Ships A very cold Asp Explorer

Greetings,

UPDATE: Here is a shorter POST 3 years later showing the final dialed in version of the cool running Asp Explorer.
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Well, I'm done with filling up my Fleet Carrier with 24,500 T of Tritium. I haven't decided what to do with it. Acquiring it was the game play for me. How true playing ED.

Flying an Asp Explorer for years with dirty drives and an overcharged power supply the heat percentage gets pretty warm with 32% in cruise and 65% when jumping. Not a problem if the player is paying attention but there are limits. Fast fuel scooping even with a 6A fuel scoop can overheat depending upon fuel needs and worse with smaller ones requiring the player to park the ship next to the sun and wait. Fast maneuvers meters above the surface of a planet generates heat which an already warm Asp Explorer doesn't like.

I use the Asp Explorer for material collecting, meet 'n greet and transportation to my other ships for different game play up to 1000 LY from the bubble. So let's go for cold Asp Explorer build to see how it works. Note that the power info on the build doesn't match the in-game ship so I set the Power Plant to low emissions G5 and monstered to see all the data. In reality it is low emissions G5 thermal spread. This build also requires turning off one module when activating hard points. I set the docking computer to priority 3 and all modules are powered. More are needed if going into combat but this isn't a dedicated combat build.

Idling in space the heat percentage is 16%. It goes lower in supercruise. Turn off all modules except life support requiring power and we're at a cold 5%. Where's my winter jacket...

What did I lose? About 50 m/s in boost now 497 m/s, 2 engineered shield boosters, a frame shift wake scanner and 4 class 1 engineered mini-guns, The boost is fine with a good pilot knowing how to play the interdiction mini-game. The wake scanner was used for farming Datamined Wake Exceptions in famine systems but Frontier nerfed that. Being combat Elite rating the 4 mini-guns hardly puts a dent on the Dangerous and Elite NPCs who engage me. I have other ship builds for that.

What did I gain? A very cold ship, 2.4 LY increase in jump range, fast scooping with no overheating and get to keep all the optional internals and the beam lasers engineered for efficiency G5 with thermal vent that fire cool all day.

I haven't tried the beams with pirate NPCs to see if the heat percentage would go lower. Not being a combat ship they are more for sentries at bases with the pointe defense taking out the missiles sentries fire at Guardian sites while the player is running around in an SRV. Bring a friend along and gathering Guardian materials is a lot easier.

All the heat numbers are 16% idle, 17% cruise, 56% jumping (starting from 17%) and haven't hit past 65% fast fuel scooping with a 6A fuel scoop even when low on fuel. Of course 'Cool Running' was the appropriate name for this build. Now all I need is a decal from Frontier with a Jamaica bobsled...

Other tests. Still with good thrusters but less shielding and hull protection let's go to Achenar 3 with 6.75 G and crash into it. Only a 2.3 million rebuy. Performing a basic 'noob' player mistake on purpose I boosted on final approach 20 km away going to 666 m/s (something evil about that) slamming into the planet. The results were shields gone and 59% hull. Not bad with a 4900 credit repair cost later. Then I tried some fast landing drops at 50-100 meters not losing anything else. Again a typical 'noob' mistake. My current shields and hull are fine.

Are there better builds? Probably. Back the the days smuggling high value items with a long trip, avoiding NPC pirates and silent running especially avoiding station scans losing any profits and getting wanted was a big deal. Lots of Forum posts on building these ships. Here's my June 2020 build and with good pilot skills I never needed silent running. Players who have mastered FA off are even better at it. You decide.

Yes, the hyphen or any other any other shift characters are not working after the June 2020 update. Maybe adding voice ATC to Fleet carriers and no stations talk has a connection.

coolr.jpg

Time for a tune from Foreigner. I have the MP3 tune but posting it on the Forum might be an issue as it is still for sale.

You're as cold as an Asp,
If you're willing to sacrifice your build.
You never take advice,
Someday you'll pay the price, I know.

I've seen it before
It happens all the time.
Overheat the ship
You leave the game behind.

You're digging for gold
Yet throwing away,
A fortune in experience
But someday you'll pay.

Enjoy the Game
 
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Great post as always, and good intel.

I tried the Asp Explorer for a while, but never clicked with it. Too flat and the branding in the cockpit rankled with me. But I've just outfitted an Asp Scout for planetary missions and so far it's good.

