1st large exploration / optimal build?

"Racing" builds, where you want to take risk to move faster, is interesting. The "explorer" can take fewer heat sinks and just be a bit more cautious. If you are really gunning for Buckyball times then there is an interesting trade off between the weight (2T?) impacting jump range (meaning more jumps, meaning slower), and the safety net of having 4 heat sinks. The racers are better off commenting on where they see the balance.
I'd never fit a heatsink on my Buckyball Runner Ship, and none of the other fastest runners took them either.

If you're going for the fastest time then I think you need to look at your module health percentages as resources to be used during the race, especially as you only take hull damage if the temp gets over 150%. A single AFMU module will realistically be enough to patch up and get home. I'm actually kind of disappointed that I took virtually no module damage on my 10h37m run, as I would probably be in 3rd place overall in amongst the top four Anacondas if I'd roasted my Asp instead of just gently heating her! :D

Having said that the Buckyball Run is more like a marathon, some people are going for the fastest time, others are heading there in Ocras (surely the Buckyball equivalent of a pantomime horse).

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Oh dear, zerg rush. Like a mindless zombie. Not realizing he's on fire. :D

Quite the contrary, I knew that I was on fire, but I liked it.
 
My Asp config for exploration

Cargo racks are there so I can tell the nav computer to plot max. 30ly jumps, saves a ton of fuel and as result scooping time, while not sacrificing much overall distance covered per jump. Works specially well where stars are dense, less so in sparse areas.
 
Whilst I think the AFMU's and heat sinks are a tad over the top, I'm looking with the benefit of hindsight, and wish my build jumped as far as yours! I left a few months back, now, I'm 62.4k Ly from Sol, and my jump range is 31.7 Ly. No heat sinks, no AFMU, and I am at 85% hull, with 89% lowest module.

Of the damage so far... ALL of it has been due to my screwing around or not paying attention. Kind of like turning off my thrusters whilst in SC about 20 mins ago, wanting to get some "pretty" photos. I'd been entering distanced for EDDiscovery, and forgot I was still in SC. Oh well, another 2%. At this rate, I figure I'll easily make it back with well over 50% hull!

Moral of the story - pay attention, don't try to headbutt neutrons, and never, ever leave the room if you have your throttle set to full on SC, and you'll be fine.

Z...
 
Whilst I think the AFMU's and heat sinks are a tad over the top, I'm looking with the benefit of hindsight, and wish my build jumped as far as yours! I left a few months back, now, I'm 62.4k Ly from Sol, and my jump range is 31.7 Ly. No heat sinks, no AFMU, and I am at 85% hull, with 89% lowest module.

Of the damage so far... ALL of it has been due to my screwing around or not paying attention. Kind of like turning off my thrusters whilst in SC about 20 mins ago, wanting to get some "pretty" photos. I'd been entering distanced for EDDiscovery, and forgot I was still in SC. Oh well, another 2%. At this rate, I figure I'll easily make it back with well over 50% hull!

Moral of the story - pay attention, don't try to headbutt neutrons, and never, ever leave the room if you have your throttle set to full on SC, and you'll be fine.

Z...

Yes, I think that my modules were mainly 90%+ when I arrived at Sag A* at the end of the 'race'. The damage that's taken them down to 80% or so has all been while casually touring around the core.

I'm curious to see how my range benefits me when I get closer to the rim. On one hand I can cross bigger gaps, but I think my three jump build will eventually stop me getting past a wall of brown dwarfs.

Heat sinks are definitely optional, I've never needed them and I've clocked up about 100Kylies outside the bubble now,so I don't regret not taking them, but the one time that I eventually need them I'll probably die from a shattered canopy. Lol.
 
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