheat during fuel scooping. I tried to overheat it during fuel scooping, and I got bored and gave up. For my Dolphin, in the main game, I did Grade-2 engineered Low Emissions/Thermal Spread, and it fuel scoops fine. Keep in mind, the more you engineer the Power Plant with Low Emissions, the more it adversely affects jump range and power generation.
 
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OH, sorry. Wrong type of exploration trip. It's the passenger version where you take explorers to locations to make money. Or is that what you meant?

And I put the shielded scoop because it has massive amounts of hp to scavange the hp for repairs if I absolutely need to because I don't have an amfu on it. I was assuming it's less useful when I'm simply running to long range locations for trips to single locations. I was assuming I could simply get above the location and scan a beacon and not need to land like in tourist trips. I haven't completed my first trip yet. So, I'm not sure. I had the scanner to scan bodies as I ran through systems on the trip to make extra money on the way.

I had a 2b amfu on the design originally for extra healing and cost reduction/rebuy cost. I removed it to add an extra MRP hopeing it would reduce the damage and not make it matter as much. If this was for actual exploration I would have mining lasers and other things to be over redundant. Assuming I can fit them without reducing the range significantly.

Do you have to land on a planet on those take explorer to location x trips?

And the 2A power plant is for maximum heat reduction when going near the sun so I can activate the jump drive as early as possible and not incur heat penalties. I want to be able to kiss the sun with it to speed up long trips.

After I get this is done I may get a better long range jumper and use this design to look for raxxla. I'd add more mrp and a surface scanner and less weight. Although I may go to an orca or beluga first for money making unless I can make enough for exploration and honking. I just wish there was a way to reduce the time to visit locations to scan planets.

Noobxplorer

I added 1D mrps to reduce weight a little. Not sure how much it matters for take explorer to x trips. Might speed it up a hair.
 
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The Core Internals look good, and a G5 Low Emissions Power Plant lets you fuel scoop without having to even watch the heat. The only reason I stopped at G2 was because I have weapons and point defense on my Dolphin, for killing skimmers and sentries from the air. If I engineered it all the way up to G5, it would've hurt power generation and I couldn't power my hardpoints.

If it isn't anything too long, you might not need an AFMU. But I'd add the lightest possible shield, because some passengers freak out with any hull damage at all, including the slightest bumps whilst landing on a pad. Some sightseeing passenger missions take you to planetary geological features, and though you can scan the tourist beacon without landing, it's always fun to land and take a moment to enjoy the view. And with a 3D shield, you can drop the module reinforcements, and add other stuff. And a shield generator would be lighter than two module reinforcements anyway (so you'd benefit from a slightly longer jump range. If you're planning on taking passengers thousands of miles into the black, having at least a shield generator, and maybe an AFMU would be a good idea.
 
OH, sorry. Wrong type of exploration trip. It's the passenger version where you take explorers to locations to make money. Or is that what you meant?

If your plan is to indeed tour those kind of explorers, then a shield is definitely a must have. They are very sensitive to hull damage, and if you get hit by a drunken Beluga driver on the final approach of your return trip, you take the risk to loose the contract...

These "famous explorers"... just snowflakes [haha] ... but you have to please them to get paid [money]
 
Does it matter much between the 2A at max thermals and the 2D?

Noobxplorer 2D

Not sure how much of a difference it makes as far as refueling and heat sensitivity. Does that extra 12% help?

And does signal matter since I'm maxing out the energy. I could go with a 4A and not loose much jump range. It would put me at 50% energy use. I'm assuming not but are there any weird case uses for delivering those explorers?
 
And does signal matter since I'm maxing out the energy. I could go with a 4A and not loose much jump range. It would put me at 50% energy use. I'm assuming not but are there any weird case uses for delivering those explorers?

A little... "Famous explorers" fear that someone discovers they are snowflakes, so they don't like to be scanned. So a cold ship is better than a hot one, in order to avoid (or at least deter) random scans by security forces at the entrance of a station.

