Ships Getting any more LYs per jump out of this?

OK, here's my latest Exploration/Passenger Transfer build:
https://s.orbis.zone/d90h
(yes, I do want to have passengers on it and do passenger missions while I also explore. It's as much for RP and personal style choice as anything. Not negotiable. Although the type of cabin may be.)
What else would be recommended to get more than just a fraction of another LY per jump out of this?
Note: I understand engineered FSD and Guardian Boosters are the best option -- but I've only been playing the game a week, and JUST unlocked F. Farseer, and don't even know how to go about any Guardian unlocking yet -- so those aren't an option right now. I need suggestions for what I can do now. :)
Thanks for any feedback!! o7
 
Well, I am no expert and I only know about NPC threats. I don’t know why you have the heat sink on it. The Dolphin is a fridge. I haven’t kept myself fully up to date with your project and perhaps someone suggested it for a reason I haven’t thought of.

You have no refinery, so the only reason for that laser is to mine for engineering mats. I’m going to suggest that is possibly the most painful way to get them. You have to laser the rock and keep an eye on what is spewing out and then scoop them. It’s not impossible but finding a Geo/Bio site and using the SRV will be more fun and productive. If you lose the laser, you may gain some lys.

That shield booster, it might give you a couple more seconds against a demented Gankatron 2000 but if you are evading, you’re hopefully not going to need that amount of time to survive. Again, I’m no expert.
 
Oh no, these are some good thoughts and feedback!
The mining was actually intended for being able to create things as needed.... you imply that the SRV can get anything I could get from mining, and would NOT need a refinery that way? If I suss that correctly, then yeah, I can get rid of the laser.
Ah, the heatsink, yeah forgot about that. I have had no need for that with the Dolphin in the least bit! :D Gone!
The shield booster, I was thinking yeah, to give me a few extra seconds to get away from a NPC baddie... but also, if I decide to get rid of the Docking Assist computer -- uhm, I thought it might be useful as I have in the past been REALLY bad at landing and docking, knocking and scraping my ship about :( (I have been practicing and getting better in the Training...but, well, I like the extra protection -- that is, IF it's actually doing anything for me.)
 
When you laser a rock, if you don’t have a refinery then the only materials you can get from the rock are ones you can get elsewhere (SRV).

From the other angle, anything that goes in the refinery, I don’t think you can use to engineer* or to synthesise things like SRV fuel or extra jumping mileage.

So no, you can‘t get everything you get from mining by using the SRV but everything you might need to do the engineering (material wise) you can.

*One of the engineers does require you to do some mining but you’re a way off yet and can worry about that a bit later.

Manual docking, I found, was something that was hard to learn and one day I just ‘got it’. I would suggest doing one thing at a time. Move forward. Stop. Drop height (slowly), stop. Move forward again etc. Gentle on the gas. Also, to use the SRV you’re going to have to land on a planet, there is, for now, no auto docking for this. So, you’re going to want to learn pretty quick.

I have found that landing on carriers is much easier. That might be a good place to start. In a station you’re timed and confined so panic sets in. If you think you’re running out of time, you still have the mail slot to deal with. On a carrier, you don’t. You are still timed but if f you start to butcher it, look up, boost and go, no tiny gaps to escape.
 
OK, here's my latest Exploration/Passenger Transfer build:
https://s.orbis.zone/d90h
(yes, I do want to have passengers on it and do passenger missions while I also explore. It's as much for RP and personal style choice as anything. Not negotiable. Although the type of cabin may be.)
What else would be recommended to get more than just a fraction of another LY per jump out of this?
Note: I understand engineered FSD and Guardian Boosters are the best option -- but I've only been playing the game a week, and JUST unlocked F. Farseer, and don't even know how to go about any Guardian unlocking yet -- so those aren't an option right now. I need suggestions for what I can do now. :)
Thanks for any feedback!! o7
If you need materials you don't need SRV for that purpose, you can use that mining laser and mine some rocks in rings or belts, you will encounter some materials from time to time, and ship will be much lighter without SRV hangar.
Although SRV is probably faster way to get those materials from the surface, you can change the hangar from 2g to 2h and it will be lighter and you still will have one vehicle if you prefer SRV.

Without engineering and guardian fsd booster there is nothing more you can do, all your modules are D grade so they are as light as they can be unengineered. And ship overall mass is what gives you better range.
 
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When you laser a rock, if you don’t have a refinery then the only materials you can get from the rock are ones you can get elsewhere (SRV).

From the other angle, anything that goes in the refinery, I don’t think you can use to engineer* or to synthesise things like SRV fuel or extra jumping mileage.

So no, you can‘t get everything you get from mining by using the SRV but everything you might need to do the engineering (material wise) you can.

*One of the engineers does require you to do some mining but you’re a way off yet and can worry about that a bit later.

Manual docking, I found, was something that was hard to learn and one day I just ‘got it’. I would suggest doing one thing at a time. Move forward. Stop. Drop height (slowly), stop. Move forward again etc. Gentle on the gas. Also, to use the SRV you’re going to have to land on a planet, there is, for now, no auto docking for this. So, you’re going to want to learn pretty quick.

