Hi fellow commanders, I currently use an ASP explorer with a current jump range of 37LY and 30 LY laden, i used to have this at the mid 40's LY but i stupidly done some supposed "upgrade" with the engineers that actually down graded my jump(iv clearly messed that up somewhere with the engineers) what can an asp get to in terms of max jump? and im presuming i need to go via the engineers everytime then take some kind of trade off between losing some capability elsewhere on my ship for a higher jump range? think im at level 5 with the 1st engineer, im not actually logged onto the game the now to post further details.
All advice is appreciated, stay safe out there o7
The jump-range of ANY ship can be maximized by stripping the ship of extraneous modules and D-rating the rest, modifying for lightweight, etc. but the ship that is left would not be very useful for much. In a ship the size of an Asp-X you need to balance the capabilities of the ship against your goals and figure out where the compromises (if any) need to be made.
Generally, exploration ships like mostly D-rated modules for their reduced mass. All modules should be modified for extended range or lightweight (as applicable) wherever possible. A Guardian Frame Shift Drive Booster module will help, the largest (size 5) can add 10.5 LY to each jump. Don't fit modules you will not need for instance, rarely does an explorer need weapons or a SLF hangar.
The Coriolis Shipyard (
coriolis.io) can help you build virtual ships, test different combinations of modules and modifications. Use the "shortened link" and post it here so other CMDRs can examine your build and offer advice. o7