So just to preface, I have a chronic illness that (among other things) means my brain RAM is faulty. Try to put too much information in there at once, and you get freezes, crashes, and blue screens. I played Elite Dangerous when it was new, but stopped before Horizons and Engineers came into play... and sweet cheesecake, there is a lot of stuff. I have been chipping away at it over the last week or two, but there's a few packets of knowledge and understanding that got dropped amid all the brain RAM stuff, and I could use a little "explain it to me like I'm five" help to get things straight.
The ship I'm working on is an Asp Explorer. I know that a Krait (or eventually an Anaconda) will make a better explorer eventually, but an Asp is what I played in Frontier: Elite II, so an Asp is what I'm flying for now. I know that to be a good explorer I need as much jump range as possible, which means a) Grade 5 FSD, b) the Guardian range booster doodad, c) stuff that is as light as possible, d) a bigass fuel scoop. I've looked at as many AspX explorer builds as I can find, and hopefully I've managed to link my target build below... but Google has been giving me builds stretching back 4+ years, so I'm not sure if what I'm aiming for is "best" for the current version of the game.
s.orbis.zone
I've then sat down and gone through that build, looking at which Engineers I need to unlock. I'm close to getting Grade 5 for that FSD, I know I need to get through Marcus Qwent to get to Palin for Grade 5 Thrusters stuff, and I know I need to go through The Dweller to get Lei Chung who has shields and sensors and things.
Dumb Question #1: I know that you progress Engineers by modding your stuff, but in some cases you can do it by selling exploration data, or selling commodities at their base. Which is faster? I'm about an hour or so away from being able to afford a Type 7: is dumping a load of Tritium on their faces an effective way of progressing through those ranks quickly, or am I better off putting FSD mods/etc on everything until I ding Grade 5? I'm mostly thinking about stuff like Marcus Qwent: can I realistically get him to the point where he'll introduce me to Professor Palin without needing to buy any mods from him, because he doesn't offer anything that a different Engineer won't do better?
Dumb Question #2: Some Engineers are on the opposite side of a lot of hoops. Trying to get my Life Support to Grade 5 means finding Etienne Dorn, who as I understand it is out in Colonia (which is way far away from the Bubble, right?), and even getting it to Grade 4 means hitting Elite so I can go find Lori Jameson. I can click around in coriolis dialing back mods to Grade 3 and such, and I can see the numbers changing, but I don't really have a feel for it in practical terms. Which mods (making things lightweight, etc) are absolutely essential, and which are just finishing touches that I can get there when I get there?
Dumb Question #3: I have Clean thrusters in this build, because that's what everyone else has. I presume that's because they reduce heat, and heat is bad. Dirty thrusters on the other hand are faster, but hotter. When would I pick Dirty over Clean? Is Dirty for combat situations, or is heat a problem there too? Just for flat out speed/racing? Is that something I'd want to slap on a big lumbering cargo ship because every little speck of escape speed helps?
Dumb Question #4: I have regular shields rather than bi-weave shields on this. Is that the right call? As I understand it, bi-weave shields regenerate faster... am I good with a regular 3A, or should I load in a bi-weave and some of those booster utility doodads? I shouldn't expect much in the way of trouble while I'm out in the black exploring, but I also don't want to get pancaked and lose all my exploration data on my way back home, right?
Dumb Question #5: I know the mining laser is there because sometimes you come across Guardian stuff in space, and you need to shoot it with a laser to make it do things. The Rail Gun on the other hand... in the (old) builds I read, that was something to do with ditching fuel somehow? The Plasma Slug experimental effect takes ammo from your fuel tank... I think the idea being that it's a way to empty out your tank and reduce weight. Is jump range really that twitchy, where a few tons of fuel is going to make a significant difference, or is this a crazy weird min/max situation and not worth worrying about too much?
Dumb Question #6: The last piece of the puzzle is the Guardian Booster. I have seen (old) videos of how this process works, so I know I need to go to the place, shoot the things, scoop up the crystals, and blerp them out at the glowy thing... but the videos I've seen mention "active" Guardian sites. Is that something that changes? Are they moving, becoming active/inactive over time, etc? Or is there just one specific place/planet I need to go to that will always work? Google has been pointing me at things that are a couple of years old, so I don't want to go flying off into the aether only to arrive and find the place isn't the right place anymore, etc.
