Ships Long Voyage in Krait MK II

Another post on ship load out. :)

After much tinkering this is the build I came up with for Krait MKII to go on a 5 months long voyage to the unknown and back. Not looking for max jump range possible as I dont want to just hop-honk but take time to visit as many undiscovered system as possible. I will be plotting my own custom route and not use ED suggested through Galaxy map. Initially I was planning to make a trip to the fringes with sparsed system but changed the plan to go on that voyage another time. Furthest I went was about 1200LY in a cobra to unlock an Engineer in the early part of the game.
What do you think of this build with moderate jump range and quality of life in mind? Krait MK2 is the only ship i have in the game at this moment because I dont want to own multiple ships.
Krait MK2 Explo

I saw Phantom was suppose to be a really good exploration ship. Why is it that it doesnt have a 4 size optional slot for a 4G vehicle bay? Other than slightly better jump range than Krait MK what would some one pick Phantom?
 
I use the MkII for exploration. Great ship, can carry most of the toys, good balance for those long trips. Phantom can't take an SLF, which kills it for me.

My 2 cents on your build:
Power Plant: never used a Guardian PP before, but I find that Armoured-Thermal mod to a small PP is more robust. Its the only module your AFMU cannot repair, so highest integrity makes sense (to me).
PD: changing to a 5D (8t) or 4A (10t) PD with Engine mod will give you ability to perma-boost, rather than your current 9 second intervals between boosts
Cargo: you may as well take a class 2 cargo rack. Synthesizing creates 4 limpets. You'd lose half you synth effort every time with only a class 1.
Shield: you're over you max mass for the 3D shield (to be honest I'm not sure how much of an impact that will take when you make an impact)

I have a different Optionals layout, but it really comes down to your exploration style. Here's mine https://is.gd/FCPw7Q
I do more neutron jumps than running into immovable objects, so I find AFMU are important, and rarely used a repair limpet exploring. Having an SLF aboard often means you do stupid stuff in that rather than you mother ship.
Bigger shield for when I do run into stuff 😂 .
Rail gun for dumping fuel.
Chaff launcher solely for celebratory fireworks.
Supercruise assist for those lovely automated planetary orbits. I really disliked the idea of the SCA - until I used it.
I could switch the SCA and second AFMU for a 3 cargo and 1D repair controller I guess. More because its handy to have some cargo space available when you find the odd escape pod lying around.. Even better, maybe a research limpet for sampling those biologicals in deep space (never done that before :unsure:)
 
If you don't have any heat issues (TBH the Krait runs cool enough with armoured 5) the double braced experimental adds worthwhile additional integrity for no additional mass.
 
I use the MkII for exploration. Great ship, can carry most of the toys, good balance for those long trips. Phantom can't take an SLF, which kills it for me.
Totally agree with you. SLF does add 40 extra tons but i think just hopping on the fighter and go for some low alt runs will help break the routine.
PD: changing to a 5D (8t) or 4A (10t) PD with Engine mod will give you ability to perma-boost, rather than your current 9 second intervals between boosts
Cargo: you may as well take a class 2 cargo rack. Synthesizing creates 4 limpets. You'd lose half you synth effort every time with only a class 1.
Shield: you're over you max mass for the 3D shield (to be honest I'm not sure how much of an impact that will take when you make an impact)
What would be a possible scenario where I would need to boost lot during explo? Wasnt aware of the 4 limpet synth, thanks for the tip. Also thank you for the Shield tip. I wasnt aware of the mass relationship to the module. I was thinking of putting 4d thruster with Clean Drive and Strip exp. But it looks like 4D thruster has optimal mass 315T but my ship is 435T. So does that mean if i use 4D thruster and i land on a high G planet i wont be able to leave the gravity?

If you don't have any heat issues (TBH the Krait runs cool enough with armoured 5) the double braced experimental adds worthwhile additional integrity for no additional mass.
I was thinking about Double Barced but thought it is good for combat only. So anything that increases module integrity it gets applied in all situation?
 
What would be a possible scenario where I would need to boost lot during explo?
Probably not necessary. Comes down to preferences I guess. I just dislike having to wait 10 seconds to do another boost. I like to have some strong boost capacity to skim across planetary surfaces, roid belts, larange clouds, escape NPCs, etc. But you have an SLF for hooning, so choice is yours.

My philosophy with exploration is that its not all about jump range, although thats useful, but more about quality of life out in the black. I like boost. Originally had a 3A PD, but changed to 4A PD (Engine focussed) to reduce boost frequency.

I was thinking of putting 4d thruster with Clean Drive and Strip exp. But it looks like 4D thruster has optimal mass 315T but my ship is 435T. So does that mean if i use 4D thruster and i land on a high G planet i wont be able to leave the gravity?
4D with Clean will reduce both your optimum and maximum mass capacity of the drives by a further 10% (ie max mass down to 425t). I'm no expert, but I think this means you will have no thrust at all, as your ship mass is above the max thruster capacity. You might not be able to move in normal space let alone a high G planet. The closer your ship mass is to the thrusters optimal mass, the more efficient and "optimal" your thrusters will work. As to high G, the further away from optimal mass the harder your thrusters will work and more heat generated. Clean mod will reduce that heat generation somewhat.

I was thinking about Double Barced but thought it is good for combat only. So anything that increases module integrity it gets applied in all situation?
You can only repair Power Plants at stations. Higher module integrity means it will take damage at a slower rate, thereby needing repairs at station less frequently.
 
AFAIK all damage you can get while exploring is percentage based, so more integrity will not help.

As long as your thrusters can move your ship you are always able to get away from high g worlds as game is cheating with the upwards thrust.
On mobile so can't provide links, but there are several threads and vids around about this topic.
 
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