Asp Explorer heat issues?

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.
Heat wise, you're totally fine. Don't forget to change the FSD to an A grade later (FSD grade doesn't change the heat generation when jumping).

Then the rest is just you getting used to navigating around and jumping from stars. Some stars will generate a lot more heat (I think the description on the System Map might list their temperature), so it might not even be your fault for overheating if you're just jumping near hot stars.

One method that might help is starting from a direction tangent to the star that aims to keep (or put) the next system in line of sight (not behind the current star) while your FSD cools down. Don't change direction, just keep that bearing and throttle forward until your FSD cools down. When it does, you'll have cleared the hotter area, and will be able to immediately start charging the FSD when it finishes cooling down. Then, while you are charging the FSD, change your bearing to face the target system but take your time to change bearing if you're too close to the star still. To start a jump, you only need to have line of sight to a system (nothing in the way), you don't NEED to be looking at it during the whole process. Only to execute the jump you need the bearing to match the system.

If "direction tangent to the star" seems complicated, don't worry, the map makes it easier. Keep the star above or below you, and check the plane projection line from it (see it marked in blue for a planet on the picture stolen edited from Factabulous). If that line is directly above or below you, your direction is tangent to that body. If you keep going forward, that line will get more and more behind you.

1691862937021.png


This method somewhat goes away when scooping, since you need to keep close to the star, but at least the tangent reference might help you keep a constant distance to it (instead of going near it or away from it). And again, charging the FSD while scooping will generally overheat you (probably the Saud Kruger ones and the DbX are the only ones that are okay to do this without engineering). Factabulous explanation on the distance from the star as seen on the map is great in letting you know how close you are. Also, since your build won't overheat just from charging the FSD, as a rule of thumb, if the heat is going down (as seen on the fuel scoop UI) and you are going away from the star, you should be OK to start charging the FSD.

Don't worry about the overheating, don't mind using your heatsinks, keep at it, and you'll be jumping naturally in no time at all.
 
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Heat wise, you're totally fine. Don't forget to change the FSD to an A grade later (FSD grade doesn't change the heat generation when jumping).

Then the rest is just you getting used to navigating around and jumping from stars. Some stars will generate a lot more heat (I think the description on the System Map might list their temperature), so it might not even be your fault for overheating if you're just jumping near hot stars.

One method that might help is starting from a direction tangent to the star that aims to keep (or put) the next system in line of sight (not behind the current star) while your FSD cools down. Don't change direction, just keep that bearing and throttle forward until your FSD cools down. When it does, you'll have cleared the hotter area, and will be able to immediately start charging the FSD when it finishes cooling down. Then, while you are charging the FSD, change your bearing to face the target system but take your time to change bearing if you're too close to the star still. To start a jump, you only need to have line of sight to a system (nothing in the way), you don't NEED to be looking at it during the whole process. Only to execute the jump you need the bearing to match the system.

If "direction tangent to the star" seems complicated, don't worry, the map makes it easier. Keep the star above or below you, and check the plane projection line from it (see it marked in blue for a planet on the picture stolen edited from Factabulous). If that line is directly above or below you, your direction is tangent to that body. If you keep going forward, that line will get more and more behind you.

View attachment 364124

This method somewhat goes away when scooping, since you need to keep close to the star, but at least the tangent reference might help you keep a constant distance to it (instead of going near it or away from it). And again, charging the FSD while scooping will generally overheat you (probably the Saud Kruger ones and the DbX are the only ones that are okay to do this without engineering). Factabulous explanation on the distance from the star as seen on the map is great in letting you know how close you are. Also, since your build won't overheat just from charging the FSD, as a rule of thumb, if the heat is going down (as seen on the fuel scoop UI) and you are going away from the star, you should be OK to start charging the FSD.

Don't worry about the overheating, don't mind using your heatsinks, keep at it, and you'll be jumping naturally in no time at all.

Wow, that's a lot to digest. I think I learned more in this thread than I have in the last month of playing the game. Many thanks.
 
Having played a bit more, I have turned off the AFMS but am still experiencing some damage when close to the sun upon arrival and I think it's because its still in SC mode. Do you guys immediately disengage SC when arriving in a new system? Because it seems like the damage is being incurred as I try to move away with SC still on.
 
Having played a bit more, I have turned off the AFMS but am still experiencing some damage when close to the sun upon arrival and I think it's because its still in SC mode. Do you guys immediately disengage SC when arriving in a new system? Because it seems like the damage is being incurred as I try to move away with SC still on.