Thanks for the help / patience / indulgence!
The ship I'm working on is an Asp Explorer. I know that a Krait (or eventually an Anaconda) will make a better explorer eventually, but an Asp is what I played in Frontier: Elite II, so an Asp is what I'm flying for now. I know that to be a good explorer I need as much jump range as possible, which means a) Grade 5 FSD, b) the Guardian range booster doodad, c) stuff that is as light as possible, d) a bigass fuel scoop. I've looked at as many AspX explorer builds as I can find, and hopefully I've managed to link my target build below... but Google has been giving me builds stretching back 4+ years, so I'm not sure if what I'm aiming for is "best" for the current version of the game.
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerous

I've then sat down and gone through that build, looking at which Engineers I need to unlock. I'm close to getting Grade 5 for that FSD, I know I need to get through Marcus Qwent to get to Palin for Grade 5 Thrusters stuff, and I know I need to go through The Dweller to get Lei Chung who has shields and sensors and things.
Dumb Question #1: I know that you progress Engineers by modding your stuff, but in some cases you can do it by selling exploration data, or selling commodities at their base. Which is faster? I'm about an hour or so away from being able to afford a Type 7: is dumping a load of Tritium on their faces an effective way of progressing through those ranks quickly, or am I better off putting FSD mods/etc on everything until I ding Grade 5? I'm mostly thinking about stuff like Marcus Qwent: can I realistically get him to the point where he'll introduce me to Professor Palin without needing to buy any mods from him, because he doesn't offer anything that a different Engineer won't do better?
Dumb Question #2: Some Engineers are on the opposite side of a lot of hoops. Trying to get my Life Support to Grade 5 means finding Etienne Dorn, who as I understand it is out in Colonia (which is way far away from the Bubble, right?), and even getting it to Grade 4 means hitting Elite so I can go find Lori Jameson. I can click around in coriolis dialing back mods to Grade 3 and such, and I can see the numbers changing, but I don't really have a feel for it in practical terms. Which mods (making things lightweight, etc) are absolutely essential, and which are just finishing touches that I can get there when I get there?
Dumb Question #3: I have Clean thrusters in this build, because that's what everyone else has. I presume that's because they reduce heat, and heat is bad. Dirty thrusters on the other hand are faster, but hotter. When would I pick Dirty over Clean? Is Dirty for combat situations, or is heat a problem there too? Just for flat out speed/racing? Is that something I'd want to slap on a big lumbering cargo ship because every little speck of escape speed helps?
Dumb Question #4: I have regular shields rather than bi-weave shields on this. Is that the right call? As I understand it, bi-weave shields regenerate faster... am I good with a regular 3A, or should I load in a bi-weave and some of those booster utility doodads? I shouldn't expect much in the way of trouble while I'm out in the black exploring, but I also don't want to get pancaked and lose all my exploration data on my way back home, right?
Dumb Question #5: I know the mining laser is there because sometimes you come across Guardian stuff in space, and you need to shoot it with a laser to make it do things. The Rail Gun on the other hand... in the (old) builds I read, that was something to do with ditching fuel somehow? The Plasma Slug experimental effect takes ammo from your fuel tank... I think the idea being that it's a way to empty out your tank and reduce weight. Is jump range really that twitchy, where a few tons of fuel is going to make a significant difference, or is this a crazy weird min/max situation and not worth worrying about too much?
Dumb Question #6: The last piece of the puzzle is the Guardian Booster. I have seen (old) videos of how this process works, so I know I need to go to the place, shoot the things, scoop up the crystals, and blerp them out at the glowy thing... but the videos I've seen mention "active" Guardian sites. Is that something that changes? Are they moving, becoming active/inactive over time, etc? Or is there just one specific place/planet I need to go to that will always work? Google has been pointing me at things that are a couple of years old, so I don't want to go flying off into the aether only to arrive and find the place isn't the right place anymore, etc.
Thanks for the help / patience / indulgence!