Safest exploration ship?

By which I mean, which ship feels safest to fly, out in the black. I always want to explore, but I chicken out because I'm scared of logging off when not in port. Which exploration ship would best alleviate this fear? By Exploration ship, I mean has 30+ light year jump range 'out of the box' (no engineers). Longer jump range just means less jumps back to the bubble.
 
First, if you log off while in your ship, in space or on a planetary surface your ship disappears from the universe, safe and ready to reappear again when you log back in.

Second, there is no "safest" ship for anything. The game is called Elite: Dangerous and not Elite: Puffy Clouds and Unicorns.
Third, there is no 30 LY jump-range ship "right out of the box", any stock ship will require upgraded modules but not necessarily engineer modifications to get above 30 LY.
You do not mention your budget for a new ship but, for years the "go-to" ship for exploration has been the Asp-Explorer (Asp-X). You can build a very decent one (for exploration) for around 50 million. If that is outside of your budget consider the Diamondback-Explorer (DBX), somewhat less capable (smaller) but also much less expensive. o7
 
First, if you log off while in your ship, in space or on a planetary surface your ship disappears from the universe, safe and ready to reappear again when you log back in.

Second, there is no "safest" ship for anything. The game is called Elite: Dangerous and not Elite: Puffy Clouds and Unicorns.
Third, there is no 30 LY jump-range ship "right out of the box", any stock ship will require upgraded modules but not necessarily engineer modifications to get above 30 LY.
You do not mention your budget for a new ship but, for years the "go-to" ship for exploration has been the Asp-Explorer (Asp-X). You can build a very decent one (for exploration) for around 50 million. If that is out of your range consider the Diamondback-Explorer (DBX), somewhat less capable (smaller) but also much less expensive. o7

Let me clarify. Which ship am I less likely to crash. When I say 'out of the box', I mean using 'A' rated as the comparison. I just want a big jump range, and needed a benchmark. Budget, I can probably get an Anaconda, although I would prefer under 100 million, just to keep rebuy down (I would stress less, and yes, I know that makes little sense, it's just me).
 
Pick one that meets your jump range requirement and you can afford.

I can testify to the Hauler, Diamondback Scout, Diamondback Explorer and Asp Explorer as all being ships in Elite Dangerous.

There is also an Exploration sub forum somewhere. Many tips may be found there.
 
Logging out while landed on a planet or whilst in deep space is no more or less dangerous than being docked at a station. Don't think there's anything that will do 30ly out of the box, even with an A rated FSD, Engineering or Guardian Booster required.. But here's a tip, when exploring, distance isn't always king.. The total number of systems scanned is a big stat for exploring - more systems equals more credits, and the greater likelihood of being the first to find something interesting.

I've used a DBX, AspS, AspX and am currently out in a Python.. All will do a loadout suitable for exploration.
 
You can create builds fairly accurately on coriolis.io. for best jump range, "D" rate everything except for FSD. Type-6 makes a decent inexpensive explorer.

By logging out, your ship state remains (including fuel) static, unless you're logging out when you're in danger.
 
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I think your ship is the Asp Explorer. The only ship with a solid claim to having better specs for exploration is the Anaconda, but the Anaconda falls shorter in categories that seem like they would be important to you - it's a monster than is slow to turn and hard to control, easier to crash when trying to land on an alien world, not as fast when trying to flee from an attacker, etc.

While not as large, the Asp is still roomy enough to carry all the safety gear (AFMU, repair limpets, shields, heat sinks, mining laser, SRV, etc) so you can have a solid Plan B if you do end up in trouble.
Unlike the Anaconda, the Asp is small enough to land on medium-sized pads, which is a minor thing for exploring but gives you extra options when returning to the fringes of the bubble (or when in trouble with the law)

Asp also gives you a better view of your discoveries and more spatial awareness of what is around you due to surround canopy, though you'll want VR or headlook to get the full benefit of that.

Now that I think of it, the Krait Phantom would probably be a solid option for you too, but unlike the other explorer ships I haven't personally explored in one of those, so I'm just guessing from specs. It's medium-sized too but a more high-end ship than the Asp, so can carry a bit more while almost as maneuverable. IIRC it has a canopy nearly as good as the Asp's too.
 
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+1 for the above. OP - you, sir, sound like an Asp Explorer pilot.

Many a galactic explorer has taken their first faltering steps into the wider galaxy in an Asp; big enough to carry everything, small enough to keep you awake and the best view of anything other than a T-9 (which I don't personally recommend for exploration since you can jump 100LY in anything else whilst you're waiting for it to turn.) Jump range can be got to around 30LY with no engineering at all, 40LY if you have access to the guardian FSD boosters.

An Asp Explorer with a 30ish LY jump range was what I used for my very first trip outside the bubble over three years ago and it's just as viable today as it was then.

These days I usually use a 75LY Anaconda for long range but that's a luxury purchase, engineered to the teeth and in no way required. I definitely wouldn't recommend an Anaconda for a first timer because it's a bit of a dog to fly in supercruise. Another advantage of the Asp is that it you're going to be doing some planetary landings and surface exploration, the Asp can land pretty much anywhere due to it having a much smaller footprint than the Anaconda.

