Asp Explorer and Pre-Engineered FSD Drive

Has anyone else had issues with the Asp Explorer over heating rapidly when using the Pre-Engineered FSD drive vs. a normally engineered FSD drive? This issue is most noticeable when trying to high wake from normal space (as opposed to jumping after entering supercruise) while leaving a planetary surface.

EDSY seems to even indicate there will be an issue: compare my Pre-Engineered build here vs a normal engineered drive here. The latter shows an FSD heat of 62%, while the former has a red 5.4m listed (have no idea what that means).

I've not had an issue with the Pre-Engineered FSD drive on any other ships I've installed it on - Clipper, Chieftain, FAS, DBX - all fine. Only the Asp seems to overheat.

It's an issue I can manage, and the extra jump range is worth the trade off. I was just wondering if anyone else had noticed this issue. I couldn't find any mention of it in all my web searches.
 
Has anyone else had issues with the Asp Explorer over heating rapidly when using the Pre-Engineered FSD drive vs. a normally engineered FSD drive? This issue is most noticeable when trying to high wake from normal space (as opposed to jumping after entering supercruise) while leaving a planetary surface.

EDSY seems to even indicate there will be an issue: compare my Pre-Engineered build here vs a normal engineered drive here. The latter shows an FSD heat of 62%, while the former has a red 5.4m listed (have no idea what that means).

I've not had an issue with the Pre-Engineered FSD drive on any other ships I've installed it on - Clipper, Chieftain, FAS, DBX - all fine. Only the Asp seems to overheat.

It's an issue I can manage, and the extra jump range is worth the trade off. I was just wondering if anyone else had noticed this issue. I couldn't find any mention of it in all my web searches.
Those are hotter than drives you engineer yourself. The larger one melts a T9.
 
The drives are double engineered with increased range and faster boot sequence. In addition to the stats increased range gives, faster boot gives you +15% optimized mass, -80% boot time, -15% integrity, and - that's your issue - +20% thermal load. Nothing comes for free, I'm afraid.
 
Thanks for all the replies, and yes, I could always see that there was increase in Thermal load. What I can't figure out is why this affects the Asp Explorer so severely as opposed to other ships that use it.

I can live with the trade off.
 
What do you need an Asp for? Get a Krait instead, it keeps cool.
I have Krait Phantom, Asp Explorer, 2 DBXs and (a decommissioned/repurposed) Anaconda that was designed for exploration. I actually took the Krait out on Distant Worlds 2. I have a fleet of sixty ships, so this isn't a money issue.

I recently was optimized a DBX build (second one I made) that got up to 71.7 ly. However, I hate the fuel scooping time on it. So now I'm re-designing my Asp instead (only a few ly short of the new DBX's range). I don't think I can get a Krait Phantom up to that level. Even if I can, I really don't want to re-engineer another ship for awhile.

I will admit that the Krait Phantom also doesn't seem to have any overheating issues with the pre-engineered FSD drive. On all ships but the AspX, you will notice a difference, but the AspX is the only one I've seen that can go into Meltdown mode.
 
Thanks for all the replies, and yes, I could always see that there was increase in Thermal load. What I can't figure out is why this affects the Asp Explorer so severely as opposed to other ships that use it.

I can live with the trade off.

Engineering the power plant for low emissions helps with heat management. If you run a exploration build, you'll probably have some spare mWs.
 
This one gets you to 71.7ly. It might overheat a bit though, in which case you can add 2 more heatsink launchers, and bring enough mats to be able to synthesize more heatsinks.
 
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What do you need an Asp for? Get a Krait instead, it keeps cool.

This one gets you to 71.7ly. It might overheat a bit though, in which case you can add 2 more heatsink launchers, and bring enough mats to be able to synthesize more heatsinks.
Thanks for the tips. Actually, after crunching the numbers, I think I can optimize my Krait Phantom and get better range with more functionality. Here is the proposed build.

Btw, if someone can tell me how estimate how often I can boost with a given engine and distributor, I would appreciate it. I'm hoping this build will allow for near continuous boosting, if needed.
 
