Newcomer / Intro What are you up to?

After reading you get 73 LY out of it, I'm thinking of picking one up. I love my Krait Phantom for that same reason - it's easy to park and also easy to zip along the surface looking for the life forms, but I've got it maxed out at around 66 LY. The Anaconda isn't the most handling friendly ship out there. At all.
The DBX is a splendidly capable ship for exploration and even more so for acquiring stuff from Guardian sites.
I am out exploring and hunting Codex entries in a new sector at the moment in mine, unfortunately.

The thing with exploration is you tend to be in the same ship for a long time so it is best to consider how much you like being in the ship at least as much as the ships performance and I don’t enjoy the DBX, unfortunately I was feeling poorly when I set off and wasn’t thinking much.
 
After reading you get 73 LY out of it, I'm thinking of picking one up. I love my Krait Phantom for that same reason - it's easy to park and also easy to zip along the surface looking for the life forms, but I've got it maxed out at around 66 LY. The Anaconda isn't the most handling friendly ship out there.
Are you using the Engineered FSD V1 (size class 5 only) available from Human Tech Brokers in your Phantom?
Is the Engineered FSD V1 something you've heard of yet?
You can get a Phantom above 68ly jump range with a dual SRV bay using an Engineered FSD V1 with mass manager, a class 5 Guardian FSD booster and no other engineering.
The 73ly DBX is almost certainly using an Engineered FSD V1 with mass manager (added by Felicity Farseer etc.).

Scroll 2/3rds the way down this page to the Engineered FSD V1 heading where material requirements are shown.
 
Are you using the Engineered FSD V1 (size class 5 only) available from Human Tech Brokers in your Phantom?
Is the Engineered FSD V1 something you've heard of yet?
You can get a Phantom above 68ly jump range with a dual SRV bay using an Engineered FSD V1 with mass manager, a class 5 Guardian FSD booster and no other engineering.
The 73ly DBX is almost certainly using an Engineered FSD V1 with mass manager (added by Felicity Farseer etc.).

Scroll 2/3rds the way down this page to the Engineered FSD V1 heading where material requirements are shown.
I always thought deep charge was more efficient for small ships.
 
I always thought deep charge was more efficient for small ships.
It's border line for the DBX with mass manager being better for jump range by a tiny margin and using 10% less fuel than deep charge. We're talking about a ship that can share it's FSD with an Orca 🤣
On smaller ships that I don't use long distance I still choose to use mass manager even though deep charge gives slightly better jump range for the potential convenience of refueling less often. I run a half size fuel tank on the iCourier to save weight for best boost speed. That one can be a pain to refuel if I'm going any distance.
 
I always thought deep charge was more efficient for small ships.
Depends on how you define "effective". The crossover point for larger range is around FSD size 4. For smaller FSDs, deep charge gives you more range than mass manager, for larger FSDs vice versa.
But: deep charge just lets you use more fuel, so while you gain in single-jump range, your fuel consumption also grows. And fuel consumption definitely doesn't grow linear with range.... Mass manager has (AFAIK) no negative side effect.

So, if you consider your overall speed including scooping (and you don't fly a Dolphin1 or run a Buckyball race2), deep charge isn't going to do much for you - whatever you gain through the longer jump range you lose through longer scooping.

1The ship that doesn't overheat even if your charge your FSD while scooping
2Speed is everything. Overheating - and other damage - is acceptable as long as you can walk away after setting down at the finish line.
 
The thing with exploration is you tend to be in the same ship for a long time so it is best to consider how much you like being in the ship at least as much as the ships performance and I don’t enjoy the DBX

For those who want an alternative explorer that can still park on a pinhead, I might suggest a Dolphin. That 1 extra slot can make a difference to how comfortable you are with the build. It's also quite photogenic, inside and out.

Guess the range is a little less, but for me, 99% of exploration isn't sequential jumps trying to get somewhere distant in the shortest time. 60 vs 70ly kind of becomes meaningless if you're actually stopping off in every system you pass through anyway 😸 Although if you might be going to the very furthest edges where scoopable stars aren't always available, DBX's massive fuel tank will win out!
 
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I found a little moon with a neon atmosphere that was showing 2 geological and 1 biological signal. Observatory told me that the bio would be a bacterium, but that there were 3 possible types, of increasing value, that it could be. Maybe I'd get lucky.

I wanted to see the planet anyway, it just sounded interesting.

The geological features were nitrogen fumaroles and geysers. They were quite active, and I enjoyed checking them out. The sound when they erupt, and you are close to them, is quite amazing. Kudos to the sound team (as usual).

There were some crystalline fragments on the fumaroles, containing Arsenic. There was piceous cobble on the geysers, containing sulphur or iron.

By the way, when shooting the piceous cobble, one must wait until the geyser is not erupting. Otherwise the material gets blown into the sky and disappears from radar. :p

I never did find any bacterium, though. I may try again later.

Meanwhile, I got this kewl pic:
tyu.jpg
 
It depends on what you want out of your Phantom when exploring, but 70ly+ is achievable without compromising the ship's performance "for my tastes". Some people really want 6A thrusters with dirty drag drives and the bigger power plant to go with it, so pay the penalty in mass and jump range.
Mine looks like this with a 70.48ly jump range (1856.4 optimal mass on FSD).
If I cut the shields back to 3D with enhanced low power, removed the shield boosters, reduced to a single SRV bay and accepted a boost every 17 seconds instead of 8 with a 1D engine focused power distributor, I could have a 72.98ly jump range.
 
If I adjust the optimal mass figure on that for the Engineered V1 FSD with mass manager the unladen jump range (what you can actually expect to get) is 70.74ly. Only thing missing here is an AFMU to repair your FSD if you want to do lots of neutron star FSD boosts - a 3A is good enough.
If you keep SRV bay, cargo hatch and AFMU powered off when not in use a 3A power plant works too - even with grade 2 low emissions engineering.

Edit: https://s.orbis.zone/k31z
 
...By the way, when shooting the piceous cobble, one must wait until the geyser is not erupting. Otherwise the material gets blown into the sky and disappears from radar. :p
...
Just the other day I shot a thing at a geyser, and as I drove over the geyser to pick up the material, the geyser erupted sending my SRV up up and away...but I somehow managed to land in one piece after about 60 seconds or so, and lots and lots and lots of boosting... \o/
 
Isn't there only one way to get those, like a CG?
It was a CG reward from back before I was playing the game. The class 5 size is now available from Human Technology brokers present in many stations. It costs you materials. Once unlocked, it's available in stored modules at the station and you can fit it to your ship. Felicity or Elvira can then add mass manager to it.

Unlocking requires the following Materials:

18 Datamined Wake Exceptions
26 Tellurium
26 Electrochemical Arrays
28 Chemical Processors
 
Isn't there only one way to get those, like a CG?
Any Human Tech Broker will do...


EDIT: Oops, ninja'd, but I blame the power blip that cause my PC to shut down...
 
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