Question From a New Player About Exploring

Guys there is to many of y’all to thank individually! So thanks to everyone for the awesome feedback! Dropping the mining laser and cargo. Seen on another build guide that I might run across a new material/something i wanted so carry it just in case. The mining laser wasn’t my idea. I was originally gonna run a Repair Limpet Controller, and that was where my cargo came from. Just decided to leave it because it didn’t weigh anything with nothing in it. Still kicking around carrying a repair controller but they weigh a ton and take a ton of power. I’m gonna lower my shields, but I’m kinda worried of going SPLAT into a high G planet 😂 I may D rate my Thrusters and Distributer too. Just have to see what kinda range I get out of it. Thanks for all of the input guys, I greatly appreciate it!
 
tl;dr do a practise round first. Better to find out things when relative close by than finding those out with 20k LY away from "civilasation"
What I can add is advice you to take a 'practise round' of 2000kish LY first. I did that too and am glad I had. That way I found out things I hadn't thought of before. Like: I don't need a fully engeneered armor which only wieghs me down, nor that I need to be armed to the teeth for Thargoids (more weight). Also it's a good idea to bring 2 AFMS units. It can't repair itself. But they can repair each other. Exploration is an "atticion war." You'll make small mistakes like wandering into an exlusion zone by accident or get overheated. Those cause very little damage but those little damages stack up. And there is no station closeby where you can fix that with one click of a button. Also you can't field repair your reactor (beyond my why that is but that's another discussion). Carriers are scattered around the galaxy but you never know if they're still there when you arrive nor if you have landing clearance. Why the ability for "friends/ wings only is also beyond me but also another debate. So you can't fully rely on carriers.

I’m running two AFMS at the moment already! I basically took a well reviewed exploration build guide and adapted it a little. My goal is out to around +2200ly, but if all goes well I intend to keep going. I’ve already learned the hard way not to trust fleet carriers doing high tonnage trading. I’ve went 150+ LY’s in my Space Cow T-9 just to find out that it’s Squadron only docking 🙄
 
As another has suggested, I would aim for at least 5k Ly for this trip. Being 5k Ly from where you started the game is a trigger that unlocks two of the engineers. I made my 5k trip to Jellyfish nebula. That let me swing through the Spirograph nebula (BD-12 1172) and let me visit the engineer Chloe Sedesi (on the return trip) in Shenve to unlock access to her since I had already picked up and had with me the 25 thargoid sensor fragments she requires.

As for the build, I would ditch the mining laser. I also would take only one AFMU. If it should be damaged go to reboot/repair on your ship screen in the right cockpit panel to repair it to working order. Unless you plan on salvaging things in space you don't need the cargo rack unless you are carrying a repair limpet controller. It requires limpets to repair your hull/cockpit. You can synthesize the limpets as needed rather than carry them but you need a rack for them to go into when they are synthesized. You make four at a time so the rack need only be that big.

Source: https://www.youtube.com/watch?v=pMkm-Ex8qnE
 
" Still kicking around carrying a repair controller but they weigh a ton and take a ton of power. "

While exploring, power off things like AFMU and repair limpet controllers via the modules tab in your right cockpit panel. Turn them back on when needed.

As for shields -- I'm a chicken and carry big A-rated shields. I've bumped the ground hard too many times to want to scrimp on shields.
 
I did not even look at the build honestly,I just answered to main OP question,Beagle is a special case since there's a narrow path to get there and something more than 30 ly jump is enough since ages (go search for the first CMDRs that went there and you'll see what i mean).If he has not Engineering i doubt he has access to the Guardian FSD booster,now I just watched is build while I was writing this answer and noted he does not look like he knows what
 
Hi,
I took advantage of the Epic free Elite offer, and I've decided to take my Sidewinder across the galaxy...
It is not engineered, so about 14ly jump range, fuel tank good for 2 jumps - plus a little reserve.
I'm nearly the the first deep space settlement (~2000 ly).

Do look up the location of the deep space station & fleet carriers, once docked you can repair your ship (saves taking Auto repair - do remember do deactivate it before leaving!).
The disadvantage I have is the being on a "highway" all the systems so far have been discovered.
 
