Planning a trip to Sagittarius A, and have a few questions.

As the title says, I’d like to fly to Sagittarius A. I just recently purchased an Asp Explorer, but would like to know what I should install, to make my trip go smooth.

Also, is there any certain route I should go? I’m currently docked in Fleming (my last name, coincidentally), Port, in Mannodava. I noticed that I can plan a direct root, as I’m too far away, so I’m going to have to do some stop overs
 
Largest fuel scope - 6A.
- engineer FSD for faster travel ( optional of course )
- at least one AFM - some recommend two, so one can fix the other.

Personally I like to travel light so I don’t have A rated modules apart from fuel scoop and FSD.

Search google for ASP exploration load outs ( or builds ) - ah - see below!

o7.
 
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This is the setup I used last time I went:

https://coriolis.io/outfit/asp?code...YNQKZlABAAA=.EweloBhBmSQUwIYHMA28QgIwVyKBQA==

Using the neutron streams from neutron stars will reduce the number of jumps you need to do considerably, if you check the "use jet cone" option in the galaxy map screen it will plot routes using them. They're dangerous if you drop out of supercruise inside the cones though, so make sure you know how to use them. Materials to synthesis reloads of the AFMU and heatsinks will be handy. Two AFMUs are taken so one can repair the other in the event of some disaster. I wouldn't go directly there, I'd dog leg out a bit then make a bee-line for it, that way you'll come across new discoveries sooner.
 
Same as for any long trip

AFMU if you're using neutron boosts (any size as you can synth ammo)
Repair limpets (I prefer these in Asp as your 2 largest slots are generally for fuel scoop and GFSD booster)
SRV bay
Heat sink (lightweight as you can synth ammo)
D'oh, and of course a DSS

Beyond that downsize as much as possible. 2A armoured PP will be plenty and cpl that with clean drives and heat won't ever be an issue

You can expect around 65ly jump range and with a PP that has devent integrity your only real danger is a high G landing going wrong or getting caught in the exclusion zone of a white dwarf
 
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How does one acquire an engineered FSD?

Go to inara (web site) and click on engineers and pick one who can upgrade to grade 5.

All the requirements of unlocking the engineer and ingredients to engineer the fsd are also there.

You can also watch YouTube vids on how to engineer stuff try down 2 earth astrology.
 
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How does one acquire an engineered FSD?

There is a book about it here:

https://inara.cz/galaxy-engineers/

You have to unlock the engineer by doing their missions. Elivra Martuuk or Felicity Farseer are the enigineers you want. On inara, you will find all the requirements to unlock and engineer. Then you have to get all the right materials. Then, finally you have to engineer the FSD. It's a whole thing. A WHOLE THING.

Good luck! (It is pretty fun if you have the right mindset.)
 
Largest fuel scope - 6A.
- engineer FSD for faster travel ( optional of course )
- at least one AFM - some recommend two, so one can fix the other.

Personally I like to travel light so I don’t have A rated modules apart from fuel scoop and FSD.

o7.


Bad information here - nothing personal Stew...

You only ever need one single AFMU ever. An AFMU at 1% works every bit as well as one at 100%. A simple reboot restores a 0% AFMU to working condition, no problem.

Don't waste the credits on a 6A fuel scoop, especially for a ship with that small of a fuel tank.
I'm out 30k+ Ly in a Beluga, with a 128 ton fuel tank and a 6B. The difference in fuel per second and the price is simply not worth it. Also, it's hard to get close enough to a star to hit the capacity of a 6A without overheating and frying your ship.

If you're really interested in getting there fast, take a Guardian FSD Booster.

For an AspX : https://coriolis.io/outfit/asp?code...==.Aw18WQ==..EweloBhBmcQUwIYHMA28QgIwVyKBQA==

Engineer however you like - you've got a pretty good express ride capable of dealing with anything from failed modules to damages hulls.

Just be sure to stock up on some synthesis materials (Limpet and AFMU reloads). Odds are you won't need either.

And if you feel like engineering: https://coriolis.io/outfit/asp?code...AYMm/y8BAAA=.EweloBhBmcQUwIYHMA28QgIwVyKBQA==
 
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Thanks everyone, for the quick and informative replys. I’ll research some engineering, and learn a bit more about stuff.

I’m in no rush to get to Sag. This game, for me, is all about exploring the galaxy.

Gone grab me a repair limpit, as well.

Also, is there stations out that way, or do they get more distant, the further you go?
 
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You can get to Sagittarius A* in any ship.

I've been there twice, First time in a Cobra MkIII, Second time in a Sidewinder .

both had minimal engineering (basically any items available from Felicity Farseer).

