Ships Help me add one more item to my ship?

Here's my ship that I'm going to be using for Exploration (usually deep space) and Passengering, generally in Solo mode:
https://s.orbis.zone/d7ye
The last thing I need to get on here is the Detailed Surface Scanner! What should I remove/change?
Is it totally redundant and unnecessary to have BOTH an AFMU and a Repair Limpet Controller? Is one better than the other for long explorations away from stations? (I HAVE been known to bump into things -_- )
Do I need even more cargo space if I'm going to be picking up resources to synthesize or find and bring back to Engineer contacts? Would a 2-space cargo bay be fine?

Thanks for any help!
 
Delete the Docking Computer.

As far as bringing things to Engineers... stop trying to make a multi-purpose ship. Build a ship specifically for Engineer grinding.
Ah, well, ok. I kinda suck as docking... I mean, really suck. :(

As for what I give up by not making it "Engineer grinding" capable is... what? 2 cargo spaces at best?? Nothing else is really focused on Engineer grinding
 
Ah, well, ok. I kinda suck as docking... I mean, really suck. :(

As for what I give up by not making it "Engineer grinding" capable is... what? 2 cargo spaces at best?? Nothing else is really focused on Engineer grinding
Go and practice then. That module is basically useless on any explorer as you rarely dock. I only use it on mission runners when I am doing a lot of back to back docking.

You mentioned taking things to Engineers. The only time you do that is unlocking them, and you will want a lot more than 4T cargo for that.
 
Go and practice then. That module is basically useless on any explorer as you rarely dock. I only use it on mission runners when I am doing a lot of back to back docking.

You mentioned taking things to Engineers. The only time you do that is unlocking them, and you will want a lot more than 4T cargo for that.
Oh well, that's a good point actually.

oh! I only just unlocked Felicity Farseer... I only needed to take 1 cargo-worth of something to her but I see I have to get all kinds of resources like Nickel and Shield Emitters in order to MAKE anything she provides... had no idea what to expect for later
 
Oh well, that's a good point actually.

oh! I only just unlocked Felicity Farseer... I only needed to take 1 cargo-worth of something to her but I see I have to get all kinds of resources like Nickel and Shield Emitters in order to MAKE anything she provides... had no idea what to expect for later
The material used for Engineering does not take up Cargo Rack space. However some Engineers require things like 200T of Bromelite, 25 Occupied Escape Pods, 50 Fujin Tea, etc... to unlock them. 4T of Cargo for that is not very efficient.
 
The material used for Engineering does not take up Cargo Rack space. However some Engineers require things like 200T of Bromelite, 25 Occupied Escape Pods, 50 Fujin Tea, etc... to unlock them. 4T of Cargo for that is not very efficient.
Ooohhh!! Well now really does make a lot of sense and puts it into perspective. I appreciate your taking the time to explain it... I'm still pretty new. Only a week in. :) Cool cool, I'll know now to make a special ship for just hauling stuff!
 
Ooohhh!! Well now really does make a lot of sense and puts it into perspective. I appreciate your taking the time to explain it... I'm still pretty new. Only a week in. :) Cool cool, I'll know now to make a special ship for just hauling stuff!
😎

In general most players find that it is better to build ships for specific purposes than try to make something that can do everything.

So, for someone in your position, I would build an Explorer, a Trader, possibly a Passenger ship, and a Combat ship.

Now, depending on the size of the core internals it is possible to move more expensive/engineered modules between ships (though even then most just get more modules and leave them on the ships permanently).

You have the makings of a good Explorer there (I would drop the passenger cabin myself and bump up the Fuel Scoop size).

If you take that build you have and delete the SRV, DSS, and AMFU, you could add more cabins and have a decent early Passenger ship. Do the same but put in Cargo racks and you have a Trader.

Each of those would allow you to be far more efficient. So consider that as you gain experience and learn how to make credits.