I have found that landing on carriers is much easier. That might be a good place to start. In a station you’re timed and confined so panic sets in. If you think you’re running out of time, you still have the mail slot to deal with. On a carrier, you don’t. You are still timed but if f you start to butcher it, look up, boost and go, no tiny gaps to escape.
OK, I think I got all that ... based on some others' opinions, I'm not at all going to worry about Engineering track stuff with this ship. Evidently it will be FAR better to have a ship geared specifically for grinding out the Engineering tasks. So for this ship, the ONLY thing I'd want to have the mining laser (and refinery?) for is to create anything I might need for my ship while Im out. (Like, uhm, repair limpets? Er, what else would be useful? Or not much at all?)

Yeah, I found a YT video of Down to Earth Astronomy guy (I think it was him?) teaching docking tops. Like, getting the back of the station's wall in view through the "mail slot" before moving forward, and other tips.
LOL yeah, that very first time I landed on a planet because I thought I had to, I did pretty ok!! And didn't realize I wasn't IN the base (this was like my 1st or 2nd day playing heh). So when I glided over inside the base... I didn't realize you had to get docking permission.... so all of a sudden I had to actually land on a specific dot! AND I was suddenly getting these trespassing and loitering warnings! And a timer! I panicked so hard, I like crashed into several ships and buildings and the ground, before they mercy killed me :ROFLMAO:
 
the ONLY thing I'd want to have the mining laser (and refinery?) for is to create anything I might need for my ship while Im out. (Like, uhm, repair limpets? Er, what else would be useful? Or not much at all?)
When you are in your ship next, go to your modules panel on the right. click the FSD, yours might be unavailable at the moment (because of a lack of mats but you'll still see what I'm talking about) you can increase jump range (for one jump). If you had certain weapons, you could create ammo for them. As you already stated, you want the ability to create repair limpets (click the repair limpet module and it will tell you the mats requires to create the limpets). All of these things require materials that can be found by scavenging around Geo/Bio sites. Any mats you don't use for these purposes are just stored, later, you will use them for engineering or trade them.

I imagine that 99.9999999% of CMDRs only go mining to get the stuff that eventually goes in the refinery (not the above mats), none of that stuff can be used for any of the above, it just becomes a commodity that you can sell. The other mats (like the ones above) are collected whilst mining but they're collected as a sort of by-product of mining, a bonus if you like. Also, a mining ship is far better equipped to make collection easier, collector limpets basically.

So right now you have a couple of (fairly) heavy bits of equipment to enable you to get the mats you need for things like repair limpets. One is (imo) fun and more effective (SRV) the other is just less effective (mining). The SRV is multi-use, can be used in missions, scavenging mats, sometimes abandoned cargo on a planet surface. The mining laser shoots rocks. I think it is about eventualities in the end. It would take a pretty rare set of circumstances for you to be in the position to need a mining laser to create repair limpets. This is the long way around of saying, you don't need that laser and if you're looking to add some ly, you can lose it and not worry.

BTW look now at what modules use what mats (repair limpets mainly in your case and possibly FSD boosting ). When exploring and you find a Geo/Bio site, collect everything. When in stations always check to see if they have a Material Trader (they'll be in contacts in station services), they come in three flavours, one of them trades in the mats you can collect in an SRV. If you find you have 20 of Material X, a material none of your modules requires, you can trade them for Material Y, a material your modules do use. Not all stations have a Material Trader. Not alll Material Traders trade the mats we are talking about here.
LOL yeah, that very first time I landed on a planet

When you are going to use the SRV to collect mats (or even run some missions) you're going to have to land on the bare rock. There is no auto-dock for that (at the moment). So again, landing is a vital skill. Keep trying, you will get the hang of it.

One more thing about your build.

Supercruise Assist. It's fine, I have it on most of my ships, but if you wanted to, you could lose it. It's advantage is that it doesn't allow you to overshoot stations (great when you are new) but it does make flight slower (you cruise at a faster speed without it) and at the moment, you have that in a ONE slot. You could get rid of it, move your DSS into the ONE slot, then move you SRV from the FOUR slot into the newly vacated TWO slot. Meaning you now have a spare/empty FOUR slot. You don't have to fill it but you could stick another Passenger Cabin in there (this will reduce LYs of course) or you could leave it empty and just use it as a utility slot, one time a cabin, one time a cargo rack. Just a thought.
 
Supercruise Assist. It's fine, I have it on most of my ships, but if you wanted to, you could lose it. It's advantage is that it doesn't allow you to overshoot stations (great when you are new) but it does make flight slower (you cruise at a faster speed without it) and at the moment, you have that in a ONE slot.
On the contrary, I would argue that the main benefit of SCA is to allow you to drop to stations and other non-surface destinations faster by using SCA assisted high speed drop. Of course, if you are out in the black this may not occur that often, but it does have other benefits such as allowing you to go AFK during a longer supercruise journey. Personally I would not equip it on an exploration ship.
 