But the Asp 'Lakon' badges still annoy me.
 
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The AspX was my favourite ship for a while, but it kind of stayed stagnant while other ships like the DBX got better and newer exploration-compatible ships like the Krait Mk2 & Phantom were introduced.

It has two glaring weaknesses that compound together to make it a death trap for the adventurous explorer (IMO):

1) Terrible thruster performance for it's size class; the stopping distance is worse than larger ships like the Python/Krait series.

2) Size-3 slots after the top two biggest slots. Even the Type-6 has Size-4 slots after the top two size-5 slots. You pretty much have to allocate one of those bigger slots for the fuel-scoop (otherwise you will need the patience to use a size-3 fuel scoop to fill the AspX). If use the remaining large slot for the Guardian FSD booster, you are forced to use undersized size-3 shields.

I have a fully engineered AspX that is a fairly cold, but I use 5D dirty thrusters which means more heat manoeuvring with them, but I get similar idle performance (16%), as the overall power consumption is less and so less heat is generated.
I tried to make it even slightly PvE combat capable with focused lasers and the best power distributor I could get, but it really struggles to power the weapons even when using 4 of the 6 weapon slots. 3A shields just are crap on the AspX (even with multiple boosters), though I would probably be a lot better off if I had access to Prismatic shields.

The views are fantastic though and I actually prefer the external look of the AspX to that of the Krait series (well except the bridge on the Krait Mk2 as that is awesome), but I really wish FD would swap out one or two of those size-3 slots for size-4 and reduce the drifting a little.
 
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...It has two glaring weaknesses...Terrible thruster performance...Size-3 slots after the top two biggest slots...
Other than being a death trap I agree with your observations as the Asp Explorer has a Cutter 'feel' for taking time to slow down and drift. Being a Cutter driver I like drift which is flying with style when lining up with an orbiting station mail slot.

Not a combat fan of the Asp it is/was popular with missions firing dumb fire missiles at planetary security bases. Other players have probably dialed it in for combat. For my combat style the lower cost Vulture is much better.

With my build Prismatic shields adds 41 MJ, doubles the weight, loses a little jump range and uses 1.2 MW more requiring additional power management issues. Slamming into Achenar 3 demonstrated that the standard shield will do fine for getting around.

The biggest issue is NOT having a class 4 slot. A Type-6 costing 1 M can hold 114 tons of cargo and the Asp at 6 M 130 tons. That's it? Two 3-slots and one 4-slot increases cargo to 138 tons and certainly provides other options for shields, fuel scoop, etc. Going the distance versus local missions I was always having to swap equipment around. Maybe that was by design.

Ever get the feeling that the Devs always add one defect to every ship build just to frustrate the players to get a bigger ship? Let's find out who is in charge of programming defects and bribe/fire them! :)

Regards
 
The 'death trap' statement is more my personal experience with the ship. It is the first ship that comes to mind when picturing my unsuccessful attempts at High-G landings. With bigger ships like the Anaconda I know that I must be careful, so accidents don't happen so often; with the AspX it can be deceptive and has lulled me into being a little careless leading to a few rebuys. I think for newer players looking to get into exploration, they are much safer staying with the DBX or Dolphin, although you do miss out on that 'oh crap' experience when you realize you used down thrusters on your AspX on an 9-11G planet.

Combat is pretty horrendous with the AspX, and my exploration DBX does better here, so I'm happy leaving at as an explorating ship. Even then though, the DBX has some advantages here as well (better jump range, smaller footprint, better thermal capacity). Good to know about the Prismatics not adding all that much; I haven't used them before so it seems like that isn't really an option, so it's back to moaning/groaning at FD to upgrade those size-3 to size-4 slots.

Once you add all of the necessary exploration components it turns out that the AspX isn't really all that cheap as well. The one I linked above is 27 million, but relatively speaking you only need to double your cash to get yourself a decent Krait Phantom explorer:
 
Great post as always, and good intel.

I tried the Asp Explorer for a while, but never clicked with it. Too flat and the branding in the cockpit rankled with me. But I've just outfitted an Asp Scout for planetary missions and so far it's good.

But the Asp 'Lakon' badges still annoy me.

Lakon makes everything everyone knows this.
 
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