You'll get to the point eventually that building a ship for one specific task is easier than using a multi-purpose ship just because it does what you need well. In my case, one I have is a Python specifically designed to max Robigo Passenger missions in two jumps. That is all that ship is used for.
 
Personally, if I was going to make a Dolphin explorer ship, this is what I'd do. Notice I've nearly doubled your jump range, re-organised your priorities properly, upscaled your repair controller and afmu so they repair you faster, and given you a bigger scoop to make it faster to refuel and thus travel long distances. You can still land on planets, still have cargo space for limpets (you only ever need a max of 4 cargo space in an explorer ship, as that's how many limpets you synthesize at once for your repair module to work. Cargo space is not required for anything else when exploring), can now map planets, and now also have a heatsink for emergencies when getting close to stars (I've only ever needed to use one once, in thousands of scoops). And all without any engineering.

This is what a dedicated explorer looks like.
 
If you are not confident in manual landing, buy a stock sidey and spend a little time practicing with it until you are proficient. Time spent doing so now will save you a lot of heartache ( and credits) later.
 
Here's my take. Situational (dependant on how far out you want to go) and you might not have the money yet for the big fuel scoop, but it's something to aim for.
Not much to add on top of what others have said, other than IMO 2 turreted mining lasers are overkill for a ship like this, and you won't need those defensive utility mounts far from the bubble.
Get the FSD engineered and add a Guardian booster and that'll jump north of 50ly.
 
Personally, if I was going to make a Dolphin explorer ship, this is what I'd do. Notice I've nearly doubled your jump range, re-organised your priorities properly, upscaled your repair controller and afmu so they repair you faster, and given you a bigger scoop to make it faster to refuel and thus travel long distances. You can still land on planets, still have cargo space for limpets (you only ever need a max of 4 cargo space in an explorer ship, as that's how many limpets you synthesize at once for your repair module to work. Cargo space is not required for anything else when exploring), can now map planets, and now also have a heatsink for emergencies when getting close to stars (I've only ever needed to use one once, in thousands of scoops). And all without any engineering.

This is what a dedicated explorer looks like.
Wow good stuff! A couple questions if I may...

1. So, is mining stuff (vis a vis the mining lasers) not necessary for long trips out in the nowhere? Don't I need to be able to mine for components to synthesize Limpets and Heat Sinks, etc?
(Speaking of Heat Sinks, when I was using my Hauler, Heat Sinks saved my butt twice, and I'd thought about using it a few other times! But so far in the Dolphin, it's never gotten above 50%! And I've been absolutely terrible with figuring out how to skim stars in it without getting too close and dropping out of SC, even!)

2. So as others have made the obvious pretty clear to me, explorers do not need anti-combat mods as one will hardly be places where it's necessary. Good to know :) But, aren't thrusters that can boost you above 400 pretty necessary? For those rare times I DO have to get away? (I have encountered interdiction a few times as I've explored, and I like to think my boosting and weaving as I locked on another system has saved me... or maybe my lack of cargo? But if I start carrying passengers like I want, will that make me more a risk of NPC pirates when I do come around habited areas?)

3. So this Guardian FSD Booster, which others have recommended, isn't that an Engineered item? I only just unlocked Felicity Farseer, and it looks like one has to grind with a cargo hauler for a while to really get anywhere along the engineering path.
(Speaking of availability of mods, I totally agree with the fuel scoop! It's just that the 4A has been the best I can find at stations so far :( )

Thanks for the feedback and help!
 
Here's my take. Situational (dependant on how far out you want to go) and you might not have the money yet for the big fuel scoop, but it's something to aim for.
Not much to add on top of what others have said, other than IMO 2 turreted mining lasers are overkill for a ship like this, and you won't need those defensive utility mounts far from the bubble.
Get the FSD engineered and add a Guardian booster and that'll jump north of 50ly.
Thanks for the time and feedback! Couple questions?
I've only just unlocked Felicity Farseer, and I don't know if I have it in me to grind the engineering path right off... how important is it to get the FSD engineered? And isn't the Guardian Booster an engineered item I have to build or buy from a higher engineer?

