Ship Builds & Load Outs Asp Explorer Exploration Build

I've been to the Formidine Rift and back with this Asp Explorer build:

https://coriolis.io/outfit/asp/2pftfFflfdfskf5271b0p0p181804000203B137f30iv62f2i.Iw18WQ==.Aw18WQ==

The Bi-Weave Shield Generator is engineered and together with one Shield Booster gives me 275 MJ.
The FSD is engineered as well and I can jump 36 LY on full tanks.
Thrusters engineered too and make the ship more agile and I can boost to 440.
Engineered Power Distributor (faster recharge).
Engineered Power Generator.

Consider that there might be things out there we might have to defend against. Additionally, I'd also like to be able to protect myself (best I can) when coming back to the bubble with loads of exploration data.
I'm about to head back to the rift once again but first I wanted to check with fellow explorers if you think I should change some things in this build and why.
 
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I'm not an explorer (the 5000 LY out and back for Palin nearly did my head in ;)) but one of the Asp's weaknesses is an undersized PD especially when it has six weapon hardpoints, even an engineered PD will struggle with pulses and beams.

The L4 and 5 efficient pulse weapon mods will help and can be slightly better than stock but with much reduced power, heat and PD drain http://inara.cz/galaxy-blueprint/72 for more DPS rapid fire mods are hard to beat and if you keep an eye on temperature (same thermal rating as stock but the increased rate of fire will generate additional heat) they can be very effective http://inara.cz/galaxy-blueprint/104

Some of the recent shielded mods might be worth considering as they offer much improved integrity, available on the AFMU http://inara.cz/galaxy-blueprint/125 and fuel scoop http://inara.cz/galaxy-blueprint/129 but with increased power draw, if you got the mats for reloads then rapid fire m-cannons can be devastating. http://inara.cz/galaxy-blueprint/122
 
Oops, I forgot to include the engineered Power Distributor (added that now, along with eng. Power Generator i also forgot) but I have the mod that makes it recharge faster so your suggestion on the efficient pulses still applies. I will look into that and the rapid fire m-cannons too. I'm not sure I have enough time to look into module shielding. I might, if i already have all the stuff required. But would shielding affect jump range?

I remember the 5000LY trip for Palin. I hated it and got totally fed up with exploring. It took me a whole week ;) after that, before deciding to go out exploring again.
There's a difference though. With Palin you have to go and come back, so that you can get the upgrades. When you go out exploring instead, you don't have to come back until you want to (or you are forced to i.e. hard landing, neutron encounter gone wrong, etc...). I was out for 2 months in the rift and i really enjoyed my time there. I only came back because of the current CG (sell exploration data).
I'm going back there as soon as I can and wanted to take the opportunity to further tweak my build.
 
Yeah the Palin trip was frustrating because of the defined goal I think, I did toy with sundiving at over 5000 LY but instead offset my return route by several hundred LY the data got me to L3 with Palin so it was worth it in the end.

A low power build should result in a cooler running ship meaning a bit head(heat?)room if you drop into a multi star system so clean drive tuning although it uses more power generates less heat and still has decent performance improvements.

To reduce power consumption the PD can be set and switched off so with efficient weapons, CDT drives, low emission (possibly a lower class one) power plant, I'd also suggest adding heavy duty armour to stock bulkheads no additional mass and a tougher hull a genuine win win!

You might want to re mod your FSD my build is getting just over 40 LY and it's probably heavier than your's is likely to be

https://coriolis.io/outfit/asp/0pft...242i2f.Iw18QDJJA===.IwBj4z2HRI==?bn=Asp Ex 6D

There's also a ED community version of Coriolis available, it allows you to input the engineered parameters so you can get a more accurate guide to the ship performance.

https://coriolis.edcd.io/
 
Consider that there might be things out there we might have to defend against. Additionally, I'd also like to be able to protect myself (best I can) when coming back to the bubble with loads of exploration data.
I'm about to head back to the rift once again but first I wanted to check with fellow explorers if you think I should change some things in this build and why.

Best defense for an explorer is to not get into a fight in the first place, imo. Are you really going to risk millions in exploration data in a fight you could have easily avoided or run away from? Frankly, that setup makes no sense to me at all. That said, if that's what you like to explore with that's fine.
 
