Ship Builds & Load Outs Asp Explorer build

Greetings Commanders! So I've been playing for a few weeks, and have upgraded from the Sidewinder to a Cobra mk III, and have just bought an Asp Explorer with the aim of, well, exploring. The build I've put together so far is:

https://eddp.co/u/ULFAKGJ8

However, I've got a couple of questions...

1) Thrusters - are 5D going to be good enough, or should I get 5A if I want to land on high g worlds? My concern is that upgrading thrusters will need an upgraded power plant, reducing the jump range. My plan is to engineer the FSD for extra range, so should I just not worry about the extra weight of upgraded thrusters and power plant?

2) AFMU - I've just gone with a 3E, will that be ok, or should I upgrade to a 3A and keep it powered down unless I need to use it?

3) The cargo rack is in there as I did have it kitted out for cargo missions, however, I'm tempted to keep it to pick up things I might find out there. However, I've seen a lot of people saying that it's a good idea to have two AFMUs, to repair each other in dire emergencies. So, keep the cargo rack or add the AFMU?

4) Fuel scoop - I've gone with 6C, as the 6A is very expensive. I may end up getting the 6A anyway by the time I've fully upgraded the FSD though!

So, does my build look sensible, or have I missed anything important?

Thanks [smile].
 
your build looks okay, i'm positive you can run it with a 2A powerplant if you unpower all moduls you don#t need at once. unpowering moduls will make your ship running cooler, which is what you want exploring.

there is no use of 2 small pulses out there, not even for RP. fit a mining laser for very rare cases if you like ...

as for 3D shields - those are really, really weak. i suggest testing them on a higher G worlds to get a feeling... i persnally have flown 3A/4D/5D on my exploration AspE... a 3D with some d-class boosters would be another possibility...

your questions:

1) you will have at least 5 m/s with any thrusters on any planet you can land on. 5D will be definetly enough.

2) 3A all the way. you anyway won't repair your thrusters when those are powered ;-)

3) that's a decision to make. in the unlikely event of an AFMU going to 0 before your hull or powerplant, you can reboot/repair your ship, to bring it back to 1%... on the other hand, if you plan to chain-jump neutronstars, 2 AFMU might be a good idea. i personally fly either a conda (where i don't have to decide) or a DBE (which can neither have cargo or AFMU with an srv) these days, so can't help you with that decision.

4) well - you don't need the CR out there, so if you have enough for 1-2 rebuys, upgrading the fuelscoop to 6B/6A is worth it.

fly safe - i recommend a test tour with your new ship, to get a feeling for it and to adjust builds.
 
If you have Horizons and are prepared to do some engineering there's a fair number of mods that can be applied to the hull and ships modules, e.g. heavy duty hull mods add a lot of hit points for no additional mass (AFMUs can't repair your hull or power plant), armoured power plants have higher integrity for not that much additional mass.

Enhanced low power shields have decent performance, lower mass, power draw a drop in integrity (but are repairable), have a look at the engineered modules for details

https://coriolis.edcd.io/outfit/asp...oWu8AjfovilX0PwB1YZOvNAEAAA==&bn=Asp Explorer
 
Thanks for the replies. The guns are on there simply because I forgot to take them off! I'm definitely planning on engineering the FSD to grade 5, but not sure about other modules. Of course, I've also looked at the Diamondback Explorer now as well...goemon, how would you rate the Diamondback? From what I've read, it runs quite cool (not sure how the Asp is in comparison). How would you rate it vs the Asp Explorer?
 
Thanks for the replies. The guns are on there simply because I forgot to take them off! I'm definitely planning on engineering the FSD to grade 5, but not sure about other modules. Of course, I've also looked at the Diamondback Explorer now as well...goemon, how would you rate the Diamondback? From what I've read, it runs quite cool (not sure how the Asp is in comparison). How would you rate it vs the Asp Explorer?

as for exploration the AspE can do everything a DBE can do, and better - only it needs bit more landing space. i fly a DBE because it gives me the perfect small ship in a huge galaxy feeling, for strictly subjective reasons.

as you spend a love of time in your exploration vessel, the most important thing is that you love to fly it.
 
I would ditch the guns and add another heatsink.
Heatsinks are very useful when you jump into a triple star system where the stars surround you. Or if you drop out of SC next to a hot star.
Having weapons only encourages you to fight instead of running away.
 
I don't want to hijack this thread so hopefully someone can link me to a thread that may help as my searches drew a blank. I'd like a go at maxing my Asp Ex for exploration by engineering it as much as possible (already have G5 FSD) to allow me to use lighter modded powerplants, thrusters, shields etc. Any links?
 
I don't want to hijack this thread so hopefully someone can link me to a thread that may help as my searches drew a blank. I'd like a go at maxing my Asp Ex for exploration by engineering it as much as possible (already have G5 FSD) to allow me to use lighter modded powerplants, thrusters, shields etc. Any links?
Here's one AspX modded such way, I used it on the Distant Stars expedition:
http://edshipyard.com/#/L=A0g1,,CEg...Q4Go62wAF6xb3AuEEImaxKp77ggPc02X01IM02UI02jw0

And here's a treasure trove of information about RNGineers:
http://inara.cz/galaxy-blueprints
 
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This is my long range ASP build.

https://coriolis.io/outfit/asp/0p5t...3cv4430i0i2i2f.AwRj-ZTLpKxA.Aw18WQ==?bn=Rimor

2x AFMU - so one can repair each other
2x SRV
6A fuel scoop - there is really no point in saving the cash for a cheaper one if you can shave off ALOT of time scooping
3D shields - is enough for the occasional bump into an asteroid or small gravity tug while landing.
5A Thrusters - 5D will work too, but I would not adivise to land on anything higher than 2G. Up to you if you want to trade 1ly jump range for better flight control while landing.
3D Power Distrib will give you exactly 1 boost

If you want to min/max with Engineers I'd recommend:

Increased FSD Range
Low Emissions Power Plant
Shielded AFMU
Shielded Fuel Scoop
Lightweight Heat Sink Launcher
Lightweight Life Suppoprt

With mods you should be around 50ly jump range.
 
Here's my current build

The guns and point defence are only because I'm still flying around in populated space outfitting. I need to drop the thrusters down to a 4D, I'll add another heat sink stripping out the PD. But basically this is designed for long term exploration.
 
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