I thought I read somewhere the turreted mining lasers (set to fixed front firing even) can acquire more material? No? So, it IS worth it to have at least one mining laser with me to acquire material to synthesize when far out there, yes?

THANKS!1
 
Thanks for the time and feedback! Couple questions?
I've only just unlocked Felicity Farseer, and I don't know if I have it in me to grind the engineering path right off... how important is it to get the FSD engineered? And isn't the Guardian Booster an engineered item I have to build or buy from a higher engineer?

I thought I read somewhere the turreted mining lasers (set to fixed front firing even) can acquire more material? No? So, it IS worth it to have at least one mining laser with me to acquire material to synthesize when far out there, yes?

THANKS!1
FSD engineering makes you jump less. Your choice if that is important.
Guardian booster is an item you have to unlock once and then can buy at any guardian techbroker. Adds a flat number of LY jumprange depending on size (1-5)
Turreted mining lasers only work for multicrew or with forward fire. Better use regular fixed ones. You propably think about efficiency, a class 2 mining laser is way more efficient than class 1.
 
FSD engineering makes you jump less. Your choice if that is important.
Guardian booster is an item you have to unlock once and then can buy at any guardian techbroker. Adds a flat number of LY jumprange depending on size (1-5)
Turreted mining lasers only work for multicrew or with forward fire. Better use regular fixed ones. You propably think about efficiency, a class 2 mining laser is way more efficient than class 1.
Wait, they made 2D mining lasers? I thought they just come in 1D. Heh. OK, question though: Is there any downside to having a turreted mining laser set in front fire? (I mean, if I already have them and cost isn't an issue?) Or should I trade them in for a fixed mount?

Oh wait, Guardian is a whole other unlock path? OK, I'm glad to know there's MORE built-in content to the game :) But I only JUST started the engineering unlocks (1 so far LOL), I dunno when I'm going to be able to unlock anything guardian! But, good to know. Thanks! :D
 
Wow good stuff! A couple questions if I may...

1. So, is mining stuff (vis a vis the mining lasers) not necessary for long trips out in the nowhere? Don't I need to be able to mine for components to synthesize Limpets and Heat Sinks, etc?
(Speaking of Heat Sinks, when I was using my Hauler, Heat Sinks saved my butt twice, and I'd thought about using it a few other times! But so far in the Dolphin, it's never gotten above 50%! And I've been absolutely terrible with figuring out how to skim stars in it without getting too close and dropping out of SC, even!)

2. So as others have made the obvious pretty clear to me, explorers do not need anti-combat mods as one will hardly be places where it's necessary. Good to know :) But, aren't thrusters that can boost you above 400 pretty necessary? For those rare times I DO have to get away? (I have encountered interdiction a few times as I've explored, and I like to think my boosting and weaving as I locked on another system has saved me... or maybe my lack of cargo? But if I start carrying passengers like I want, will that make me more a risk of NPC pirates when I do come around habited areas?)

3. So this Guardian FSD Booster, which others have recommended, isn't that an Engineered item? I only just unlocked Felicity Farseer, and it looks like one has to grind with a cargo hauler for a while to really get anywhere along the engineering path.
(Speaking of availability of mods, I totally agree with the fuel scoop! It's just that the 4A has been the best I can find at stations so far :( )

Thanks for the feedback and help!

1. Adding a mining laser is occasionally handy, and something you should do if you plan to be out for a very long time, or are leaving with very few engineering mats already stockpiled in your personal inventory (engineering mats, and all those things you need for synthing limpets, heatsinks and jump boosts are stored on your character, not your ship), but if you don't plan to be away for that long, or aren't trying to get to extremely distant and specific stars (where jump boosts would be needed) or if you just do prep and get enough materials to last you a good while before you leave, then it's not as important.