Edit : I see that you are using the best outfitting tool (at least, that's the one I prefer :)). You should check the new version, up to date with the Q4 beta and accurate for 3.3 (including the Krait Mk2 and other ships recently released as the Chieftain's variants) : http://edshipyard.net/
 
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Here it is with a guardian fsd mod: Noobxplorer <- Just shy of 50LY. I doubled it's range from it's basic form.

This is just for making money off snowflake explorer missions. Would it be better to do G5 engines. I'm assuming G1 with stripped is better for just runs. I'm assuming G5 with thermal is better for long term exploration.

Is it better to do thermal focus on the armor or kinetic. I'm not sure if thermal helps with sun heat damage or anything else I will run into in space. But kinetic might help with nullifying hull damage at landing as I don't have a shield on it.

BTW, what are the coolest engines. I know D is the lightest, but what would get the lowest heat use with G5 clean and thermal?
 
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Here it is with a guardian fsd mod: Noobxplorer <- Just shy of 50LY. I doubled it's range from it's basic form.

That starts to be a nice ship ! I would drop off the MRP and go for a heavy duty upgrade on the armor. If you fly carefully, there's no reason to take damage while in SC, and heavy duty will increase your HP better than the kinetic upgrade. Also, I suggest to take a better rated AFMU if you can afford, otherwise you might be running after mats regularly in order to refill it. In a million Ly, I barely had any damages from emergency stops and overheating, but I used many full charges of AFMU on FSD repairs after neutron jumps.


This is just for making money off snowflake explorer missions. Would it be better to do G5 engines. I'm assuming G1 with stripped is better for just runs. I'm assuming G5 with thermal is better for long term exploration.
BTW, what are the coolest engines. I know D is the lightest, but what would get the lowest heat use with G5 clean and thermal?

Nothing much important on the engines, as long as you fly carefully (again). Generally people go for dirty drives with lightweight : the power consumption is lower than with clean drives along with better performances. Note that in supercruise, I didn't see any difference in terms of thermal management between clean drives and dirty drives ; I flew my current ship with clean G5 for several thousands LY and just went 50000 LY on the same ship but with dirty G5 and it's exactly the same in SC (apart for the power consumption). I think that I also read something about that on the forum... However, if you want to min/max heat management in normal space - let's say, to minimize your thermal signature when entering a station - then clean drives is a good modification.


Is it better to do thermal focus on the armor or kinetic. I'm not sure if thermal helps with sun heat damage or anything else I will run into in space. But kinetic might help with nullifying hull damage at landing as I don't have a shield on it.

Really, you should drop one of the cabins for a shield, especially if you plan to land on planets and carry passengers. They really don't like hull damage, and will bail out of your ship if you take some. And of course, you won't be paid !

Also, unless you plan to tour 2 explorers at the same time, you will need only one cabin. What I used to do was to fill my optionals with a mix of cabins (business, some first and luxury), and then choose one mission, and remove all the empty cabins and fill in with the fuel scoop, AFMU and other internals. That way, you might be able to fit in a bigger guardian FSD booster in your class 4 and gain in jump range, but at the expense of a bigger power plant.

Fly safe, and enjoy the view in the black [smile]
 
I was going to start at CE Bootis and it, from the little bit I saw, had a tendancies to get multiple missions to a single location. (It starts with a G. Gal something. It's 150,000lys) I was hoping to load up two 20+million and a smaller 10+ million passenger trip. That is why I have as many passenger modules as I can get. I was thinking of even getting more if I could use 2e economy ones. I was hoping to make it without getting any real damage. Maybe skipping white and neutron stars altogether.

I think it would take me about 5 hours one way. This would probably net me between 50 and 75 million per trip. Should get me past the dolphin and into the bigger ships where I can hopefully get more of those same location trips and pack in even more if a bigger ship is worth while. Have to figure out if an Orca or Beluga is worth more for these long ranged trips. Just need to get engineered up for it now. Working on mining raw resources to get stuff for upgrade later. Just getting my engineers up for the first time.

