Ships ASP explorer ship FSD increase?

It's worth engineering your sensors to be as lightweight as possible, they're ridiculously heavy on an AspX. That will add to your jump range.
apologies man, excuse my inexperience with the engineers side in general as i took a confidence hit with them when i ruined my jump range by doing something with one of the upgrades , i dont find it very well explained. is it any engineer that can do that or only certain ones?
 
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
Two words: Krait Phantom
 
apologies man, excuse my inexperience with the engineers side in general as i took a confidence hit with them when i ruined my jump range by doing something with one of the upgrades , i dont find it very well explained. is it any engineer that can do that or only certain ones?
Only certain ones. This is an invaluable source of info about engineering (amongst others):
Looks like Felicity Farseer already will do pretty good job (G3) wit the scanners. :)
 
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Two words: Krait Phantom

Yeah I have a Krait Phantom, does over 70ly, shield and all, however after spending the last week or so doing a run in my Type 6E I have a rekindled love for that ship, and it can land just about anywhere, making it the perfect bio ship, and with a 50ly jump range it ticks the boxes for what I want, the only time I need a longer jump range is extreme edge exploring, and with a fleet carrier available my Type 6E may once again become my favoured exploration ship, but yes you can't beat the Phantom if that's your only ship you have for exploration.
 
apologies man, excuse my inexperience with the engineers side in general as i took a confidence hit with them when i ruined my jump range by doing something with one of the upgrades , i dont find it very well explained. is it any engineer that can do that or only certain ones?
Quite a few of them, on the right:
lightweight.jpg
 
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
 
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rarely does an explorer need weapons or a SLF hangar.
The SLF hangar is nice for surface recon when you're flying an Anaconda, though. I've recently put together one that does over 80 LY, with SLFs, two Scarabs and a Scorpion.

Lately, I've been putting lightweight plasma slug railguns on mine too. They've saved me a couple of times when I needed to dump fuel to make a jump.
 
The SLF hangar is nice for surface recon when you're flying an Anaconda, though. I've recently put together one that does over 80 LY, with SLFs, two Scarabs and a Scorpion.

Lately, I've been putting lightweight plasma slug railguns on mine too. They've saved me a couple of times when I needed to dump fuel to make a jump.
True, and I run both SLF and SRV on my Exploraconda but that is a budget decision ... I can afford to do it. I think it is rare to fit a SLF hangar on an exploration ship, until you get to a certain credit balance level. Same with weapons. I can afford to do it, my ship is fairly maxed out and can handle it but given the parameters offered by the OP I think the considerations are different. o7
 
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