ASP Explorer Build

First use https://coriolis.edcd.io/outfit/asp as it takes in engineers and other things. But if you are exploring, there's no point in having a mining laser or even cargo space. Taking those two out will help out a bit with jump range which is what you'll want.

If you can engineer it, then there's a lot you can do with that base build. Other than that, the only thing you might consider is only using one heat sink launcher. I used to carry a full 4 of them and then realized I never really use them at all. In fact, this last 3 month exploration journey, I used it maybe 4-5 times max. The one year long journey I did, I don't even think I used a full one up.

Generally if you are close enough to get out of SC while scooping at a star, then just keep boosting away until your heat is down to under 60%. Then just use the FSD. Your heat will go up to critical stage, but usually only up to maybe the 108-116% stage for a brief time and though sparks are shooting out, they shouldn't really be doing any real damage to your modules at all, if anything you might lose 1% or so...
 
If you want to be prepared for everything, you could add a second auto-repair unit in case something happens to the first one. They can repair each other.

Also, I'm not sure you're going to be able to boost with only a 3D power distributor. If you plan to land on high gravity worlds, boosting can be very useful to recover from a botched landing attempt, just point above the horizon and boost.
 
In addition to the deceision to do exploring, one has to determined what type of exploring one wants to do. Your choices will define what ship, what modules you'll need to be a success. There are ship like the conda for instance where as you can install everything possible to do everything possible when exploring. BUT your speed and distance will suck. On the other hand one can elect to have a fast ship but then can not explore the surface of planets. Hence the problem with requesting the perfect ship. My exploring likes and dislikes can differ than yours. So, where as I like a particular ship and loadout, it won't be conducive to you.

Ask questions which you have, from the answers determine which fit your particual interest in exploring. You'll end up exploring a variety of ways, once with speed to make some bank and get it done. The next time, bringing an srv and doing some planet surfing. The next, well you see where I'm going. Which means, depending on what you want to accomplish will determine which ship and loadout you'll need.

A conda can do it all, but you'd better have some SERIOUS real time to invest. After asking all your questions, and editing the answers you find conducive to your style. Use the eddb.io web site. It will allow you to pick and choose any ship and or confure any mods to come up with one you will find conducive. And then do it, you can always switch ships and mods later, when you get some experience and settle into a pattern.

Though I got a lot of flack when I posted the use of an unoffical RTR (Road to Riches) list consisting of 557 systems to search for. I had only to finish a couple of hundred to learn what it was I needed to learn. Which for me wasn't the money or rating increase, but how the two maps (system and galaxy) work and their relastionship to one another. There's no way I could have just ventured out, though there are some that could, into the vast void. After doing a couple of hundred, I now have no worries to go where no man has gone prior. And at some point, I will. Until then, it's back to the normal grind of the bubble.
 
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The 3A Powerplant is too small. If you mod the FSD for longer range (which you will want to do), you're going to run out of power, though I suppose you could mod the plant. Personally I'd put a 4A plant in at the very least.

edit: Actually, yes you could indeed put a grade 3 overcharged mod on the 3A powerplant to boost it enough to power the long-range FSD. :)

edit 2: Even a Grade 1 mod would do it. If you get Felicity Farseer to grade 3, you could do this: https://eddp.co/u/7LELfR6R

That's a jump range of circa 45ly. Good enough for exploring on a shoestring budget and only Felicity unlocked. :)
 
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Thanks for the comments. Based on feedback and tinkering, I believe this will be the final build:

https://coriolis.edcd.io/outfit/asp...Rj4yvI.CwBj4yvI..EweloBhAOEoUwIYHMA28QgIwV0A=

Looks like a fine exploration Asp to me.

That 35.9 ly of jump range is totally fine for exploring if you want to go without engineering. I played without Horizons for a long time and to me anything above 30 ly is fine. Did the trip to Sag A* and back twice, both times in ships with 31 ly max jump range.
 