The problem is an Asp Explorer high heat build then adding the FSD V1 for a little more heat. Here's my 62LY Coriolis build with the heat numbers at 15% idle, 16% cruise, 56% heat when jumping and can fuel scoop indefinately around a sun never going past 61% worse case. Pay attention to the core and shield engineering for the coldest build. It also has permaboost.

Also note the FSD has the values for the V1 version except the boot time 2s and thermal load 32.4/s which Coriolis won't save. Power calculations are also incorrect as with the fuel scoop and docking computer offline with weapons deployed power is at 98 percent. Here's my old thread from 3 years ago if interested and the EDSY build.

AspHP.jpg

More Info: What does this Asp build get you? Sorry for going off the thread a little.

Keep even cooler with Run Silent, Heat Sinks and Thermal Vent Beams with your play style.
433LY unladen jump range without refueling. No real issues finding a fuel star.
66LY unladen jump range (in the game not the builds). Cross the bubble in 4 jumps. Get to Guardian and Thargoid ruins sooner.
After a full jump arrive at a sun, fuel scoop, jump, arrive at the next sun in as fast as 48 seconds (my best time).
With this build go with 2 Advanced Missile Racks and go for Odyssey salvage missions.
(Deploying weapons turn off the fuel scoop, docking computer and cargo rack then fire away).
Take out Sentries to support ground SRV players at Guardian sites. Pointe Defense also takes out the Sentries launching missiles.
Race to get suit/weapon builds and Odyssey materials when posted on the Forum.
Easily collect encoded, manufactured and raw ship materials.
With 494 boost and smart flying easily run away from NPC and Thargoid interdictions.
(Even better if you have mastered winning NPC interdictions).
Going to Colonia with no heat issues would be faster versus an Anaconda or DBX with better jump range.
(Add an AMFU offline or whatever then land on a planet, shut down equipment then repair. No need add power keeping it online.).

Shields? For a test I went to a high 6G planet and crashed into it at 600 m/s. The gravity made my ship faster. I lost shields and
the hull went to 59 percent. I survived. Should be OK for exploring if a player messes up.


No, it is not for cargo hauling, major combat or going into harms way at a high security Odyssey site. It is an awesome all around
utility vehicle supporting your play style. I went with Turbulence Blue Yellow and ship kit for a Cat, Catapiller utility vehicle look.
The point is what whatever ship you fly running cool has useful advantages. Consider them making the grind of ED/O a little less.

Again sorry for detacting a litle from the thread. My comments running cool. Regards and back to the normally scheduled thread.

Cat.jpg
 
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Regarding the power plant: Don't overcharge if you don't need to. Turn off the AFMU and put it on priority 1, and you will need much less power in the PP - you turn it on, the stuff in priority 5 in my build (see below) turns off. I would go for armoured for the added integrity. I also doubt you need that many heatsinks. If in need, you can always synth more. Also I would probably not compromise the thrusters so much, I would at least A-rate them, if not going a class up, depending on how much jump range you are willing to sacrifice. If you want to visit a guardian site, a point defense at the top of the ship is mandatory. I would also add a shield booster for additional saftety in case I boost into the ground, a mountain or a station.

I would probably modify your build like this. You lose 3 ly, but gain some comfort and security. Jump range isn't everything.
 
Nothing is better for exploring than a properly built Krait.
Are you sure?
A 65.58LY unladen 482m/s boost 154mj shield Krait Phantom with severely stripped down modules and no weapons.
A 62.50LY unladen 494m/s boost 183mj shield Asp Explorer with the largest A rated modules plus engineered weapons.

Add that the Asp could be considered as a flying Ice cube! Regards. :)
 
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Nothing is better for exploring than a properly built Krait.

At the very least it is not the best choice to barge in and declare your build to be "better than everything" when it is not. You can give advice, tell people "I would do this for that reason", but ultimately there are many ways to build a ship. Your build is minmaxed for jump range. You can do that, but don't declare it "the best", because it is not. It is a long range paper plane.

