Let's imagine playing ED without inara, eddb, or other 3rd party sites.

Ohhh god no !!! That would push me over the edge . Spanish for when galmap fails , edsm for exploration , inara for engineering and journal limpet and ed astra for actually finding where I am and what's close by .
I'm afraid Elite "great ideas poor implementation" is my general thoughts.
 
Imagine playing without 3rd party sites... No, thanks. I did play without them before I realized they exist. No more. IF the game was actually designed that way, what are now 3rd party tools should be integrated, but on an individual level - to help you keep track on systems you already visited. Anything else means building a huge personal database in 3rd party tools (spreadsheets of any kind) individually.

Why? Just... WHY?

It's how I play :)

To answer the OP's question I'd go to Alioth for an AspX specifically, LHS 20 is good too but I rarely buy ships or modules nowadays and I have access to Founders anyway. I used to have to hunt around for modules before about August 2015 when I got my first Elite rank, now I make do with whatever my local high-tech has until my next trip to Jameson Memorial.
 
The problem would seem to be with your playstyle then.
Instant everything will just make the game very dull. There is nothing wrong with learning how these things work and where these things may be. It pretty much was the game back in the day.
The point is that if someone has to make a ship, he does not need to learn anything, nothing to explore, just quickly build a ship that he needs for a specific purpose. The game doesn't allow that, it just wastes time.
 
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Wouldn't have expected that from you. Just because other grades are lesser used doesn't mean they're useless. That suggestion would take all the fun out of shipbuilding. And yes, even C grades have their use, if you want to squeeze maximum performance from a given power budget.
Oh, they're not useless - I've got plenty on my ships because I couldn't be bothered to spend more time looking for the A-graded modules and the performance difference usually isn't that important in practice (especially with some G3 engineering stuck on top), I just don't think they're different enough from the other grades of modules to justify having hundreds of them cluttering up outfitting: in fact, a single grade of module with a "tuning" option (parallel to engineering) which lets you trade power/performance and integrity/weight off against each other might be both more interesting and less interface-heavy.

And you wouldn't say that life support grades wouldn't make a difference if you ever sat in a CZ in a Vulture that just had its canopy blown open - or in an explorer that has to make its way to a station on life support synthesis
Obviously they do something. So do the different sensor grades. Doesn't mean it should be a core module.

Really, though, I think the key part of my suggestion is simplifying where the modules appear to a visible tech-level. Systems all get a tech level advertised on the map ranging from 1E to 8A. They sell all modules of that size and grade or lower, subject to superpower constraints.

(Out in Colonia, the answer to "where do I get a module" is "one of the stations in Colonia"; like much of the rest of the game the in-game search tools work way better in a region of ~70 systems than they do in one of ~20000)
 
The point is that if someone has to make a ship, he does not need to learn anything, nothing to explore, just quickly build a ship that he needs for a specific purpose. The game doesn't allow that, it just wastes time.

There is more than one way to approach playing a game Vogel. I don't use Discord. All negotiations take place in the game & most of the players on my friend list are people I met, in the game (there are a few exceptions). You could think of my approach to the game as a bit like playing Open only with extra steps. I don't ironman but I have my own set of personal rules (I don't expect others to follow them) to make what is essentially a game aimed at children more interesting (for me). I'm sure you have your own rules you play to (not combat logging for example).
 
in fact, a single grade of module with a "tuning" option (parallel to engineering) which lets you trade power/performance and integrity/weight off against each other might be both more interesting and less interface-heavy.
That sounds good. Make the module size availability dependent on the population size (or station type, outposts won't stock modules larger than size 4 for example) and the tuning availablity based on the tech level (so a low tech/agri system would only stock the basic module, a high tech system would offer all tuning options).

Like a matrix:
OutpostAsteroid CoriolisOrbisOcellus
Extraction4E5E6E7E8E
Refinery4D5D6D7D8D
Industrial4C5C6C7C8C
Military4B5B6B7B8B
High tech4A5A6A7A8A
with possibly economic state modifying the tuning capabilities - Infrastructure failure reduces tuning/grade by 2 notches, boom adds one notch, civil liberty adds two notches so that e.g. an industrial station in civil liberty might offer A graded tuning/modules, whiel a high tech base in infrastructure failuure will only be able to scrape up C graded modules.