On the contrary, I would argue that the main benefit of SCA is to allow you to drop to stations and other non-surface destinations faster by using SCA assisted high speed drop. Of course, if you are out in the black this may not occur that often, but it does have other benefits such as allowing you to go AFK during a longer supercruise journey. Personally I would not equip it on an exploration ship.
Agreed, but I’m a slot hungry sausage at seeing that SRV in a FOUR slot makes my eye twitch.

Just to clarify, I meant the speed you travel. So ‘normal’ supercruise to Hutton Orbital is quicker than the assist.
 
Agreed, but I’m a slot hungry sausage at seeing that SRV in a FOUR slot makes my eye twitch.

Just to clarify, I meant the speed you travel. So ‘normal’ supercruise to Hutton Orbital is quicker than the assist.
Sure, but he doesn't need to drop SCA to free up the four slot if you look at the build he posted in a new thread (he dropped the cargo rack). There is also an argument to be made to upgrade the SRV bay to size 4 to keep a spare SRV, at least for longer trips.

Sure, "normal" supercruise to Hutton is faster, but you need to make sure not to overshoot so you need to keep it under some sort of surveillance. With SCA you can go AFK for a couple of hours and get back already at Hutton so there is some convenience there. Or you can use an SCA assisted fast drop during the final approach to get there 30 s faster ;) ...
 
When you are in your ship next, go to your modules panel on the right. click the FSD, yours might be unavailable [...]
Did you mean the Synthesis menu under INVENTORY? That looks like the place where I see what materials are needed for consumables? Like "FSD Injection" and "SRV Repair" and "Limpets". So, just collect enough of each thing needed in an item til it turns from red to amber, and I have what I need to make it. Yes? This seems like it's a lot easier than I'm making it out to be, I don't know why I'm so dense about this one topic :/
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When you are going to use the SRV to collect mats (or even run some missions) you're going to have to land on the bare rock. There is no auto-dock for that (at the moment). So again, landing is a vital skill. Keep trying, you will get the hang of it.

One more thing about your build.

Supercruise Assist. It's fine, I have it on most of my ships, but if you wanted to, you could lose it. It's advantage is that it doesn't allow you to overshoot stations (great when you are new) but it does make flight slower (you cruise at a faster speed without it) and at the moment, you have that in a ONE slot. You could get rid of it, move your DSS into the ONE slot, then move you SRV from the FOUR slot into the newly vacated TWO slot. Meaning you now have a spare/empty FOUR slot. You don't have to fill it but you could stick another Passenger Cabin in there (this will reduce LYs of course) or you could leave it empty and just use it as a utility slot, one time a cabin, one time a cargo rack. Just a thought.
Yeah, I've landed just fine on bare rock, no problem! Multiple times, easy. But for some reason I simply cannot land on a dock pad to save my life without floundering all over the place, sliding across the floor, having to leave and cancel at least once and start over again.... it's a freakin nightmare! Invariably even if I get my ship ever so carefully on the pad so it turns blue, and descend.... second my ship touches the pad I'm sliding off to the side and the blue turns back to red and I have to flop and flounder around to try to get back into position for another attempt to descend onto it.... I'm thinking maybe to get rid of the SC Assist like you say and put back in the AutoDocking computer! I really don't need the trauma that trying to land on a docking pad creates! o_O
 
Did you mean the Synthesis menu under INVENTORY? That looks like the place where I see what materials are needed for consumables? Like "FSD Injection" and "SRV Repair" and "Limpets". So, just collect enough of each thing needed in an item til it turns from red to amber, and I have what I need to make it. Yes?
Yes, precisely.
This seems like it's a lot easier than I'm making it out to be, I don't know why I'm so dense about this one topic :/
Don’t be so hard on yourself, there is a load to learn, you’re doing great, better than I was in my first few weeks.
 
OK, here's my latest Exploration/Passenger Transfer build:
https://s.orbis.zone/d90h
(yes, I do want to have passengers on it and do passenger missions while I also explore. It's as much for RP and personal style choice as anything. Not negotiable. Although the type of cabin may be.)
What else would be recommended to get more than just a fraction of another LY per jump out of this?
Note: I understand engineered FSD and Guardian Boosters are the best option -- but I've only been playing the game a week, and JUST unlocked F. Farseer, and don't even know how to go about any Guardian unlocking yet -- so those aren't an option right now. I need suggestions for what I can do now. :)
Thanks for any feedback!! o7
Almost identical to your build (except for the heat sink), but with a little more jump range.
After that you need to start throwing stuf out for more range.

But honestly, the best you can do for more jump range is to start mildly engineering your FSD, and then unlocking the FSD booster.
Don't look at the G5 and its steep requirements, get a Wake Scanner, scan a few wakes and start now with G1, G2.
This is the same build with G1 long range (you'll need about 3-4 rolls for it with grade 1 access) - plus 4 LY.
 
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