Asp explorer exploration advice

Hi, a PS4 cmdr here.

I've been out of the bubble once before ages ago, well before the scarab came about. I currently have a AspEx it currently has:

5A power plant
5A Frame Shift Drive
5E sensors
5C Fuel tank
0A Shield booster
5E cargo rack x2
3E cargo rack x2
3A fuel scoop
1L planetery approach suit
2 Empty compartments

I understand I need the best shields I can get for when I bump into plants if I land and also some repair limpets?

I'm just going to go into the beyond and maybe have a drive around if I find a interesting planet.

Thanks in advance for any input
 
No life support or thrusters is a mistake I feel.

But seriously, downgrade the power plant, D rate sensors and life support for the lightest option and more jump range, no need for the shield booster, you'll want a surface scanner I'd imagine.
 
you can skinny the power plant right down for weight, you really don't need a 5a
you don't need cargo racks unless you are needing to synthesise repair drones
you absolutely need a Detailed Surface Scanner
You need automatic field maintenance units
you want a 6a fuel scoop and a 3D shields ( or whatever the smallest and lightest are )

I'm sure you're going to get innundated with designs, I will throw my out of date one in the mix.


It's heavily engineered but the upshot is it's reasonably quick, good jump range but not the best.

Some people will go for guardian FSD boosters - I designed this for longevity ( dual AFMU ) In retrospect I'd probably go armoured 5 ( monstered ) on the power plant to maximise it's integrity as the loss in jump range is minimal.
 
Having the "best" shields for surface landing is subjective. Most explorers use light weight shields which can absorb small bumps when landing. without shields any landing has a potential of causing hull damage. High gravity landings is another beast all together.
Repair limits are handy for repairing hull damage, but Auto Field Maintenance Units repair internal sub systems. Having both is ideal. Depends on what you plan on doing while exploring. If you use neutron stars expect to take sub system damage every time.

Here is an Asp Explorer build suggestion that could point you in the right direction in deciding what will best meet your needs.
 
No life support or thrusters is a mistake I feel.

Nah mate, she'll be fine.

1587790016825.jpg
 
Please dont put 3d shields on it
The Asp Explorer has one size 6, and 5 slot, and Three size 3 slots.
Using a size 6 Fuel scoop is ideal in regards to the speed it takes to recoup 5 Tons of fuel used per jump. If you don't mind the extra time and potential heat damage by using a smaller fuel scoop you can get away with using a size 5. Size 3 fuel scoop on a size 5 FSD is aggravatingly slow.
View attachment 132597
FSDFuel Per JumpConverted to Kilograms
5A5.0T5080.2kg
Fuel ScoopFuel Rate (Kilograms per second)Time Per Jump (Seconds)
4A342kg/s14.85s
5A577kg/s8.80s
6A878kg/s5.78s
7A1245kg/s4.08s



The size 5 Slot can be used for a Shield Generator if required, for extra protection. But you have to weigh the desired outcome.
Time spend in Supercruise is high for an explorer, Shields are low on the priority requirements in SC when away from populated systems.
Typical surface landings 1g or less, Minimal shielding is ideal to prevent hull damage during touch down. Higher gravity landings , better shielding is preferred or substituted with pilot skill. But even the best pilot can make a mistake.

If the explorer has guardian tech unlocked, most of the time it is preferred to use the size 5 slot on the AspX for the best grade 5 FSD Booster. +10 Ly Jump Range. Which leaves one of the size 3 Slots left for shields. As Class D is the lightest it is normally preferred when deciding Range over Durability, but outfitting a class "A" Shield generator is defiantly a good option, taking 77Mj of shields to 125Mj while only sacrificing 0.22 LY jump range.
 
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The Asp Explorer has one size 6, and 5 slot, and Three size 3 slots.
Using a size 6 Fuel scoop is ideal in regards to the speed it takes to recoup 5 Tons of fuel used per jump. If you don't mind the extra time and potential heat damage by using a smaller fuel scoop you can get away with using a size 5. Size 3 fuel scoop on a size 5 FSD is aggravatingly slow.
The size 5 Slot can be used for a Shield Generator if required, for extra protection. But you have to weigh the desired outcome.
Time spend in Supercruise is high for an explorer, Shields are low on the priority requirements in SC when away from populated systems.
Typical surface landings 1g or less, Minimal shielding is ideal to prevent hull damage during touch down. Higher gravity landings , better shielding is preferred or substituted with pilot skill. But even the best pilot can make a mistake.

If the explorer has guardian tech unlocked, most of the time it is preferred to use the size 5 slot on the AspX for the best grade 5 FSD Booster. +10 Ly Jump Range. Which leaves one of the size 3 Slots left for shields. As Class D is the lightest it is normally preferred when deciding Range over Durability, but outfitting a class "A" Shield generator is defiantly a good option, taking 77Mj of shields to 125Mj while only sacrificing 0.22 LY jump range.
That's why a Phantom is better 😜
 
Hi, a PS4 cmdr here.

I've been out of the bubble once before ages ago, well before the scarab came about. I currently have a AspEx it currently has:

5A power plant
5A Frame Shift Drive
5E sensors
5C Fuel tank
0A Shield booster
5E cargo rack x2
3E cargo rack x2
3A fuel scoop
1L planetery approach suit
2 Empty compartments

I understand I need the best shields I can get for when I bump into plants if I land and also some repair limpets?

I'm just going to go into the beyond and maybe have a drive around if I find a interesting planet.

Thanks in advance for any input
lose the shield booster for weight
get D rated PD and Sensors,
lose the cargo racks, you need an AFM
get a 4A PP
all for lightness
 
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