Do you have to land on planets in those missions? I was assuming you just went there and scanned a beacon. Edit: I think I just read you can just scan a beacon. I was going to go super compact multi mission rewards to maximize profits. The problem is the 4 slots are the sweet spot for secondary mission to that location and the 3b modules are the nice one for a tertiary mission. It may be worth the risk.

And I can put a 2b afmu on it instead of the 1. I just went with the 1 so I could repair without needing to turn other things off. Which is kind of silly I guess. I was actually thinking of dropping the afmu and getting an extra cabin. Maybe even the mrp if I think I can get a good mission for it. It's a super specialized mission trip runner for just CE Bootis runs.

Out or curiosity, is the mrp even protecting from neutron stars or overheating from the sun. I could replace it with anther afmu. NoobxplorerAFMU

I'm assuming it only protects if I accidentally come out of supercruise near a sun or something.
 
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I was going to start at CE Bootis and it, from the little bit I saw, had a tendancies to get multiple missions to a single location. (It starts with a G. Gal something. It's 150,000lys) I was hoping to load up two 20+million and a smaller 10+ million passenger trip. That is why I have as many passenger modules as I can get. I was thinking of even getting more if I could use 2e economy ones. I was hoping to make it without getting any real damage. Maybe skipping white and neutron stars altogether.

I think it would take me about 5 hours one way. This would probably net me between 50 and 75 million per trip. Should get me past the dolphin and into the bigger ships where I can hopefully get more of those same location trips and pack in even more if a bigger ship is worth while. Have to figure out if an Orca or Beluga is worth more for these long ranged trips. Just need to get engineered up for it now. Working on mining raw resources to get stuff for upgrade later. Just getting my engineers up for the first time.

Ok, I understand better what you want to do ! So forget about my advice on running a single cabin...

Do you have to land on planets in those missions? I was assuming you just went there and scanned a beacon. Edit: I think I just read you can just scan a beacon. I was going to go super compact multi mission rewards to maximize profits. The problem is the 4 slots are the sweet spot for secondary mission to that location and the 3b modules are the nice one for a tertiary mission. It may be worth the risk.

Indeed, passengers missions never require to land on a planet. But you still need to land in a space station or a starport...

And I can put a 2b afmu on it instead of the 1. I just went with the 1 so I could repair without needing to turn other things off. Which is kind of silly I guess. I was actually thinking of dropping the afmu and getting an extra cabin. Maybe even the mrp if I think I can get a good mission for it. It's a super specialized mission trip runner for just CE Bootis runs.

I would suggest in your case to ditch completely the AFMU. In fact, it is useful if you intend to supercharge your FSD in a neutron star jet-cone - or fight Thargoids, but that's another story [smile] - and your FSD works correctly even if damaged at 80%.

Out or curiosity, is the mrp even protecting from neutron stars or overheating from the sun. I could replace it with anther afmu. NoobxplorerAFMU

I'm assuming it only protects if I accidentally come out of supercruise near a sun or something.

I'm not sure, but I don't think the MRP is of any use for heat or neutron damages. I believe it deflects damages caused by weapons on your modules towards itself.

I'm not familiar with the CE Bootis stuff, but what is the number of jumps you need to do for a travel ? Your current configuration has a total jump range of 280 Ly, which is quite a long range... could you replace the fuel scoop with an extra cabin ?
 
The missions are 15,000 ly. I definitely need the fuel scoop. it's a 5 hour trip if I don't use neutron or white stars. I think down to 3-4 hours with potentially. Not sure how many I could tack on to reduce the time.

I'll try removing the MRP then.

I may try this and be really careful on landing. Maybe even remove the kinetic resistance to save an engineering mod. I've been flying around shieldless doing asteroid mining. I think I can manage to avoid damage if I'm careful.

I don't know if 2E can get missions for this. If so I can stack more missions for about 10 million a peice. I can remove an amfu if needed. I'll shuffle it depending on the mission. It would be nice to get the 4sized jump increase though. But I think most of the big 20-30 million credit missions require a 6-8 slot and requires a 4 business cabin.

Here is my retentiveness kicking in. Exactly 50ly jump range. Lowered the armor engineering down to make it easier to make.
 
