Ships DBX build for long trips.

Undersizing the tank means it doesn’t have the capacity to take on as much fuel which leads to an increase in overall jump range, sometimes 1-2ly more depending on the ship. I used the smaller 16t tank for my Phantom when I was last out, felt perfect.

The Anaconda only gets 3 big jumps out of its tank if I remember right. I find she’s a good candidate for a spare fuel tank, just makes things a bit more comfortable.

It’s not usually really necessary but I’m glad the game gives us the option.

You don't gain any jump range if you compare the smaller tank with a standard tank that is only half full. :unsure:
 
You don't gain any jump range if you compare the smaller tank with a standard tank that is only half full. :unsure:
If you take a Krait and change its 32t tank to a 16t tank then you just lost 16t of weight.

If you take 16t off any ship you’ll get an increase in jump range. 16t is the weight of a 5d hull package.
 
If you take a Krait and change its 32t tank to a 16t tank then you just lost 16t of weight.

If you take 16t off any ship you’ll get an increase in jump range. 16t is the weight of a 5d hull package.

You don't gain any jump range if you compare the smaller tank with a standard tank that is only half full.
 
Congrats, OP, on having a sturdier exploration ship than most of the playerbase lol.

I’m sure by now in this thread, there’s been some good advice shared from seasoned explorers, but there's one thing I'd like to stress. Regarding ships that have undersized power plants to maximize range-- Make sure your power priorities are set! You can turn off non-essential modules until they're required for use, cycling others on-off in the process. I did just that on the lightest (read: terrible) T6 I could build, and it cost me 3,000ly of data because I wasn't paying attention.

My response to thread 'Exploding for no reason?', May 2019
If it makes you feel any better, I got real greedy when outfitting my T6 for max jump range one time. Maybe the 2D(Don't do this, ever) plant would have been enough if I had remembered to set my power priorities. I got out about 3000ly or so, and decided to check out a planet. When I landed, I switched on my SRV hangar. Everything was going fine. Once I got far enough from my ship, it dismissed itself.

7:30 later: EMERGENCY: SHIP DESTORYED.

Turns out I had enough power to run everything I wanted when my thrusters were OFF. By switching on that SRV hangar, it put me just over my power limit when the ship turned the drives on to leave.

GG ME

The SRV hangar was one of those non-essential modules. You don't need them for flying through space, after all...

Simply switching that on caused my life support to shut off, so my ship exploded in orbit lol. Had I set my life support to a higher priority than literally anything else, I woulda been just fine. Could have been the SRV hangar, even. It wont kick you out when dismissing your ship, even if the hangar powers down when it leaves.

I've said it before, and I'll say it again-- nobody griefs explorers harder than they grief themselves. I am living proof. At least the other guys got to go out in a blaze of glory, crashing into a neutron, or making a new crater on a high G world. Me? pff.
 
Congrats, OP, on having a sturdier exploration ship than most of the playerbase lol.

I’m sure by now in this thread, there’s been some good advice shared from seasoned explorers, but there's one thing I'd like to stress. Regarding ships that have undersized power plants to maximize range-- Make sure your power priorities are set! You can turn off non-essential modules until they're required for use, cycling others on-off in the process. I did just that on the lightest (read: terrible) T6 I could build, and it cost me 3,000ly of data because I wasn't paying attention.

My response to thread 'Exploding for no reason?', May 2019


The SRV hangar was one of those non-essential modules. You don't need them for flying through space, after all...

Simply switching that on caused my life support to shut off, so my ship exploded in orbit lol. Had I set my life support to a higher priority than literally anything else, I woulda been just fine. Could have been the SRV hangar, even. It wont kick you out when dismissing your ship, even if the hangar powers down when it leaves.

I've said it before, and I'll say it again-- nobody griefs explorers harder than they grief themselves. I am living proof. At least the other guys got to go out in a blaze of glory, crashing into a neutron, or making a new crater on a high G world. Me? pff.
So interesting that you just posted this while I was posting THIS on another thread.

Wonder if FD changed the SRV hanger power/take off issue?
 
Hard tellin’, but if he had already deployed an SRV recently you’d think he’d be good to go, you know?

Maybe it does auto-power off after the initial dismissal of the ship now, which is fantastic if true. Gonna have to do some science later.

Still gonna keep my life support at a higher priority, just in case lol.
 
The Dolphin is better IMO. I've used both for long distance trips, and I much prefer the Dolphin with its size 5 fuel scoop, super cool thermal profile, very zippy supercruise maneuverability, and general appearance. I'm pretty sure the price is of a fully-kitted explorer Dolphin is comparable to the DBX.
sadly this is very true :-(
 
sadly this is very true :-(
The Dolphin can’t wreck things though! The DBX is also a pretty good combat ship amongst its other benefits...