Doesn't mean it should be a core module.
So you buy the ship equipped with a basic core module, and depending on the station's tech level can adjust the tuning? And that would apply to all core modules that require a fixed size (like bulkheads, life support, sensors - as opposed to core modules that can be downsized, like thrusters or PD).
 
Really, though, I think the key part of my suggestion is simplifying where the modules appear to a visible tech-level. Systems all get a tech level advertised on the map ranging from 1E to 8A. They sell all modules of that size and grade or lower, subject to superpower constraints.
That's a nice idea - maybe even bundle ships under that as well (Sidewinder 1E, Type 7 5A, Cutter 8A whatever) then add the grades into Outfitting / the shipyard and a Pilots Handbook page listing the different discounts along with the 'look for places with matching grade' advice.

Still would want a way to find Tech Broker / special unlocks (Enhanced Engines, CRCR) ...
Like a matrix:
... and straight away you've made it so complex that we're back to needing a 3rd party site to track things again :)
 
I like the idea of the matrix for module availability. Something comprehensible like that would be a big improvement.

So you buy the ship equipped with a basic core module, and depending on the station's tech level can adjust the tuning? And that would apply to all core modules that require a fixed size (like bulkheads, life support, sensors - as opposed to core modules that can be downsized, like thrusters or PD).
Downsizable and many optional ones could work that way as well - you'd just swap the module out as you would now.

What I'm thinking is:
- buy (or have equipped) module, which would have the equivalent of C-rated performance. There's only one module grade as such [1].
- most modules have two "tuning" slots into which you can put "performance", "integrity", "efficiency" and "weight". Credit cost every time you change a slot's content, carry out tuning at any station which sells the module. [2]
- 2x performance = A-rated, 1x integrity + 1x performance = B-rated, 1x weight + 1x efficiency = D-rated, 2x efficiency = E-rated ... but you could also use the other combinations
- engineering goes on top of this as usual, but the basic sturdy/lightweight blueprints (and perhaps some others) could in theory be dropped in favour of an experimental effect which adds an extra tuning slot.


[1] This would actually increase the diversity of weapons, which only have one grade per size at the moment.
[2] In future, to give ship interiors something to do, you could do your own tuning for free that way.
 
It's how I play :)

To answer the OP's question I'd go to Alioth for an AspX specifically, LHS 20 is good too but I rarely buy ships or modules nowadays and I have access to Founders anyway. I used to have to hunt around for modules before about August 2015 when I got my first Elite rank, now I make do with whatever my local high-tech has until my next trip to Jameson Memorial.
Kudos to you. Not my idea of playing a game, though.
 
I played for the first 6 months or so without any help from 3rd party sites, I was still able to find the bits I needed by looking around, yes it took time, but why else would I be playing a game apart from using leisure time?

Then I needed to find something I never had cause to find - I found this place and asked, and got an answer and pointed at Inara too... That was the start of playing with more focus for me, I discovered there was a lot more than I knew about in the game (Guardians, Thargoids, INRA...) so was inspired to do much more.

This forum, in general, has a lot of very helpful members when asked honestly how to do something, it is a great asset. (the fact that many also have a sense of humour is pretty good too!)

I like the convenience of 3rd party sites when there is a hole in my knowledge, and like buiding ships in Coriolis before doing the same in-game, but I don't need them all of the time, I've learned a lot, had plenty of encouragement and help here, and still like making mistakes on occasion ;)
 
I played for the first 6 months or so without any help from 3rd party sites, I was still able to find the bits I needed by looking around, yes it took time, but why else would I be playing a game apart from using leisure time?

Then I needed to find something I never had cause to find - I found this place and asked, and got an answer and pointed at Inara too... That was the start of playing with more focus for me, I discovered there was a lot more than I knew about in the game (Guardians, Thargoids, INRA...) so was inspired to do much more.

This forum, in general, has a lot of very helpful members when asked honestly how to do something, it is a great asset. (the fact that many also have a sense of humour is pretty good too!)

I like the convenience of 3rd party sites when there is a hole in my knowledge, and like buiding ships in Coriolis before doing the same in-game, but I don't need them all of the time, I've learned a lot, had plenty of encouragement and help here, and still like making mistakes on occasion ;)

Agree.

This forum is, well... a 3rd party tool in itself though. The people that helped others and wanted to help them even more created other 3rd party tools, so that anyone can find answers without asking the same thing for n-th time. Also, many people helping here will use 3rd party tools to help you anyway, unless it is just a matter of knowing how to play the game.
 
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