My opinion (I know I am repeating myself): Explorers need to stop factoring the AFMU into an explorer ship's power budget and then compensate with a hot overcharged and fragile power plant - the PP is the only module you 'cannot repair out in the black*. When an explorer uses the AFMU it is either when landed or not moving in normal space. With good power priorities, you can automatically switch off modules you do not need while repairing.

(Nothing wrong with overcharged PP per se; I have loads of ships with an OC PP, because either I need the power, or heat does not matter. But there are better ways that cost you very little jump range, if any.)
 
At the very least it is not the best choice to barge in and declare your build to be "better than everything" when it is not. You can give advice, tell people "I would do this for that reason", but ultimately there are many ways to build a ship. Your build is minmaxed for jump range. You can do that, but don't declare it "the best", because it is not. It is a long range paper plane.

My opinion (I know I am repeating myself): Explorers need to stop factoring the AFMU into an explorer ship's power budget and then compensate with a hot overcharged and fragile power plant - the PP is the only module you 'cannot repair out in the black*. When an explorer uses the AFMU it is either when landed or not moving in normal space. With good power priorities, you can automatically switch off modules you do not need while repairing.

(Nothing wrong with overcharged PP per se; I have loads of ships with an OC PP, because either I need the power, or heat does not matter. But there are better ways that cost you very little jump range, if any.)
There can be non-numerical reasons for preferring a ship too. On paper my Krait is better and I use it on long trips involving neutron boosts, but the Asp is the ship I first went to Sag.A* in and I'm never giving it up. :)
 
There can be non-numerical reasons for preferring a ship too. On paper my Krait is better and I use it on long trips involving neutron boosts, but the Asp is the ship I first went to Sag.A* in and I'm never giving it up. :)
Right, agreed. I stopped choosing my ship by its efficiency for the job a while ago and choose them by how much fun I have flying them and how I like the cockpit. The Phantom may be the better explorer, but I enjoy flying the Dolphin so much more, while by now I can't stand the Phantom's cockpit anymore.

But if you build your ship by numerical reasons, the math better be right :).
 
I want to thank everyone for their suggestions. I also don't want to have any part in the "this ship is better than that ship" for exploring. Fly whatever you wish.

For those that are interested, I did manage to engineer an optimized Krait Phantom - after I had already done a DBX and then Asp Explorer - and will be using the Krait for exploring (it's the ship I took to Beagle Point in DW2, just more range now). Also, the new build of the Asp Explorer seems to be managing its heat fine with the pre-engineered FSD (the original point of this post), so yes, one can overcome that limitation. In case anyone cares, here are all the builds:

  1. Original DBX, now an in Bubble exploration ship/taxi.
  2. Optimized DBX for range.
  3. Optimized Asp Explorer.
  4. Krait Phantom, in Bubble explorer (new ship with the components from original DW2 Krait)
  5. Krait Phantom, optimized explorer (ship that took part in DW2, but now with optimized build)
  6. Anaconda - currently just a plan based on another posters "No Compromises build"; had one built, but then retooled it for the new Evac missions.

Also, in regards to having a beefy ship, preferably with Point Defense, for Guardian sites: I agree. However the shields on my in-bubble explorers are strong enough. Also, I'm done with all the Guardian stuff; if I need to do any more, I'll just jump my fleet carrier nearby and use either my Cobra MK III or Python to repeatedly raid the sites.

Thanks again for all the suggestions!
 
The problem is an Asp Explorer high heat build then adding the FSD V1 for a little more heat. Here's my 62LY Coriolis build with the heat numbers at 16% idle, 17% cruise, 56% jumping and can fuel scoop indefinately around a sun never going past 65% worse case. Pay attention to the Core and shield engineering for the coldest build. It also has permaboost.

Also note the FSD has the values for the V1 version except the boot time 2s and thermal load 32.4/s which Coriolis won't save. Power calculations are also incorrect as with the fuel scoop and docking computer offline with weapons deployed power is at 98 percent. Here's my old thread from 3 years ago if interested and the EDSY build.

What paint job is that? It looks great and I couldn't find it in the store.
 
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