Thanks for the comments. Based on feedback and tinkering, I believe this will be the final build:

https://coriolis.edcd.io/outfit/asp...Rj4yvI.CwBj4yvI..EweloBhAOEoUwIYHMA28QgIwV0A=

I didn't bother to look at it. You've asked the questions, and recived numerious answeres and came up with a selection. Now, your the captain and you destiny is in your hands. For good or bad, rich or poor, enjoy the experience. You can always take a moment, and tweak things at an outfitter. It's just unlike when you in the bubble, you'll have to make make a slight detour. No problem, book mark your position, detour, change what ever, click on book mark and continue. Enjoy your adventure, keeps some notes and let us know how it's going.
 
The 3A Powerplant is too small. If you mod the FSD for longer range (which you will want to do), you're going to run out of power, though I suppose you could mod the plant. Personally I'd put a 4A plant in at the very least.

edit: Actually, yes you could indeed put a grade 3 overcharged mod on the 3A powerplant to boost it enough to power the long-range FSD. :)

edit 2: Even a Grade 1 mod would do it. If you get Felicity Farseer to grade 3, you could do this: https://eddp.co/u/7LELfR6R

That's a jump range of circa 45ly. Good enough for exploring on a shoestring budget and only Felicity unlocked. :)

For a pure explorer build, a 2a plant is enough, with a little power management.
 
The 3A Powerplant is too small. If you mod the FSD for longer range (which you will want to do), you're going to run out of power, though I suppose you could mod the plant. Personally I'd put a 4A plant in at the very least.

edit: Actually, yes you could indeed put a grade 3 overcharged mod on the 3A powerplant to boost it enough to power the long-range FSD. :)

edit 2: Even a Grade 1 mod would do it. If you get Felicity Farseer to grade 3, you could do this: https://eddp.co/u/7LELfR6R

That's a jump range of circa 45ly. Good enough for exploring on a shoestring budget and only Felicity unlocked. :)

Thanks for the updates. Definitely worth considering.
 
edit 2: Even a Grade 1 mod would do it. If you get Felicity Farseer to grade 3, you could do this: https://eddp.co/u/7LELfR6R

That's a jump range of circa 45ly. Good enough for exploring on a shoestring budget and only Felicity unlocked. :)

Some of the best (for the price) thruster and powerplant upgrades I've rolled have been level 1!

Do thirty rolls and at least one will be well above the stated ranges predicted with far less downsides!

I rolled a level one overcharged that instead of raising the heat profile actually reduced it as well as a full max power increase lol.
 
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Hey mate :) I have done my AspX as a multi purpose role at the moment. I have the fuel scoop, cabin, surface scanner and SRV. Will change it around when I'm ready for my trip to Sag A.

But your build looks good!
 
Hey mate :) I have done my AspX as a multi purpose role at the moment. I have the fuel scoop, cabin, surface scanner and SRV. Will change it around when I'm ready for my trip to Sag A.

But your build looks good!

Hey Buddy,

Nice to "see" you. Hope all is well. I'm still considering dropping down the thrusters and power distribution to squeeze everything I can out of the FSD range.

https://eddp.co/u/JlyG89nY

I just don't know if that is pushing things too far.

EDIT:

Great info on thrusters:

https://forums.frontier.co.uk/showthread.php?t=218171
 
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Apropos explorer build: are there meaningful engineer upgrades for exploring beside the fsd drive? The scanner engineer upgrades don't seem to be very important.
 
Apropos explorer build: are there meaningful engineer upgrades for exploring beside the fsd drive? The scanner engineer upgrades don't seem to be very important.
Depends on the ship - look at the weight of sensors on a 'conda and you might want to lighten them. Loving my long range scanner - most people won't scan anything past 1000ls as you need to travel : now I don't ;) - prefer over fast scans as you still have to go there for the scan.

Also other light weight, or overcharge so you can use a smaller X and save weight (power plant, thrusters and distributor). Low power shields to reduce power draw so you can git smaller power plant.
 
Depends on the ship - look at the weight of sensors on a 'conda and you might want to lighten them. Loving my long range scanner - most people won't scan anything past 1000ls as you need to travel : now I don't ;) - prefer over fast scans as you still have to go there for the scan.

Also other light weight, or overcharge so you can use a smaller X and save weight (power plant, thrusters and distributor). Low power shields to reduce power draw so you can git smaller power plant.

What level did you use for that scanner? I've tried a few level 1's and 3's and barely noticed a difference for both fast scan and long range :(
 
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