Nope, exit hyperspace, leave on max throttle, cruise in to scooping range, scoop to full, head out of scooping range to either jump or explore the system, no heat damage at all. The only way you can be taking heat damage is if you are getting to close to the exclusion zone for way to long. How long are you sitting in scooping range? Do you change course to skim the star for scooping or throttle down and go straight towards it? If you are doing that stop immediately, watch some videos on fuel scooping. Can't figure out where you are getting heat damage, can you post a video of the fuel scooping technique you are using? There is definitely something bad with your scooping technique to take heat damage like that.
 
I have an all A-Rated Asp Explorer, no Engineering. Runs pretty cool, no overheat issues at all. It's important to throttle back and turn away from the star when entering a system, to gain some distance. Also, if the Star icon on the scanner is RED, trying to jump will overheat you, wait until you have some distance and it's turned yellow, and you should be able to warp away without overheating.

There's no way you should be overheating if you turn away immediately on arrival. I've got some rather hot running ships, and they're just fine. If you're fuel scooping, you might get a little warm, but just break off, cool down and go back in. I personally, keep the star "below" me, so I can just see the edge of it, then try to balance heat gain and fuel intake rate so I can do it in one go.
 
I would always fit the smallest A rated PP you can and still power everything, as this will have the best heat efficiency vs. weight tradeoff. I don't think I fit anything other than A rated PP in any of my ships.
This.

I've often found that reduction in mass compared to heat isn't really worth it, and I'll downgrade the size of the module (i.e., Size 4/3 vs 5) rather than go for D-class to reduce the weight. From there, I'll engineer it to fine tune if more power is needed, etc. I'll fully outfit, look at my max power used with hardpoint deployment, and go from there with engineering once I've determined the baseline.

Mass savings in exploration-type vessels in particular only affects your max jump range, and if max jump range isn't important (if you're the explorer who explores everything, and not just traveling as quickly as possible) then it's a no-brainer that shaving mass but gaining more heat will be detrimental in the long run.
 
Just a quicky drop in, my Asp-X engineered for maximum jump runs hot - like jump, scoop, cool down to 80% before initiating next jump.
Sack the installed lightweight D rated Power Plant for an engineered A rated one & it's an entirely different beast in terms of thermals & the jump range isn't horribly compromised.
 
Having played a bit more, I have turned off the AFMS but am still experiencing some damage when close to the sun upon arrival and I think it's because its still in SC mode. Do you guys immediately disengage SC when arriving in a new system? Because it seems like the damage is being incurred as I try to move away with SC still on.
I don’t touch the throttle while in the jump and certainly don’t drop out of SC on arrival, you can’t scoop fuel or scan the system unless you are in cruise.

As soon as I exit the jump I turn the ship so that it will miss the exclusion zone of the star, how much to miss by depends on the ship but if I am scooping I will adjust guided by the %heat which I rarely let above 70-75%, the other thing I do as soon as I exit the jump is start the scan.

The only time I get damage is if I don’t turn hard enough and get pulled out of cruise by the star heat damage occurs some time after the alarms go off so far too close.

Your EDSY build looked OK but I would tweak it like this and you should try and get a 5A FSD it will double your max jump range which even if it won’t affect the heat issue will mean it doesn’t happen as often.
 
First, thanks for all of the advice, commanders.

I've got the hang of this now. Tweaked the ship a bit, turned off AFMS and Shields. And now I'm just more cautious upon arrival. I don't let heat get above 60 when scooping and I take the time to maneuver to a distance where it drops into the 30s before engaging the FSD.
 
First, thanks for all of the advice, commanders.

I've got the hang of this now. Tweaked the ship a bit, turned off AFMS and Shields. And now I'm just more cautious upon arrival. I don't let heat get above 60 when scooping and I take the time to maneuver to a distance where it drops into the 30s before engaging the FSD.
The Dolphin aside my technique for jumping to another star is to either wait for scooping to complete or stop because I am out of range or if I am not scooping wait until the %heat display drops while I am watching*, if I see that and start the FSD I have never known the heat to rise above the damage threshold of coarse I am assuming that I wasn’t over the damage threshold first.
If there is an urgent reason to start the jump earlier I would pop a heatsink.

*I watch to see the numbers actually change because I want to be sure the drop happened and not be a victim of a dodgy memory.
 
IME, the safe point to engage the FSD is when the nearby sun turns from red to orange on the radar. Of course this may not hold true for all ships, but it's a good guideline.
 
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