Best defense for an explorer is to not get into a fight in the first place, imo. Are you really going to risk millions in exploration data in a fight you could have easily avoided or run away from? Frankly, that setup makes no sense to me at all. That said, if that's what you like to explore with that's fine.

Oh believe me, I am with you. But I got caught with my pants down many times and this setup saved me every time. ED has a way to always screw up your plans in a way or another. So I do avoid and run away but should that not work at least I don't find myself out of options. I like to always have a plan B but I'd like to do this with the most efficient configuration possible, hence this post.
 
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A low power build should result in a cooler running ship meaning a bit head(heat?)room if you drop into a multi star system so clean drive tuning although it uses more power generates less heat and still has decent performance improvements.

I will look into this, although I don't have any heat issues whatsoever with this current build. I am just afraid that Clean Drive Tuning won't give enough of that performance improvement the Asp Exp desperately needs. With the current Dirty Drive Tuning I can go head to head with NPC Vultures (with just some PIP management). I dropped into a Threat 4 USS once and found a wing of 4 Vultures. I kept boosting away until only 2 were still after me and I managed to take them both out. Police came and took care of the rest. Obviously I am not going to drop in USSs or engage in combat when on an exploration trip but the Dirty Drive Tuning (Grade 3 I believe) allows me to boost to 440. Does the Clean Drive Tuning give you at least the same boosting speed?

To reduce power consumption the PD can be set and switched off so with efficient weapons, CDT drives, low emission (possibly a lower class one) power plant, I'd also suggest adding heavy duty armour to stock bulkheads no additional mass and a tougher hull a genuine win win!

This is interesting. You mean replacing the Military Grade Composite Bulkheads with Lightweight Alloys and then use HRPs instead to make the hull tougher? That would save like 40T. But how many HRPs would I need?

You might want to re mod your FSD my build is getting just over 40 LY and it's probably heavier than your's is likely to be

Yeah, I am not sure I got myself the best deal with the FSD eng. upgrade. I will look into that. But keep in mind that If I replaced the Military Grade Composite with Lightweight Alloys, I believe I'd get that same jump range too.

https://coriolis.io/outfit/asp/0pft...242i2f.Iw18QDJJA===.IwBj4z2HRI==?bn=Asp Ex 6D

There's also a ED community version of Coriolis available, it allows you to input the engineered parameters so you can get a more accurate guide to the ship performance.

https://coriolis.edcd.io/

This is nice thank you.
 
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I will look into this, although I don't have any heat issues whatsoever with this current build. I am just afraid that Clean Drive Tuning won't give enough of that performance improvement the Asp Exp desperately needs. With the current Dirty Drive Tuning I can go head to head with NPC Vultures (with just some PIP management). I dropped into a Threat 4 USS once and found a wing of 4 Vultures. I kept boosting away until only 2 were still after me and I managed to take them both out. Police came and took care of the rest. Obviously I am not going to drop in USSs or engage in combat when on an exploration trip but the Dirty Drive Tuning (Grade 3 I believe) allows me to boost to 440. Does the Clean Drive Tuning give you at least the same boosting speed?

You'd need a L5 CDT to get L3 DDT speed and agility (my Asp build Thruster 5A – Clean drive tuning level 3 :– 303 – 412 m/s @ 4 pips) it'll depend on how good a roll but CDT is generally lower performance then DDT but runs cooler.


This is interesting. You mean replacing the Military Grade Composite Bulkheads with Lightweight Alloys and then use HRPs instead to make the hull tougher? That would save like 40T. But how many HRPs would I need?

Modding the stock alloy bulkheads with heavy duty armour mods http://inara.cz/galaxy-blueprint/38 will result in a hull and resistances boost with no additional mass you'll not get the same performance as mil comp armour but you'll save a fair bit of mass, you can add HRP's but TBH your Asp would then be more combat focused.



Yeah, I am not sure I got myself the best deal with the FSD eng. upgrade. I will look into that. But keep in mind that If I replaced the Military Grade Composite with Lightweight Alloys, I believe I'd get that same jump range too.

A good FSD L5 mod would be a range increase of about 50% I think mines around 45%.

This is nice thank you.

Your welcome :)
 
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