A Lvl 5 increased range FSD, A or B spec fuel scoop (your choice depending on funds) D spec everything else.

you don't need multiple AMFU's.. these are only needed if you plan on Neutron Jumping (which if its your first big trip then i personally would avoid... as the last thing you want is to mess it up and destroy your ship with hundreds of systems worth of discoveries onboard)

I found if you head north or west from your starting location for 3-4kly, before heading towards Sag A*, then you hit more undiscovered systems, which adds to the whole experience... As the journey is for you an adventure into the unknown. the last thing you want to see on your trip are "discovered by" tags on every system you jump into.. I used this method and found 10 undiscovered Earthlike worlds, before arriving at the core..

wherever method and ship you decide on remember to have fun... take an SRV (or two) and if you have a capable ship equip with an SLF... because when repetition strikes, these items can be invaluable.
 
While the engineered parts are helpful, they are certainly not required. You can quite happily go to Sag A* with stock parts.

I'd fit the largest fuel scoop I could afford and a fuel tank. There are those who will state not to fit a fuel tank, but there are sections that are difficult to cross just from scoopable stars.
oh and remember to set the galaxy map filter to scoopable stars only K G B F O A M.

When scooping, have orbit lines and mouse widget on. Keep the mouse widget outside the star's excretion disc - an orbit line around the star - and if you fit the largest scoop the Asp will take, 6A, you should be able to keep the tank filled as you make your way around to your next jump. If you use the stop and scoop method, come to a complete stop before your heat is at 60% because if it goes above 65% it'll keep going up. Below 65% and it'll hold there.

Sag A* is about 16,000LY away and it is possible to manage 1,000LY an hour, IF you don't do any scanning more than a honk, which doesn't work like it used to.
IF you scan systems, that'll significantly increase the amount of time it'll take you to get there ... and if you want the data, ie you're not going to self destruct to get back straight away, you'll have the trip back as well.
 
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As the title says, I’d like to fly to Sagittarius A. I just recently purchased an Asp Explorer, but would like to know what I should install, to make my trip go smooth.

Greetings CMDR,
nice target you have there. And totally worth going to Sagittarius. I made my first journey to the center of the Galaxy in an Asp, currently deep in space in Clipper (tried DBX and Cutter but didn't finished). Here are my list of preferences for the set up.

Basic essentials

1. Fuel Scoop.
Take the biggest you can afford, preferably A-rated. IndigoWyrd has his theory about it and I respect that but I would suggest A-rated anyway (bit more about that later). With greatest scoop you will refill faster and leave heated star proximity earlier so you can do other things, like scanning.

2. Detailed Surface Scanner.
Before the recent patch there was a combo, DSS + ADS (adv. discovery scanner - this one was permanently integrated into our ships, freeing one module slot) but for exploration you should equip with surface scanner. When you spot valuable target, map it with DSS for extra exploration credit.

3. Shields.
Smallest D-rated you can fit. Exploration is safe in terms of shields - no real need to protect yourself against enemies so one would think it's safe to save some mass and not take shields. True, granted you won't be landing anywhere but your final station after you return. Otherwise - take smallest shields to protect your ship from bouncy planetary/station landing. In case your landing goes wrong those shields may save your life.

And that's it. Ship is minimally equipped for exploration. But that's far from optimal. For that you need to modify your Core Internals, quick guide:
- FSD. Biggest A-rated there is. No question
- everything else D-rated.
- Power plant - D-rated and downgraded close or even below the needs.
- Power distributor as above, D-rated and downgraded. Don't be afraid to loose boost, you won't need that.

Why above? Simple, to shave off mass. Less mass = more jump range. Applying above will give you ~35 +-1LYs of range. Not bad, my Asp from about 2 years ago, properly outfitted and somewhat engineered had 33 LYs max.


Better safe than sorry
All right, basics we have covered, time for additional things that may come handy but are totally optional and not necessary. Up to you.

1. AFMU - aka on field module repairs
As name says - if you overheat, you get modules damaged. Damage below certain threshold and you may get FSD malfunction - bad idea when you're 20k LYs away from nearest mechanic. AFMU restores your modules. Biggest A-rated you can afford.

2. Hangar and SRV.
Smallest with single SRV is enough, some take bigger with 2 rovers. For a first journey to see hole and back, one is plenty. With that you can break the monotony of a journey and go surface sightseeing. Also, with SRV you can collect surface materials for your ship's printer (jumponium, limpets, AFMU refills...)

3. Repair limpet controller + limpets.
If you're paranoid and want to be covered from every angle - RLC is for you. AFMU repairs modules but cannot repair hull. RLC repairs hull so you won't be bothered with that low hull %. Just remember about securing cargo space for limpets.

Nice, now optional things covered, you're almost ready to go. Essentials installed, core internals modified, additional modules picked and installed. What left?

Range enhancers
There are two things that can increase your range significantly, Engineering and Guardian tech.

1. Engineering.
Felicity Farseer in Deciat system offers up to grade-5 FSD range increase mod. I'd say essential for every explorer. Apart from that it's worth to take Overpowered Power Plant - if your pick is too weak you can overpower it and it may be enough for your needs. Dirty Drives are an option. Also, try to Lightweight as much as you can, some modules offer this as experimental effect. Shaves off some mass even further.

