Asp Explorer heat issues?

Hi all, very new to the game. Purchased and configured what I thought was a decent AspX build, took it out for a spin and suddenly was suddenly taking incredible heat damage every time I jumped to a new system. close to the star. Now, I am in the habit off immediately turning away and putting distance between me and the star but that didn't seem to help in a timely fashion.

Now, this was only two systems I visited but I received heat damage each time. I never received heat damage in my Type 6 trader build. Could it be I jst had the misfortune of visiting systems with "hot" stars?

The AspX build is very vanilla, nothing engineered etc. Most of the modules are D for weight considerations. I know there's a "heat dissipation" -ish stat associated with some modules. The build mimics other AspX builds I see discussed... so I know it's nothing crazy.
 
Do you have Supercruise Assist installed and turned on? Otherwise, hit throttle-zero when in hyperspace jump, to ensure you're barely moving when you emerge. That should avoid going too close to the star, though sometimes you can get unlucky with white dwarfs or other small, hot stars whose exclusion zones are quite close to your jump-in position. You can also turn some modules off using the right-hand panel, shields especially help with heat when they are turned off during multi-jump voyages, and unless you're carrying cargo you are unlikely to be attacked.

You can install heat-sink launchers in your utility slots, and activate one if the temp gets critical (even in supercruise mode). The "ammo" for them is cheaper than repairs would be.
 
Sounds like you're getting too close to the star on jump exit, throttle to zero while in the hyperspace tunnel
Check your power plant as well.... if you're running close to 100% , I'd buy a bigger PP. 5D instead of a 4D

Bill

<<runs an AspX nearly all the time
 
Could it be I jst had the misfortune of visiting systems with "hot" stars?

The AspX build is very vanilla, nothing engineered etc. Most of the modules are D for weight considerations. I know there's a "heat dissipation" -ish stat associated with some modules. The build mimics other AspX builds I see discussed... so I know it's nothing crazy.
It's more likely a build issue, is your power plant also D rated? Higher rated power plants have much better thermal efficiency.

To overly simplify base heat mechanics; The more power you use, the higher your resting temperature, and the rating(not size) of power plant has the most direct affect on how much heat you can dissipate. Each ship also has it's own thermal profile for how much heat it can "hold" before reaching critical levels.

There are other factors we would need to know to help more specifically, like what is your resting heat level, how high does your heat go when charging FSD, and knowing the build(all the little power sucking modules you may have installed).

But for vague advice, I would get an A-rated power plant first and see if that helps. D rated modules are light, which helps for getting jump distance, but they are generally nearly as bad as E rated when it comes to heat and effectiveness. Also, you can try turning off your shield when you aren't expecting to need it to lower power draw/heat, but I would generally advise against that in favor of building a thermally sound ship.
 
I'll double check tonight but I think you guys are right about the PP. My Type 6 had more "headroom" and I think this build is close to max.

I'll also keep in mind the advice to drop speed when jumping to another system.

Btw, how does the AFMS work? Does it just do repairs on modules slowly over time or do I have to tell it to fix a specific module?
 
I'll also keep in mind the advice to drop speed when jumping to another system.

Btw, how does the AFMS work? Does it just do repairs on modules slowly over time or do I have to tell it to fix a specific module?
Yeah, always throttle to zero before you enter a new system. Can do it any time after the 4 second jump counter starts.

AFMS - in the right hand modules tab, select a module that is under 100%, when you open its details there is if I recall an option to repair. Bear in mind this turns off the module, so if you are doing your FSD make sure you are in normal space, not SC, and you cannot repair your power plant, otherwise you have no power to use the AFMS - or anything... :)

(Think I've got that all right, been a while since I did it. If not I'm sure someone will come along and put me right.)
 
Watch your temps when spooling up to jump and see what they get to, if you are running a hot ship it's quite possible to get close to overheat just from hypespace jumps, then exiting near the star and scooping easily pushes it over the edge. I have a hot running T6 so I know about temps, but I have rarely taken damage jumping between systems.
 
Yeah, always throttle to zero before you enter a new system. Can do it any time after the 4 second jump counter starts.

AFMS - in the right hand modules tab, select a module that is under 100%, when you open its details there is if I recall an option to repair. Bear in mind this turns off the module, so if you are doing your FSD make sure you are in normal space, not SC, and you cannot repair your power plant, otherwise you have no power to use the AFMS - or anything... :)

(Think I've got that all right, been a while since I did it. If not I'm sure someone will come along and put me right.)
Yes the AMFU can repair everything except itself and the PP. However, the AMFU can still function even at 1%.
 
