ASP loadout for exploring

Hello

I'm gonna start exploring as soon 1.1 Beta launches. My ASP is now equipped for trading and I'm not 100% sure what I should get for exploring. I came up with this: http://www.edshipyard.com/#/L=30g,0Wg0Wg0Wg0Wg,2-8S8S7_6u6u8S8I,52W7TC0Ko0Ko0Ko2jw2UI

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Any suggestions?
 
Check out Nutter's Explorer guide

[video=youtube;YPnG3x1yviY]https://www.youtube.com/watch?v=YPnG3x1yviY[/video]
 
you've really nailed it. you could go with a 3D shield gen to save 6 tons.
Thanks for the suggestion! Good tip.

I'm still not sure about the Heat Sink Launchers & Auto Field Maintenance Units. I've seen a lot of explorers running intro trouble when entering a dual star system and almost dying that way.

Edit: Auto Field Maintenance Units don't have a mass, so that's a no-brainer. But what about these Heat Sink Launchers?
 
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ALWAYS take a gun...........

Always put the best life support on that you can
Don't do either of these things...they are a waste of weight!
(and "weight" means a reduced jump range)

After 400Ly or so from inhabited space you won't find anyone (and you can run from anyone before that). Also even with the top level of life support you only get 25 minutes of oxygen, that's not enough when you're out in deep space, life support won't save you. Get D class life support to save weight and power.

-- Pete.
 
Sods law says you'll run into an explorer with a wake scanner and a gun who will chase you across the heavans to improve his cartography income


With a good jump range and 25 mins you can get a hell of a distance
 
I doubt you'll need that many AFM units, if you have to repair that much damage your hull and thrusters will probably be at or close to zero which the AFM won't touch. I took 2 heat sinks and a full compliment of class one gimballed pulse, just to shoot at things in the 500ly interdiction zone. Also took a small shield booster just in case i get get interdicted by something particularly nasty. Always submit and run, don't take the risk of failing and 10% hull damage, that's what your shields are for.
 
I doubt you'll need that many AFM units, if you have to repair that much damage your hull and thrusters will probably be at or close to zero which the AFM won't touch. I took 2 heat sinks and a full compliment of class one gimballed pulse, just to shoot at things in the 500ly interdiction zone. Also took a small shield booster just in case i get get interdicted by something particularly nasty. Always submit and run, don't take the risk of failing and 10% hull damage, that's what your shields are for.
I think I'm not going to get interdicted that far away. But anyway, how do I submit an interdiction?

AFM doesn't work on hull and thrusters, right?

How about this: http://www.edshipyard.com/#/L=30g,0Wg0Wg0Wg0Wg,2-6Q6u7_6u6u8S8I,52M7Q40Ko0Ko0Ko2jw2UI
 
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Can you use heat sink launchers in SC? I have failed thus far, but it is those times with distractions near stars and Nagging Nora not telling you you are too hot until it is too late that cause me damage.
 
I think I'm not going to get interdicted that far away. But anyway, how do I submit an interdiction?

AFM doesn't work on hull and thrusters, right?

How about this: http://www.edshipyard.com/#/L=30g,0Wg0Wg0Wg0Wg,2-6Q6u7_6u6u8S8I,52M7Q40Ko0Ko0Ko2jw2UI
Throttle to zero when you get interdicted to submit, you'll take no damage (unless you try and fight and leave it too late, think it needs a few seconds to submit). And correct, AFM won't repair hull, thrusters or power plant.

- - - - - Additional Content Posted / Auto Merge - - - - -

Can you use heat sink launchers in SC? I have failed thus far, but it is those times with distractions near stars and Nagging Nora not telling you you are too hot until it is too late that cause me damage.

Nope, they only deploy in normal space.
 
Just a note regarding the heat sink launchers - they are only usable in normal space and once you are dropped there from SC due to proximity you should already have taken a significant amount of heat damage.
Ditch the shields, they are not usable out there and will only lower your jump range due to mass.
And as some CMDR pointed earlier - go and check Nutter's ASP for exploring guide. This is what you need if you plan for exploration.

P.S. - I still regret that i have shields fitted on my Hauler. They are staying disabled for better power/heat management. The same is for the heat sinks - disabled.
 
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Well, basically AFM is useless?

So what's the best way of using Heat Sink Launchers while between 2 giant stars? Leaving SC, deploying it and wait for the FSD to charge up and leave the system?

Just a note regarding the heat sink launchers - they are only usable in normal space and once you are dropped there from SC due to proximity you should already have taken a significant amount of heat damage.
Ditch the shields, they are not usable out there and will only lower your jump range due to mass.
And as some CMDR pointed earlier - go and check Nutter's ASP for exploring guide. This is what you need if you plan for exploration.

P.S. - I still regret that i have shields fitted on my Hauler. They are staying disabled for better power/heat management. The same is for the heat sinks - disabled.
I might be flying around in an asteroid field for fun. Could be really dangerous without shields, no?
 
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This was my explorer loadout
http://www.edshipyard.com/#/L=30g,,2-6u8S7_6u5K8S8I,52MmpT7Q4mpU2UI2jw

Did just fine for a 3000 LY round trip

You'll find that inside the 400ly NPC zone, only half will want to actually interdict you. Just keep an eye on their position. If they are lining up behind you, just jump.
If you get interdicted either:
1. win the escape mini game
2. submit and run away (you'll outrun most stuff, I even escaped an eagle!)

I managed to scan plenty of systems inside the NPC zone. Because half the NPCs leave you alone. In uninhabited worlds you'll only get 1-2 NPCs flying around.
 
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So on the no shields: I currently fly with shields. In the twilight zone where you still get interdicted, I submit to interdictions and run away, boosting as I go. But I do get hit on my shields when running away, but they protect me from damage. If I had no shields, how do I avoid damage in this phase?
 
Well, basically AFM is useless?

So what's the best way of using Heat Sink Launchers while between 2 giant stars? Leaving SC, deploying it and wait for the FSD to charge up and leave the system?


I might be flying around in an asteroid field for fun. Could be really dangerous without shields, no?

AFM is of limited use, yes. I have one for just in case, although it is rumoured to be getting buffed to allow it to repair thrusters at some point.

And that sounds about right on the heat sink front, i keep one of mine powered on when jumping into a binary system or fuel scooping.

Ultimately there's no right or wrong way of going exploring, you go where you can and play it they way you want. I like having shields and guns, and i like to power them down to save heat and fuel. Sometimes i drop into a ring system, when i power them back up and shoot at rocks to make sure they still work :D
 
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