2. Guardian tech.
Especially Guardian FSD booster. CMDR Exigious made perfect YT guide to unlocking it. Essentially - find guardian ruins, shoot things till console opens, take blueprint, then shoot more things to get enough materials, go to tech broker and unlock booster. Buy 4H (+10,5 LYs) and install.

At this point your max jump range should be somewhat doubled.


Also, is there any certain route I should go?

No, not really. The most fun is going places, not getting there. So you set your target and go in the general direction. Unless you aim for the quickest run just to get there, there is no route you should take. Side stepping off course for a 1k or 2k LYs is nothing strange. Just mind that almost every system about 2k LYs aaway from Bubble (toward Sag) will already be mapped. YOu will start seeing undiscovered systems after that point, 2.5k, maybe even 3k if you pick the most obvious straight line.

For max exploration profit I start with heavy side step - to the sides or above/below the disc. 1k LY is min, then I plot rout toward my goal.

All right, I think that should do it. Good luck and endurance for you will need it. It's a long journey.
 
I did the trip in a pre-buff DBX and in my experience you need very little for the trip - basically just the biggest fuel scoop you can afford and fit (higher class is better than better grade - 6B scoops faster than 5A). When not landing on planets there is very little chance to get your ship damaged - I only suffered around 2% hull damage on the whole trip. Overheating is not an issue these days as jump-in points have been adjusted to not put you between 2 close stars.

As for neutron boosts and AFMU, you can safely do between 10 to 20 boosts before suffering any issues from FSD damage. So if you only use boosts sparingly and plan your trip around some of the distant stations, it is perfectly possible to go without any repair equipment.

It is good to engineer your FSD for extra range and other modules for cooler running (lower power) or light weight. Having a small shield is useful, as docking after several weeks of just flying through empty space might get tricky :)
 
Or just buy a 5a FSD, a fuel scoop, be gone and learn along the way.

Keep an eye on the star types you run into. There are layers and layers of only brown dwarfs you can't scoop from. If you run into the 2nd one in a row, reroute a couple of light years up or down and things will be fine.
 
Thanks everyone, for the quick and informative replys. I’ll research some engineering, and learn a bit more about stuff.

I’m in no rush to get to Sag. This game, for me, is all about exploring the galaxy.

Gone grab me a repair limpit, as well.

Also, is there stations out that way, or do they get more distant, the further you go?


You have Colonia that is about 22k lys out which is kind of on the way. Plus there are outpost that are spaced out that go to Colonia, not sure of the system names though.
 
As the title says, I’d like to fly to Sagittarius A. I just recently purchased an Asp Explorer, but would like to know what I should install, to make my trip go smooth.

Also, is there any certain route I should go? I’m currently docked in Fleming (my last name, coincidentally), Port, in Mannodava. I noticed that I can plan a direct root, as I’m too far away, so I’m going to have to do some stop overs

literally just flew past SAG A last night in my Diamond back, everything D rate where possible, expect the obvious fuel scoop, frame drive, got one of those repair module thingys as well, it's pretty easy took about 100+ jumps to get near sag a on my way to Beagle point via the Omega station. Just don't be stupid using neutron stars and it's pretty simple stuff. Don;t forget when you are repairing you stuff to slow down before you come out of super cruise otherwise you take hull damage and when you haven't got any friendly help within 30k light years you don;t want to damage that too much. 33k to go till I get to Beagle.. Funny haven;t played the game for months and months maybe over a year, then the other night I thought "sod it , always want to go to beagle" let's do it.... 8 hours later.. My Diamond back does 62lyr jumps fully laden. so with neutron boost the usual jump is around 230 lyrs per jump.
 
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Unless you're neutron jumping you'll probably have no need to repair at all. Heat sinks are good insurance in case of getting between double stars. Don't overlook that although it's a long way, there are a few stations out there. The DW2 expedition at waypoint 2 is based at one at the moment; it's 5000ly out.
 
- Power plant - D-rated and downgraded close or even below the needs.
An A-rated powerplant one size smaller is lighter, produces more power, and runs cooler - so e.g. 3A is an improvement in all respects on 4D. (Costs a bit more, but if you're undersizing it anyway it won't be expensive)
 
Also, is there stations out that way, or do they get more distant, the further you go?
Out to about 5-8000 LY from Sol, depending on which way you go, there are stations in many of the prominent nebulae. Lots within about 2500 LY, fewer beyond that.

After that, there's very little.
- the Colonia settlements are 22,000 LY from Sol, and about 11,000 LY from Sag A*.
- there is a line of resupply stations about 3-5000 LY apart between Sol and Colonia.
These are a bit of a detour for a Sag A* trip, but what you could do is follow the resupply stations up to Colonia (at most 5000 LY between stations, usually less), then head to Sag A* from Colonia. You can do a fair bit of refitting your ship at Colonia if you decide something's not working with the build.

The Distant Worlds Expedition is currently working on building a station very close to Sag A*. That's not there yet, but will be in a few months, probably by the time you arrive.
 
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