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

As many have already said here, if you can afford an A-rated FSD and have some time to get it engineered by Felicity Farseer for long range before you go then that will save you a lot of jumps on the way.

Getting the best fuel scoop you can afford will also save you time scooping at stars which reduces your chances of overheating, but if money is tight not essential.

Besides that, only other things I would take are a DSS for mapping bodies, an SRV to land on a few planets (to break up the journey) and a small D-rated shield in case you bump into anything during your adventures!

Enjoy and fly safe cmdr.
 
Or just buy a 5a FSD, a fuel scoop, be gone and learn along the way.

pikman80, this is probably the best advice on here.

Two big important things though which I wish I knew before I started out:
  1. There's an option on the galaxy map which by default is "plot most economical route", that needs to be changed to "plot fastest route" otherwise it'll plot you poxy little jumps to save you fuel and take you a hundred years to get to Sag. A*.
  2. Filter your map to only include star classes O, B, A, F, G, K and M stars as these are the only ones you can scoop fuel from. That way you won't get caught out without fuel anywhere on the trip. Add "non-sequence stars" if you want to see and use the useful neutron stars and their boost.
The 5A increased range + Mass manager Frame Shift Drive is an enormous boon to long distance travel, and one of the criteria for unlocking Elvira Martuuk who can engineer it for you is travelling outside the starting bubble of inhabited systems. Doing a shorter test punt (say 2k ly) in any direction away from your base will help you know what kind of explorer vessel you want. I went for pure jump distance (66.5 ly) others like IndigoWyrd have built a more multi-purpose vessel at the expense of range (43.4 ly).

Also, a D-class power plant runs quite hot which can make fuel scooping more difficult than it needs to be, so I always go for the lowest A-class power plant which works (2A works for me).
 
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Just to provide a counter-opinion to some previous posters, I would recommend not filtering out any star types, at least initially. Limiting the plotter to scoopable stars will make you miss some of the more interesting (and rare) stuff like carbon stars, Wolf-Rayet stars or Herbig proto-stars. If you keep the default fuel tank you should have enough total range to get through 5 or 6 jumps, so just keep track of the "last scoopable star" warning and be prepared to replot your route or switch to economy mode if you get down to 1/3 tank.

I would also strongly recommend using an A rated power plant, with low emissions mod if possible. Heat is the most dangerous thing while exploring and having a cool running ship will allow you to scoop fuel faster and prevent heat damage in case of accidents around stars.

Also I agree it would be a good idea to make a shorter trip once you have your ship ready, something like 2000 Ly. That should be enough to get used to the idea of making dozens of jumps very far from nearest station, and spot any issues with your ship and traveling style (overheating, running out of fuel etc.).
 
... spot any issues with your ... traveling style (overheating, running out of fuel etc.).

My travelling style: Half-asleep and not paying close attention to either my fuel gauge and "last scoopable star" warnings. Better to figure that flaw out 1k ly away from civilization and not 21k ly.
 
When I went to Sag A, I was in a partially engineered stripped down anaconda. It had an A rated G5 FSD and 1 AMFU. Undersized power plant and thrusters because I had such low power needs. I went with no shields or power distributor. Unnecessary out there. No heatsinks. Pretty much an empty shell of a ship with engines and a fsd. I had never done any long distance travel and to me, it was no different than hopping around the bubble. Just no stations. I had never done a neutron jump. By the end of that trip I was an expert at it. My longest jump that trip was 208ly.

Doing so much neutron jumping, eventually my FSD died. Being completely inexperienced at it, I didn't realize that each time you fsd boosted, it damaged the FSD. I was shocked when it stopped working. Had no idea why. I sat for a few minutes, then remembered that I had a powered off AMFU just waiting to be used. I waited a bit for the repair to complete and was back on my way. 98% hull health was the lowest my ship hit, although when I went to repair at a station it had 0% integrity and paint job was 5%.

I always hear people say that heat is the biggest problem in exploration, and I have never seen that to be the case. My exploration ships always run cool. I can fuel scoop an entire tank at full throttle and never get above 65% heat. I've never had an issue in all those jumps that caused me to overheat. Not once. So I completely ignore heat when doing my builds for exploration. I engineer for stripped down or lightweight on just about everything.

I used to build for the absolute longest jump range possible, but that is no longer the case. I now build for longest jump range that also allows me to take an SRV or 2 and shields (as I have taken to planet landings on my trips now, and have been known to drop in a little too hot...) I also now equip a distributor for the planet landings too. Sometimes you need a lot of engine power/boost capability on those very high g planets. My trips now cover huge distances using many jumps below 15ly on average and I only need the extended range when I'm really getting far out there. Because of the decreased range due to the heavier equipment, I also equip a Guardian FSD Booster to regain some of the lost range.

One final note, I power down all unnecessary equipment when just jumping and fueling. So, shields, amfu, distributor, srv bay, all powered off unless I am specifically doing something that needs them.
 
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I did this trip prior to the update (outward) & the way home was with the update I used an engineered Annie with repair limits, two AMU's a 7b scoop and an engineered FSD. I got 65ly out of it which was great. (lightweight everything you can get 85 LY with no repair items). I got around 400 million credits in data and discoveries when I got back. I want to take my corvette next time but not fly direct.

Overall on that trip I did 50k lightyears.

Great fun.
 
Sorry for the delayed response. My daughter has been up since 3 am with a flu, and it’s now 4pm.

There is so much useful information provided. I greatly appreciate it.
 
