ASP Explorer Ship Engineering

I need a little help in trying to use the Engineers to maximize my ASP Explorer.

When ever I go to roll upgrades to try and reduce the mass of the ship components I find I am just baffled at all the numbers. It just makes no sense to me what is good or not!

I just spent 21 rolls for a grade 5 FSD range increase and they were no better than the Grade 4. I'm trying to get better than 50 percent but really? Am I doomed to collect all the materials again, and again, and again to get a better roll?

I found this link https://forums.frontier.co.uk/showthread.php/340621-Engineering-Guide-to-Exploration but I'm still unsure of what is a good upgrade.

Is there any other guides out there that can tell me what I need to know how to use the Engineers and explain all the numbers I see during the rolls?


Thanks!
 
Most of the time only the main upside and main downside are especially important unless you're trying to get the elusive "perfect" roll. When you're stripping weight out of an explorer you really just care about the weight reduction.

Getting a 50%+ FSD would usually take more than 21 rolls. 50 rolls is coincidentally a good ballpark estimate.

I don't know of any guides, but fiddling with different numbers in Coriolis can help to get a feel for how they affect things. People here will of course be happy to answer any specific questions too.
 
You want the best possible optimized mass with an extra fuel per jump bonus and the lowest possible module mass penalty. Unfortunately, you can't see the final jump range until you accept the roll and equip it.
 
Upgrading your FSD is the first upgrade you need, the others require buying smaller modules and increasing their capacity. That way you lose weight without losing the ability to use everything.
 
You want the best possible optimized mass with an extra fuel per jump bonus and the lowest possible module mass penalty. Unfortunately, you can't see the final jump range until you accept the roll and equip it.

This is a problem with a lot of engineer mods, they need to add in some numbers showing your ships current setup and what it will become if you apply the mod. Some of the changes on rolls dont readily appear to be a negative until you accept it and realise it was a bad roll which looked promising.
 
Upgrading your FSD is the first upgrade you need, the others require buying smaller modules and increasing their capacity. That way you lose weight without losing the ability to use everything.

Or indeed applying lightweight mods to the larger modules. Your way may be more effective though.


OP, what jump range does your Asp have right now? It may already be plenty for most things, including long range trips.
 
My AspX optimised mass is +53%.... i have done a LOT of rolls on FSD drives across my fleet and i have never gotten better then 53%

With the rest of my engineering mods my max FSD jump range unladend & bingo fuel is 57ly (im intending to get this number to go up). I was advised that after 45ly range you'd probably not benefit much because of route planning

If you want a better understanding of the numbers involved in engineering i'd advise watch CMDR Mini's you tube videos, there are loads and he does a good job of explaining the thinking when it comes to engineering, i have learnt a lot since watching him but be warned if you do start watching him you'll not want to do engineering without materials enough for at least 100 rolls.

https://www.youtube.com/channel/UCIj_8jqzRSU2JWGnIjK7bNw
 
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Thanks everyone for the info. You all are awesome.
Some of the numbers I don't get but here goes...

I have 50.2% Optimized mass for a Grade 5 roll. and the mod screen under outfitting screen reads Max as 46.55LY
But on the main status screen under Functions it tell s me I have a jump range of 46.74 (49.94)

Maybe Ill just roll unitll I get the extra fuel per jump and call it a day..

Side note. Should I start with a fresh unmodded FSD?

Aga9in, thanks all for the advice!
 
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