I find it’s one of the games most interesting ships due to its combat applications.

Cheer up! 👍
 
Just finished a three-day nebula tour (out to NGC 7822, then over to the Orion Complex, hitting every one along the way) in this little beast:

My DBX currently

I went to Colonia and back in an AspX and dreaded logging in after getting half-way there. This little ship makes me want to leave the bubble.
 
This is the bubble variant of my DBX:
Outlander

Swap round the cargo rack and FSB, stick some point defence on and go Guardian searching.
Change the docking computer/cargo rack for an AFMU and head into the wild yonder!
 
DBX is a solid ship. One downfall that is has though - highest is a class 4 optional slot. You need a fuel scoop for long trips - 4a fuel scoop isnt that good, unless you downgrade the main fuel tank and add another as an optional giving you 20/24t of max fuel.
Engineered right though you can get 60-70ly. The same as the AspX (my Asp jumps on average 67ly).

I use a DBX as a bubble explorer, not as a long ranger.
 
You need a fuel scoop for long trips - 4a fuel scoop isnt that good, unless you downgrade the main fuel tank and add another as an optional giving you 20/24t of max fuel.
This doesn’t actually work.

Downsizing the fuel tank won’t change the fact that the DBX uses 5t of fuel per jump and needs to replenish said fuel with the 4A scoop.

You’ll still take just as long recovering after each jump.
 
If you engineer the DBX to run cool (something it naturally does), the 4A fuel scoop isn't a big deal. Sure, the 6A on my AspX makes it quick, but my AspX will also overheat if it has to scoop 10t of fuel at once.
 
Agreed Elliot

It seems some posters in this topic have little to few experience with the DBX. Yes, the dbx is not suited for buckyballin but that was not the requested build. Using a dbx you can easily get 8 jumps out of its tank. That is over 2000ly without refuelling when using neutrons. Most ships will need to refuel after 3-5 jumps making you do one extra jumps to find a kgbfoam star and one extra jump to get back on the neutron highway.
 
Just as a follow up regarding my 'Touring Dolphin'.

I'm just pondering between shields/boosters and hull reinforcement. I'm aware that shield boosters will cost me power whereas hull reinforcement won't but I'm not sure if I'm making the right choice. As previously stated I'm only intending on using the ship for sightseeing more than anything else but will do a bit of planetary exploration and collecting mats just to break up the long trips a bit. I'm leaning towards hull reinforcement for the planetary landing side of things because I don't fly in Open Mode and won't be carrying any cargo. Therefore interdictions can just be surrendered to and I presume I'll be fine with a low shield value.
I'm not sure how to figure out much hull reinforcement is necessary for the ship and how much is way over the top? I'm not particularly clumsy when landing but it's nice to know that if I do dump the ship like a brick, it will still be fine.

Do I even need any shields at all?

Thanks very much everyone for your help 👍🏼

 
Just as a follow up regarding my 'Touring Dolphin'.

I'm just pondering between shields/boosters and hull reinforcement. I'm aware that shield boosters will cost me power whereas hull reinforcement won't but I'm not sure if I'm making the right choice. As previously stated I'm only intending on using the ship for sightseeing more than anything else but will do a bit of planetary exploration and collecting mats just to break up the long trips a bit. I'm leaning towards hull reinforcement for the planetary landing side of things because I don't fly in Open Mode and won't be carrying any cargo. Therefore interdictions can just be surrendered to and I presume I'll be fine with a low shield value.
I'm not sure how to figure out much hull reinforcement is necessary for the ship and how much is way over the top? I'm not particularly clumsy when landing but it's nice to know that if I do dump the ship like a brick, it will still be fine.

Do I even need any shields at all?

Thanks very much everyone for your help 👍🏼

Yes you definitely want 'bumper' shields to absorb casual landings. A Dolphin should be perfectly fine with 3D shields as it provides over 100mj. Hull reinforcements should not be necessary as they add weight (reduce jump range) and you should absolutely not be damaging your hull while exploring.

You can experiment with E rated G5 heavy duty shield boosters to pump up your shields further but I wouldn't expect a significant improvement on a Dolphin. Instead, I'd recommend simply landing on low gravity worlds to minimise any risk. There is absolutely no reason to do a dangerous high gravity landing when out in the black, unless you miraculously discover Raxxla or something...

Build your ship and then do a few practice landings on various planets while paying attention to the gravity, this will give you all the experience you need and let you stress test your ships defences. With 4 pips to sys most ships can shrug off even clumsy landings if they have shields.

Hell, the Dolphin even has room for a little 1d repair limpet if you're worried. That would provide potentially unlimited hull repairs and still be lighter than most hull reinforcement modules...
 
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