As for heatsinks, sure, if your ship runs cool enough you may never need them (as I said myself, I've only ever used one once, and even then it probably wasn't necessary), but there are times when you can jump into a system and find yourself stuck between 2 stars, or you get curious about a white dwarf and forget you should never get close to those dam things, or you find a landable planet close to a star and it's real hot, so I'd rather have one and never use it than forgo one entirely. Heatsinks also obviously don't use raw mats, so a mining laser doesn't help with those anyway, so making sure you have ammo for that and the mats to synth more, alongside all the other stuff you might need even before you leave the bubble is just a sensible idea imo.

I do tend to use both heatsinks and mining lasers on my ships, but I also run entirely engineered, medium or larger ships for exploring, and having all these things barely negatively affects any other aspects, so it's a non-issue. Honestly though, other than the 1 time heatsink, they barely get used. I've never used my mining laser for mining resources, since I already have all the resources maxed out and have never gotten stuck somewhere and needed to emergency synth limpets or jumponium or afmu ammo. The only thing the laser has been used for is occasionally beaming some weird space wildlife.

2. Depending on the ship, interdictions are usually pretty easy to avoid, and they only happen at the very beginning and very end of your exploration journeys. Out of hundreds of jumps to get somewhere and then get back and make hundreds more jumps, only like, 5 of them might even be in systems where interdictions might take place, so chances are low you'll even get attacked, even less so if you're quick about pressing on from those systems and getting home quick after a long journey to safely land and sell your data.

Though honestly, even in the absolute, worse case scenario, where you've been out for a thousand jump round trip and you get interdicted at the very last moment in the 1 system right at the end where you're vulnerable as you head for a station and you happen to also fail the minigame and get pulled from supercruise, it's not a concern, because you just come to a stop, wait for the pirates to scan you and then they fly away... but this only happens if you're not carrying anything. I duno how carrying passengers affects things as I've never done it whilst exploring and never would, but so long as your cargo is devoid of anything except limpets, even failed interdictions aren't a concern. The pirates just won't attack.

So, my advice is, if you're going long distance exploring and are concerned about interdictions; fly something that's good at winning the minigame, have enough jump range so you have fewer systems to travel through on your way back into the bubble to minimise interdiction chances, don't carry any cargo and don't bother with passengers (I honestly don't know enough about passengers and how likely they are to get attacked, and they offer no benefit to my style of exploring so eh). I've never felt the need to run from pirates or had an "oh sh*t, I need to full throttle and run!" moment whilst exploring, because there's absolutely no chance pirates will ever even attack me, even if I should fail the 1 in a thousand chance interdiction.

3. FSD booster (and a bunch of other Guardian tech) is a whole line of special unlocks that can be gotten which involves visiting ancient alien ruins, driving your srv around these sites shooting stuff and doing a little timed puzzle thing to get a blueprint fragment and some other assorted alien junk, then heading back to the bubble and cashing it all in to permanently be able to buy the associated module. The fsd booster is generally regarded as the best one to get and is a nice little side quest that's worth doing even if you ignore the rest of the Guardian stuff. It's not essential, but it is extremely useful.
 
Last edited:
Wow!! :O That's a lot of fantastic feedback!! :O A lot to consider!
Yeah, I dunno how passengers might affect pirates either... actually, I'm kinda planning on making sure I have rebuys and seeing on my first passenger runs if I CAN get a pirate to interdict me so I can find out! If, like when I have no cargo, they do nothing -- then that will definitely decide some things. :)
Yeah, the Heat Sink is back on! :O I forgot that while I'm getting good at scooping without any risk, there's a lot out there I have no idea about. Those surprises are what getchya!
Thanks again for all the feedback!!
Cheers! o7
 
Lots of advice here. I'll just add one thing.

In the training section there is a docking practice scenario that you can do over and over as needed, without endangering your actual ship. For some reason they put it in the "Challenge Scenarios" section.

Learn to dock manually. You won't regret it.

training.jpg

dockingpractice.jpg
 
Back
Top Bottom