@OP: here's your initial build slightly modified.
I'd go with something like that (the few extra engineering bits maybe not necessary, but are a slight improvement - distributor mod to enable boost for example):

You could also swap one AFMU for research limpet controller, just in case if you run into some space-borne lifeforms.
Don't return to sell your data in open with this build! ;)
 
While exploring, power off things like AFMU and repair limpet controllers via the modules tab in your right cockpit panel. Turn them back on when needed.

As for shields -- I'm a chicken and carry big A-rated shields. I've bumped the ground hard too many times to want to scrimp on shields.

Im more worried about having to carry the limpets than the actual power draw on it. My AFMU is already off unless I need it. Your thoughts on shields are the same as my thoughts lol I may go practice a few landing with D rated class 3 and see what happens before I take it allll that way to blow up 2000lys out lol
 
@OP: here's your initial build slightly modified.
I'd go with something like that (the few extra engineering bits maybe not necessary, but are a slight improvement - distributor mod to enable boost for example):

After all of the replies from everyone this is along the lines of what I’m thinking about doing.
 
OP if you equip a SRV to do planet exploring or material gathering here is a tip: use the composition scanner on the geo and bio sites you find. This was one of those "I wish I had known" on my first real expedition. Codex bucks are an explorer's friend.
I guess it could work from a ship if you have no SRV but I always have my trusty 6 wheeler on explores.
 
I guess it could work from a ship if you have no SRV but I always have my trusty 6 wheeler on explores.
It does work from the ship... I took a T-10 out to do the Explorer's Anchorage CG with no SRV and scanned a heap of Bio sites on the way out, on the return trip I dropped all of the mining gear and bought a few SRV's - then visited the same sites for a 'proper look'!
 
I would keep the mining laser. Commanders have been known to use boosted jumps to get into an area of stars, but forgot about the need for boosted jumps to get back out! Having a mining laser gives you the option to mine boost materials from icy rings in case you run out of SRVs or there are no landable planets.
 
First have fun.

Jump range is not everything, if you feel more comfortable with better shields and thrusters keep them, some of these that are recommending light weighting everything have been exploring for years, they know the pitfalls and how to avoid them, you may not, a dodgy landing on a high G world those shields and thrusters may save you.

Mining laser could be handy, raw mats can be mined from rings or asteroid belts, they can then just be scooped up.

I would be tempted to change one of the AFMU's for a 1D repair limpet controller, limpets can be synthesised if needed, a single AFMU can be repaired enough to keep it working with a reboot/repair.

Limpets cost you 10 Iron and 10 Nickel for 4. Both can be surface mined or collected in rings.

Contrary to popular opinion, some of us carrier owners out in the black do leave basic services available, rearm/repair fuel and cartographics are always available on mine, rearm supplies SRV's as well as ammo.
 
I'm not much of an explorer but I did my engineers 5000ly run in a 33 light year jump range Keelback with an SRV and a SLF and I got plenty of firsts. I did some canyon runs in the SLF and exploring with the SRV for a bit of relief. Have fun, and enjoy the trip!
 
First have fun.

Jump range is not everything, if you feel more comfortable with better shields and thrusters keep them, some of these that are recommending light weighting everything have been exploring for years, they know the pitfalls and how to avoid them

Contrary to popular opinion, some of us carrier owners out in the black do leave basic services available, rearm/repair fuel and cartographics are always available on mine, rearm supplies SRV's as well as ammo.

I’m not knocking Carriers lol I had one near the Attacates system can’t remember the actual system but it was a hop over that I made a killing delivering Tritium through, but I wouldn’t wanna rely on the only way me surviving is the fleet carrier I found on Inara in the middle of nowhere kinda deal lol I definitely want one myself.... but that’s wayyyyyy down the line!
Now I’ve stripped my ship the way that’s been recommended, and it’s got me up to 37.5lys, but I still think I’m gonna keep my stuff the way I had it. 33.5lys isn’t bad to a guy that isn’t that far out of jumping 15lys in a Cobra doing his first bounties. Down the line I’m going to make another post on how it went! I appreciate all of the help from everyone! The feedback was awesome for a first post. I’m new to frontier forums, but y’all are awesome so far!
 
As others have said, you don't need Engineering to do exploration.

However, I would suggest taking a trip to Meene and docking at a couple stations there. You may get an interesting email or two...
 
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