Don't think this has been covered:

1) If you plan to Neutron jump - make sure you know how before you go - practice on local stars where it's less of a worry if you die. Preferably try how it feels using White Dwarfs as well (you may decide never to use them again :) )
2) Same with AFMU repairs - after you've done a couple of Neutron jumps you will be able to try repairs. Check you understand it, and you'll probably do an involuntary crash-stop which you might remember before you do one on your main journey, though I never do ;)
3) Try crashing a bit and see how your hull repair limpets work. You may decide not to bother with them, as the smaller ones repair very little (and on the short trip to Sag A* you shouldn't care).

Also: Consider waiting around 6 weeks, as the Distant Worlds 2 expedition is currently building a station in the galactic core, which could come in handy for you. It's due to be in place in around 6 weeks I believe.
 
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Don't think this has been covered:

1) If you plan to Neutron jump - make sure you know how before you go - practice on local stars where it's less of a worry if you die. Preferably try how it feels using White Dwarfs as well (you may decide never to use them again :) )
2) Same with AFMU repairs - after you've done a couple of Neutron jumps you will be able to try repairs. Check you understand it, and you'll probably do an involuntary crash-stop which you might remember before you do one on your main journey, though I never do ;)
3) Try crashing a bit and see how your hull repair limpets work. You may decide not to bother with them, as the smaller ones repair very little (and on the short trip to Sag A* you shouldn't care).

Also: Consider waiting around 6 weeks, as the Distant Worlds 2 expedition is currently building a station in the galactic core, which could come in handy for you. It's due to be in place in around 6 weeks I believe.

Yeah, I plan on waiting a few weeks anyways, so I can familiarize myself with what I’ve learned in the post.
 
In general use the smallest A rated powerplant that will cover your draw.
Don't really want to go D there, for heat reasons.
Aside from the FSD, the rest of the core modules can be D.

Use the largest sized, then best class fuel scoop you can afford.

You don't need more than one heat sink launcher since you can synthesize ammo in greater quantities than you can carry, by far.

For an Asp E you'll want to use the Increased Range + mass manager mods.

Familiarize yourself with the engineer and blueprint pages on inara.

Don't be shy about asking questions either.
It's a lot to digest.

The Guardian FSD booster is a useful and pretty easy upgrade too.
 
Your ship already has one built in, every ship does now. The only stellar body scanner you can buy is the Detailed Surface Scanner, which launches probes at planets when you are close enough and slow down.

If it isn't bound to a key, or you don't know where it is bound, go to options in the game menu to figure out the key for it. When in super cruise reduce throttle to zero then while in Discovery Mode you will be able to bring up the FSS screen, but make sure you honk the system first with the Discovery Scanner that is also already installed in every ship now.
 
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Your ship already has one built in, every ship does now. The only stellar body scanner you can buy is the Detailed Surface Scanner, which launches probes at planets when you are close enough and slow down.

If it isn't bound to a key, or you don't know where it is bound, go to options in the game menu to figure out the key for it. When in super cruise reduce throttle to zero then while in Discovery Mode you will be able to bring up the FSS screen, but make sure you honk the system first with the Discovery Scanner that is also already installed in every ship now.

Thank you very much!
 
The DSS and FSS should show up in your right UI panel as well, under fire groups.
You can bind them to your triggers there.

Thank you. I was able tonfigure it out. I’ve got a bad case of pneumonia, so since I’ve had nothing but time on the couch, I’ve decided to do some jumps.

I left this morning, from Coggia Hub, in the Swahili system, for a stop over in Omega Sector VE-Q B5-15. I’m currently passing through Swoiwns XH-G B58-5 system, with 239 jumps to go.

Forgot to remove my largest fuel tank, and didn’t realize until I was 50 jumps in.
 
I hate to be the mercenary of the piece but recently I've done a hop over to Colonia, I prefer it to the bubble but sometimes go back to put A rated modules in storage or engineer stuff.

Anyhow, by simply following my nose, scanning quite a lot but not even close to everything I easily clear 300 million credits each way.

Don't worry too much about neutron jumping, take the tour and become really rich! Sag A* and back should generate lots without really trying.

Don't forget a DSS or it doesn't work.

Also my personal preference is an Asp, others like Diamondbacks or Anacondas, it's personal preference but if money allows maybe run a few short trips to try each one out? see which you prefer? Even before any engineering, get a feel for the vanilla ship before committing.

*Update* clearly after posting I read the later comments and you've already left! Have fun, enjoy, get rich, see some sights!
 
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Be wary of jump fatigue. If you're doing the jump-scoop-jump-scoop routine for long enough your mind will start to wander. When you're distracted you end up doing silly things like flying into stars.

I tend to "get distracted" about once every 20Kly, but having the AFMUs does come in handy. I even carry a second one because I intend to be out here for a long time. 2x AFMUs is twice as fast to repair, and as has been said above, you can use one to repair the other. Eventually this will come in handy because you don't want to get there and realise that you've still got the return trip to go and your AFMU is now sparking and smoking.

I stocked up on materials before setting out, but I always fly with at least one SRV so that I can gather more if needed.

Distant Worlds 2 expedition is currently building a station in the galactic core, which could come in handy for you. It's due to be in place in around 6 weeks I believe.

This could come in handy. I'm circumnavigating at the minute so nowhere near Sag A*, but I will be eventually.
 
I'm worried about the nutron highway, becuse I have no idea what it is, and because I have no idea what it is!

As for fatigue, I was playing last night, and my meds were starting to kick in. I was dozing off, and almost crashed into a star!

I've done 50 jumos in the past couple of hours, and have been stopping and scanning pretty much, every system lol. I found one system with a "Notable Stellar Phenomena", that contained "Prasinum Metallic Crystals", something I've never come across before.
 
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