Somebody will no doubt be along soon to tell you to buy a Dolphin. Just ignore them and they will go away 😁
 
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I'd say the safest ship is the one with the most stuff you need, when you need it.

Going by that, and jump range, the Anaconda fits the bill. Hauls a LOT of stuff with you out into the black like a double SRV bay, multiple AFMs, cargo racks... Heck of a jump range. Takes a beating too ( more hull points ).

That stupid antenna on the front will drive you crazy... but space madness isn't unique to the Annie...
 
An Asp, Diamondback or Krait Phantom sound like what you're after. The anaconda has the longest engineered and upgraded jump range if you strip it down, but the level of stripping makes it bad at everything else and it doesn't take much extra added weight before the Diamondback overtakes it, plus most of your time exploring will be spent in supercruise, and the anaconda handles like a brick compared to the others. The Diamondback, especially since the addition of the C1 slots, has enough module space for everything you need and it's the ship I personally use, but some people don't get on with the fuel scoop - it has a C5 tank while its biggest module slot is a C4, while both the Phantom and the Asp have a C6 slot. For efficient route plotting once you're out of the bubble and skimming through uncharted space though, it's not really an issue.
You can also use the FSS while scooping to save a little time.

edit: Harada brings up a good point, SRVs can't be restocked out in the black, so if you want to take a spare you'll have to use your other C4 slot, adding weight and forcing you to use a smaller FSD booster once you've unlocked them. Two AFMs are unnecessary, if the first gets damaged somehow then you can reboot it up to 1% and limp it along.
 
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I'd say the safest ship is the one with the most stuff you need, when you need it.

Going by that, and jump range, the Anaconda fits the bill. Hauls a LOT of stuff with you out into the black like a double SRV bay, multiple AFMs, cargo racks... Heck of a jump range. Takes a beating too ( more hull points ).

That stupid antenna on the front will drive you crazy... but space madness isn't unique to the Annie...



^ That's all the essentials you mentioned (other than cargo racks which I don't consider essential) and two class 3 slots available for whatever the OP wants to use in them, on a basic Asp with a 33LY range. Two advantages of that compared to an Anaconda.

1. It costs 240m credits less than my exploration Anaconda
2. If you prang it into a star or bounce if off a 6G planet, the rebuy is 10m less too.

Edit: @ OP - and 2 x AFMUs is indeed overkill as noted above - the only thing you'd ever need the second one for is repairing the first one. It's just standard for me, old habits die hard. Strip that out and you have a class 2 slot available as well. Just keep an eye on power if you're adding anything that needs juice - you can bump the powerplant up to a 4A if necessary, with a negligible effect on jump range.

Just for laughs, here's my definitely not off-the-shelf Asp Explorer. It's the same ship I used for that first trip, it's just had a bit of work done since then 😁
 
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Personally I'd replace one of those AFMUs with a 1D repair limpet controller and shove an empty cargo rack in. That extra half-ton of mass for the controller loses you 0.05ly of range and it would have saved me time on my first exploration trip - day one in the DBX, decide to finally push out into the black, get about 600ly out and decide to land on a planet. Crunch. Limp back to the bubble on 30% hull knowing I won't survive another landing like that one.
 
30 LY Asp Explorer build with pretty much everything one needs for an extended trip. People do have differing opinions though. Also engineering and guardian fsd booster could push this build closer to 50+LY
 
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Personally I'd replace one of those AFMUs with a 1D repair limpet controller and shove an empty cargo rack in. That extra half-ton of mass for the controller loses you 0.05ly of range and it would have saved me time on my first exploration trip - day one in the DBX, decide to finally push out into the black, get about 600ly out and decide to land on a planet. Crunch. Limp back to the bubble on 30% hull knowing I won't survive another landing like that one.

Ouch. I never bother with repair limpets. I'm currently about 10K LY the far side of the core on my way back from Beagle Point and my hull's at 100% so I must be doing something right :D Mind you, I suggested the Strong G tourist beacon and if you can land on that planet you can land on anything 😁
 
I use my Krait MK II for exploration. With engineers and Guardian FSD Booster I am at ~ 54-56ly jump range, which is good enough for my needs. (I could probably squeeze out a few more light years, but meh, as I said, it works for me). The MK II comes with the option of a fighter bay, in case you'd like to do some canyon running in a fighter or through the rings of a gas giant.

As others have pointed out, the Krait Phantom is also a solid choice nowadays.

That being said, jump range is not what makes exploration "dangerous". Actually, I think it is the least dangerous activity in Elite. Just remember your fuel scoop and watch your fuel levels. When you decide to explore a planet with your SRV because of those sweet biological points of interest, remember to double check the gravity level. Nothing gets your heart pumping in exploration like being several thousand lightyears out and noticing too late that you're approaching a high G planet on a rather steep angle.
 
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