My long range AspX (about 70ly) has the 5A fsd plus engineering and (iirc) the Guardian booster. With the 6A fuel scoop, it’s quite capable of jumping into a system (full speed), scooping, cooling, and re-jumping.
the only time heat is a problem is jumping into a binary/trinary star system where the stars are close together.
I remember the Type 6 (with the 4E fsd) could overheat on engaging the fsd all by itself - a better grade fsd solves that problem.
thr ultimmate cool running ship is the Dolphin - jump, scoop, jump repeat. It is possible to overheat, but you have to try really hard
 
One thing to keep note is that PP's heat efficiency changes how much heat you get from everything powered. A AspX build with a 5H Guardian FSD Booster, 3D Shield Gen, 4D Thrusters (these 3 are the main power consumers) can be powered with either 5E Power Plant, 4D Power Plant or 3A Power Plant, where a 5E will have 35.3% Idle Heat and will overheat when you charge the FSD to jump for over 35 seconds, a 4D Power Plant will have 30.5% Idle Heat and will overheat when you charge the FSD to jump for over 80 seconds, and the 3A Power Plant will have 22.3% Idle Heat and will stay at 65.2% Heat when charging the FSD (also, the 3A will be the lightest), when using the pre-engineered 5A FSD. Check if you can use a A rated power plant of lower size if your Idle Heat is high (close to 30%).

Power Plant Heat Efficiency doesn't change the maximum heat dissipation that the ship has (that's an innate property of the ship), but reduces the heat generated by the ship itself, which in turn reduces the amount of heat that the ship needs to dissipate (when near a star, your heat dissipation is fighting the star's input heat, which leads to overheating). DbX, Orca, Beluga and Dolphin all excel at heat dissipation (huge heat dissipators), but the AspX isn't that far behind, so you should be cool on that side (pun intended).

Or, your case is a simple "steer away from the star" as already mentioned.
 
One thing to keep note is that PP's heat efficiency changes how much heat you get from everything powered. A AspX build with a 5H Guardian FSD Booster, 3D Shield Gen, 4D Thrusters (these 3 are the main power consumers) can be powered with either 5E Power Plant, 4D Power Plant or 3A Power Plant, where a 5E will have 35.3% Idle Heat and will overheat when you charge the FSD to jump for over 35 seconds, a 4D Power Plant will have 30.5% Idle Heat and will overheat when you charge the FSD to jump for over 80 seconds, and the 3A Power Plant will have 22.3% Idle Heat and will stay at 65.2% Heat when charging the FSD (also, the 3A will be the lightest), when using the pre-engineered 5A FSD. Check if you can use a A rated power plant of lower size if your Idle Heat is high (close to 30%).

Power Plant Heat Efficiency doesn't change the maximum heat dissipation that the ship has (that's an innate property of the ship), but reduces the heat generated by the ship itself, which in turn reduces the amount of heat that the ship needs to dissipate (when near a star, your heat dissipation is fighting the star's input heat, which leads to overheating). DbX, Orca, Beluga and Dolphin all excel at heat dissipation (huge heat dissipators), but the AspX isn't that far behind, so you should be cool on that side (pun intended).

Or, your case is a simple "steer away from the star" as already mentioned.
Just to make sure: Lowering the class of the power plant but keeping the same rating will not decrease the heat. As long as your PP can power everything, it does not matter if it is 3A, 4A or 7A - the heat will be the same. Elite doesn't know the concept of "headroom" in power plants, it does not matter if your PP runs at 70% or 99% - the heat is the same.
 
I've just purchased an AspX - basic then added a 3A fuel scoop.

The maximum heat for frame shift jump was 63% - I managed to get up to 75% scooping, but I manage the flight trajectory around the fuel star.

Obviously, there's something unusual!
 
Didn't see anyone mention this regarding the AFMU. Disable it and turn on only when needed. They can use quite a bit of power.
My explorer Asp build: 3A PP, 5D thrusters, 5A FSD, 4A PD, 6A fuel scoop, 5H FSD booster, 3D shield gen, 3A AFMU, 2G vehicle hangar.
Never overheat, unless I'm too early engaging FSD before finishing scooping.
 
If you put the build into EDSY we can see where the excess heat generation might be trimmed.
Not sure if I'm doing this right... I have it saved as "Asp Explorer - B-263-54. Note it's space dash space between Explorer and B

Please note I changed the build based on some advice here and it seems much better than it was. Even still, last night I took modest heat damage on some jumps, 1 - 5% -- and I have been dropping speed to zero at the jump and then turning away and throttling up as soon as I arrive in system, as suggested.

Does this link work? https://edsy.org/s/voLrb0J The cargo Hatch and S'Cruise Assist are level 3 the rest are all at 1

Looks like it does. Thanks everyone for the help. I am kinda struggling with this game's learning curve.
 
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Ok, so I'd put an A grade FSD on it, (the V1 version if you're happy gathering the mats)
A grade thrusters.
This is one I recently built, Asp Explorer.
Are you making use of power priorities or turning off modules you aren't using at that point?
 
not sure if ppl have mentioned this - but are you spooling up the FSD when the star is in the Red zone like this?:

1691831825126.png


because if you are that will be the cause. Always get far enough away from the star before charging, so it goes amber*:

1691831951867.png


Your build shows the FSD thermals as 60% which should be fine, so I think you might be doing this.

Gonna build your ship & reproduce anyway ;)

* Except in a Dolphin obvs, then just charge straight away
 
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