Asp - Explorer (internals)

I'm looking for any advice at all on my loadout, particularly the shields and what kind of protection (if any) I can expect from them. Thanks.

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I went all class A modules, class A3 fuel scoop, 64 cargo, 6 gimbaled multi cannons, adv and detail scanner, 2 point defense front and rear, chaff and ecm, mil grade armor. Can still jump 25 ly mt. leaves me room to add a refinery mebbee at times and a auto repair unit. Haven't decided yet. :)
 
That fuel scoop is overkill, a class 4 is plenty and will reduce your power consumption. A 3 is probably adequate. If you are trying to improve your range (I don't know) you could run D thrusters, swap a couple of small beams for multicannons and see if you are able to bump the reactor down to D as well and save more weight.

As you are using gimballed weapons, I would suggest upgrading the sensors to A though.
 
I went all class A modules, class A3 fuel scoop, 64 cargo, 6 gimbaled multi cannons, adv and detail scanner, 2 point defense front and rear, chaff and ecm, mil grade armor. Can still jump 25 ly mt. leaves me room to add a refinery mebbee at times and a auto repair unit. Haven't decided yet. :)

Very nice. I was cringing at having to drop below 30LY to get everything I wanted but I'm wondering if it'll every be necessary to have that much. 25 seems really good for that beef monster.

If you're headed to deep space you really don't need anything except the A3 shield (and maybe an A2 shield cell). Some people even run completely without shields to maximize jump range.

There are no NPCs once you get 50 LYs away from settled space.

Here's my exploration ASP:

http://www.edshipyard.com/#/L=30g,,2-3I6u7_6u6u8S8I,52C0Nm7Q405U05U2jw2UI

That's good to hear, thanks. I just got back from a trip carrying 6M CR in data without any shields or weapons and dodged 3 interdiction attempts. It wrecked my nerves.
 
It really depends where you are exploring. If it is within 500LY from inhabited space, then you will want to have shield cells/shields/weapons potentially. My loadout is no weapons as I explore truly inhabited space. D grade components have less mass, and drop the power supply down a few classes so you get just enough power but the module has less mass. That is the key, decent shields (i.e. class 5), lower mass components, nothing extraneous. I carry no weapons, no shield cell banks, the only additional thing I bought was point defence for that "gauntlet" back to civilisation.
 
For deep space exploration you don't need shields or hardpoints. You won't see any NPCs. I'm currently in an ASP with 32 LY jump range. I underpowered my thrusters, power distributor, and power plant to a level lower and rank D to save weight. AFMU are useless and just add to your repair bill.
 
Well yes that is true, deep space exploration does not need shields. It is going out and coming back in that *could* be problematic without them. For the extra couple of LY you can get in a jump by dropping shields / power supply down, I don't personally believe the risk greater than the reward. How harsh would it be to come back from a week long trip, only to be interdicted and destroyed by an NPC a few LY away from your dock. The peace of mind the shields give me is worth much more than 2 LY jump range.
 
Thanks guys. If I upgrade to a class 5 shield, downgrade thrusters/power plant and get rid of weapons I add about 2 LY to my jump range and 8M CR to my bank account. :D
 
Well yes that is true, deep space exploration does not need shields. It is going out and coming back in that *could* be problematic without them. For the extra couple of LY you can get in a jump by dropping shields / power supply down, I don't personally believe the risk greater than the reward. How harsh would it be to come back from a week long trip, only to be interdicted and destroyed by an NPC a few LY away from your dock. The peace of mind the shields give me is worth much more than 2 LY jump range.

Alright that makes sense. I explore without them and so far I haven't had to submit to any interdictions but I'm sure it'll come to haunt me some day.
 
The fuel scoop is overkill. I am running a B3 scoop, and it is a bit on the low side, but not by much. A3 should do.

I run D modules for everything except FSD.

For shields I have a D5. Wouldn't like to run without (imagine meeting that alien civilization and being shreddered by the 1st ship you come across.

If going for long range I'd update life support to A. Repair unit... does not seem worth it. Might come in handy if you suffer failed thrusters or FSD... the chances for that, however, are fairly slim.
 
The fuel scoop is overkill. I am running a B3 scoop, and it is a bit on the low side, but not by much. A3 should do.

I run D modules for everything except FSD.

For shields I have a D5. Wouldn't like to run without (imagine meeting that alien civilization and being shreddered by the 1st ship you come across.

If going for long range I'd update life support to A. Repair unit... does not seem worth it. Might come in handy if you suffer failed thrusters or FSD... the chances for that, however, are fairly slim.

Agree with you on the repair module, it's gone.

I don't see any reason to downgrade the fuel scoop. A class 6 shield generator is too heavy and the only other options for that slot are repair modules, shield cells and cargo racks. Please correct me if I'm missing something.

Life support is downgraded because I'm not going to be within 25 minutes of any stations.
 
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Yeah repair module is a waste of time, particularly as it does not repair thruster, powerplant, discovery scanners or hull. Just takes up space and uses power (though you could power it off until you chose to use it).

Biggest fuel scoop you can afford. Yes it might cost a bit more to repair if it takes damage (I presume it would anyway), but being able to suck up stars quicker means less time refueling, more time exploring.

Life support should be D grade which is the lightest. Having more time available to life support is pointless as you will not be getting back to a station in 25 minutes anyway.

I don't even bother with cargo racks, you can have empty compartments just fine.

However, if the module you choose does not increase the ship mass or power requirements enough to reduce your jump range, then go crazy. It is ultimately your game, play it the way you want. :D
 
Agree with you on the repair module, it's gone.

I don't see any reason to downgrade the fuel scoop. A class 6 shield generator is too heavy and the only other options for that slot are repair modules, shield cells and cargo racks. Please correct me if I'm missing something.

Life support is downgraded because I'm not going to be within 25 minutes of any stations.

The only negative about the scoop is its power draw. Compare it with a class 3 (you'll have to observe your ship stats in the outfitting panel since the item description doesn't tell you power consumption). If it's enough to be able to downgrade your power plant to a D or even to a smaller class (thereby saving weight and increasing jump range) its worth doing.

If it doesn't make enough difference to affect your reactor slot then yeah, leave it.

Edit: According to Elite Shipyard a 6B scoop draws 0.71 power, while a 3A draws 0.48 so not as much difference as I thought, sorry! It's my Small Ship Mentality impairing my judgement again.
 
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The only negative about the scoop is its power draw. Compare it with a class 3 (you'll have to observe your ship stats in the outfitting panel since the item description doesn't tell you power consumption). If it's enough to be able to downgrade your power plant to a D or even to a smaller class (thereby saving weight and increasing jump range) its worth doing.

If it doesn't make enough difference to affect your reactor slot then yeah, leave it.

That fuel scoop works fine with a 2D power plant which is the lightest you can have (you can disable shields, sensors, power distributor and AMFU during normal operation). I run a 2A for more heat efficiency so I'm less likely to go over 150% heat if I screw up.
 
I think the beauty in an Asp is: you really don't have to drop anything! My jack-of-all-trades Asp has >30 LY jump range, a full set of weapons, shields, scanners, interdictor, cargo hold, fuel scoop... I can literally do *everything* in this game - albeit not being specialized, there *will* be people whose ships are better than mine in a certrain aspect. That's ok.

Here's my loadout: http://www.edshipyard.com/#/L=30g,0...7u57u5,2-8S8S7_6u6u8S8I,0AA7TC4zM9sK7fi2UI2jw

Currently on my way to Alpha Cygni and then I will see :D
 
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