53.59ly from a Mandalay? Really?

Mine has taken me to all 42 sectors of the map. It even got me to the blue bubble nebula ( something like a 247 lyr jump ) to the gyre trees. I love the cockpit and also how well it heat disapates . I have it boosting to 500+ which is great for canyons when I'm bored ( hence the need for better shields ) I've tried the rest but they aren't as good .
 
TBF, I figured that if a player is targeting a DBX to interdict, they’re going to murder me anyway.
I have a 67ly DBX that I use as a bubble taxi. Have survived many murder boat gank attempts on my way to Jamesons Memorial, not seen the rebuy screen in it yet.
It's true what you say, it's relatively safe in the black...but...1) Well built ship can save you from any "accidents" while exploring plus the QoL things like faster top speed can make things more "fun" and less snaily and 2) I use the same ship for CGs in open, where you're more likely to meet others and other murder boats.
Better safe than sorry imo.
G5 charge enhanced is +45% engines recharge speed, -5% engines capacity. G5 engine focused is a slightly lower +44% engines recharge speed but +60% engines capacity. Super conduits as an experimental gives an additional +4% recharge speed in exchange for -4% capacity.
That extra 55% capacity can be life saving if you get ganked and need to put 4 pips into systems as your shields are much smaller. That extra 55% in capacity allows you to boost for longer, b4 the PD runs out, and avoid incoming fire while your FSD charges. Saved me a few times. This applies to goid hyperdictions as well.
For my ships that have no weapons like exploration, trucking, salvage, rescue etc...there is pretty much zero benefit to engineering with CE as I don't use weapons and I'm not really interested in shield recharge rate. The only stat that's important is engine recharge and capacity.
 
I'm wishing some veteran explorer will setup configuration standards for what makes a realistic & practical explorer ship. And none of those ridiculous builds that sacrifice everything else (including survivability) for jump range please.
The two main pieces of advice I would give are: (1) think about the equipment you carry as having a "cost" in terms of lightyears. Use a config website like coriolis and actually write down now many LY you lose for every piece of equipment you add. Then you can decide if, for example, having two SRVs is worth the cost.

(2) do a short shakedown cruise. 5000 light years is more than enough to get a feel for the ship. I suspect a lot of people build a ship and then immediately head off to beagle point. Years ago, I went out exploring in an Asp with 2 SRVs. Someone mentioned (and I see it was mentioned again in this tread) to try a 16 ton fuel tank. I went back, switched to 1 SRV and 16 tons of fuel and it was an enormous improvement. I was so glad that I did that.
 
Dolphin is a great ship - runs super cold - you can scoop and chg for the next jump at the same time - fun to fly - 50 or so lyr.

Another surprise is how well an Orca works for exploration as you can actually downgrade the thrusters to 5a and not lose much speed - as it can boost to over 600m/s and get over 65 lyr. Made a few runs to Colonia and back in my Explorca.

DBX - bubble taxi - fuel scooping takes too long - I just don't have that kind of patience to go much further than the bubble in it when there are better options available.

https://coriolis.io/outfit/orca?code=A0p5tfFflsdnsif5-----02023c--1O-4024v6-4F.Iw18WQ==.CwRgDBDME7LmcwIiA===.H4sIAAAAAAAAA2P4x87AwPCXFUj8mQQkeBt4GBgEI5gYGFS+MDIwcO8Bsv4z/rOHK6oHEvw23/7/F1vAz8DAcYQTKM/0TwwuXwKSV/n1/7/EBhYGBhG53///i4JUKheIA1Uy/5OCq6wAEkI7uIHKPb4Ald8BCjIeePD/v0iENFD5BaC7/rP8MwQpZwGpnPT0/39+23dAlev//v//n/WfFdykFiChCrJTjeff//+cIJu4DAQZGBRBYkog4j+bUM8joP6Vr///16sFWvdf5J8vTL9IGtCTorVAj0vPAzqXyfwHUL0jUEbwCygcXgBZ3A9B4fCfAQoAPIOqVDYBAAA=.EweloBhBmSQUwIYHMA28QgIwVyKBQA==&bn=guaranteed delivery
 
So yeah - I'll get a ManDelay or 2, but really disapointed it isn't getting to the 100lyr stripped down for exploration.
 
DBX - bubble taxi - fuel scooping takes too long
Sure, but it’s a big help for engineering weapons. No need to fly or transfer a warship to an engineer. Remove the weapons from the warship, put as many as you can on the end, then fly it to the engineer.
 
You know what?!? I can't believe we didn't get a ship that can jump 100ly while also having 6 huge hardpoints, the ability to haul over 1,000 units, never need to refuel, and have a C9 power plant while being able to land on a small pad.

Pfffft.
Panther Clipper?
 
I just put together a rough Mandalay build in EDOMH and with all the trimmings (and engineered), it came to 76LY. Specs could of course change between now and Tuesday so I'm treating it as a ballpark estimate. I'm happy with those specs.
 
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Ozric

Volunteer Moderator
Stop being a troll man. Always attitude from someone on these forums.
Because starting a thread off with the words "from what I've heard" and then slagging off Frontier with no evidence to back it up, is a really nice attitude to bring.

Fireytoad was getting 80.88 on his Exploration fit Mandalay, and stripped it pushes 100. It has a longer jump range than the Anaconda in the same way the Mamba is "the fastest commercially available starship".
 
Ho-leeeee sh-

Me likey.

A tiny bit of tuning to do on the modules not able to be brought over from my DBX, but currently using 9.99 MW of 10 MW fully-deployed. No switching vehicle hangar on and off!
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It looks like an explorer build stripped down comes out around 86ly jump and 6.5 jumps, where as my jumpconda with an extra 6C fuel tank has a 76ly jump and 13.0 jumps, and my Krait has a 72.5ly range and 6.5 jumps. (All values are with full fuel tanks).

Edit: Revised. I forgot to add a guardian booster.
 
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