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I forgot something I wanted to tell you since the beginning !! There is no discovery scanner nor detailed surface scanner on your build ! For a 15000 Ly trip, that's definitely a no-go. You can get a few millions only by honking on that 30 KLy journey...

So... If you plan to leave after the release of the Q4, the discovery scanner will be built-in, and the detailed surface scanner is more optional than before. In that case, your last build is ok, you will just miss the ability to map bodies. However, if you leave before Q4 drops, then you need both scanners to build up credits : just replace the 2 AFMUs by the 2 scanners and it should be ok, especially if you avoid neutrons and are confident in your piloting skills (seems you are, which is good).
 
Yea, the build is designed to have the scanner built in after the update. It will take that long probably to get all my stuff engineered. Will we still be able to get the advanced scanner that scans the entire system after the update?

And I found the name of the location I'm delivering people to. Gandharvi.

Here are my initial orca and beluga versions:

Dolphin: Estimated 50-60Mill per trip
Orca: Estimated 75-100Mill per trip; Version2: Orca
Beluga: Estimated 200-250Mill+ per trip Version2: Beluga

The Beluga is the pro version. It has no afmu.

I'm not maxed out in rep with people either. So, I'm assuming these will all be more lucrative than this.
 
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Ah... Gandharvi... I have a Beluga and an Orca stationned there, waiting for their final transfer to Colonia from the bubble [haha][haha] I flew these ships - along with a Clipper - from the Bubble to Rohini, and then from Rohini to Gandharvi, using a DBX and an ASP as taxis to reduce the transfer costs. Otherwise I would have paid more than their price in transfer fees !! As for today, only the Clipper reached Colonia...

For the disco scanner thing, I can't guarantee that if you leave before the update without, then you'll get one built-in after the update... but that sounds pretty logical. However, the 3 current disco scanners (basic, intermediate, advanced) will be replaced by only one, that will reveal only the stars in a system, and energy signatures that must be tuned in and scanned to discover the details on other bodies. A bit longer at first glance, but more involving, and in the end far more faster because you don't need to move from the main star to perform the detailed scans. Also, with a bit of experience, you can predict which kind of bodies (gas giant, rockies, but also ELW, WW or AW...) are present just by looking the energy signature of the system. If you're looking for money from exploration, this new system is really far more efficient than the previous one. Well, at least, that's my opinion :D

About the ships... The Beluga is really a good ship, but the Orca jumps farther and scoops faster (a lot...), so in the end, it may be a better choice than the Beluga. I couldn't decide myself on which one is the best, so I decided to take both to Colonia [yesnod]
 
https://s.orbis.zone/145k

What do the greyed out 3D Business class cabins mean? Is there a limit as to how many you can have?

I also updated and added a newer version of the beluga and orca.

https://s.orbis.zone/14ai
https://s.orbis.zone/14a6

They are designed to go 50ly and have extra cabin space/more flexible cabin space or extra afmu's for quicker travel times. I gave the beluga and orca the same scoop rate. So, it's now down to passenger space.
 
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https://s.orbis.zone/145k
What do the greyed out 3D Business class cabins mean? Is there a limit as to how many you can have?

Strange... I don't know...

I gave the beluga and orca the same scoop rate. So, it's now down to passenger space.

Don't forget that the Beluga consumes 12T of fuel per jump while the Orca consumes only 5T. So with the same scoop rate, the Beluga takes more than twice to refill...
 
Here is an improved version with full fuel and fuel scoop. Same 50ly jump range and better engine cooling plus bigger power supply for lower signature and the ability to actually use boosters.

Noobitours Beluga

All cabins are considered interchangeable as they don't change the weight. I assume that a player has a range of cabins to change out to optimize passenger choices. The engineered fuel scoop is also optional. This is maxed cost and reduced energy signature and engineering: https://s.orbis.zone/156d

I could probably do the same to the orca for better abilities and parts.

Here's my little mining dolphin setup I use while I'm farming mats. https://s.orbis.zone/15lh
 
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