Asp rusting-Time to go

I have an Asp that I bought the white paint job for recently, and I just realized I haven't flown it in ages.

So tonight, I re-fit it for exploration, and off I go into the wild (black) yonder, as it were.

Here's the loadout I'm toying with, what do you think? Too much h-sinks, and repairs?
http://www.edshipyard.com/#/L=60g,0Wg0Wg0Wg0Wg,2-3I6u7_6u2C8S8I,52M0Nc0KU0KU05U2jw2UI

I have no idea how long I'll go for, (I may last a week, or a month, or maybe 2 days), nor do I have a firm direction planned, all I know is I'm not going to Sag A, or any of the popular nebulas, I was thinking (from Maridal) going "up", or "down" the z-axis, and heading North from there. Not sure if I run out of galaxy, as I have yet to look at the map.

Cya out there.
 
Hi there,

I followed the load out as per Nutter's guide for my Asp: -

https://forums.frontier.co.uk/showthread.php?t=81653

Took the option not to take any H-Sinks or Repairs.

Haven't needed either yet, possibly something more suited if heading towards the core?

Enjoy it, which ever way your nose takes you & see you out there.

Regards

I'm beginning to this that heat sinks are really dependent on play style. If you are a "slow cautious" type (e.g. always throttle to zero before jumping, don't push the boundaries on scooping, don't try to multi-task too much) then the risks are quite low. If you outfit for low running temp (high spec PP, turn off unused modules) then you won't need many heat sinks. My Asp I had at a 29% running temp, and I used 2 heat sinks when I stopped too close to a star, one of which I ended up not needing. Next time I'll probably take just one heat sink, for emergencies. If you are flying more aggressively, running a hotter ship, maybe with a cheaper fuel scoop, then you may want more.

Since AFMU are zero weight there does not seem a very strong argument for not taking them, worst case is you don't use them and sell them for a small loss - when you are cashing in millions in exploration data.
 
I dont use heat sinks either. Just careful and have a A rated fuel scoop. Now if only I could stop flying too close to planets....
 
I'm beginning to this that heat sinks are really dependent on play style. If you are a "slow cautious" type (e.g. always throttle to zero before jumping, don't push the boundaries on scooping, don't try to multi-task too much) then the risks are quite low. If you outfit for low running temp (high spec PP, turn off unused modules) then you won't need many heat sinks. My Asp I had at a 29% running temp, and I used 2 heat sinks when I stopped too close to a star, one of which I ended up not needing. Next time I'll probably take just one heat sink, for emergencies. If you are flying more aggressively, running a hotter ship, maybe with a cheaper fuel scoop, then you may want more.

Since AFMU are zero weight there does not seem a very strong argument for not taking them, worst case is you don't use them and sell them for a small loss - when you are cashing in millions in exploration data.

can't rep you anymore, spot on !!!!

take AFMU, at least 2(one repairs the other) , I took 3
don't take heat sinks
take shields only if you're worried about re-entry back in to the bubble when going home ! (then once 500 LY out, switch them off till you come back and are 500 LY out)
 
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The only issue is that with that small a power distributor, you will not be able to use your engine booster. (The game will actually tell you this.) Otherwise, if you can stay out of trouble you should be OK. Coreward, jump range is not a deal breaker, so you can afford to take more weight. Rimward, though, space will become more sparse so jump range and total fuel range becomes much more important.

Regarding heat sinks, I wonder if the need for them is dependent on the relative responsiveness of the ships for the most part? (i.e. not getting out of the way of a star in time) There will be the rare but serious occasion of landing in the middle of a close contact binary pair, where the heat sink will help you, but if you can accelerate and decelerate quickly in your ship so that the more common (but hopefully less likely) scenario of burning up while fuel scooping is avoided, then in theory one could do without as many heat sinks. Would an Adder or a Cobra therefore need as many heat sinks as an Asp or Anaconda?

It's probably more likely as DoubleSkulls says, all down to flying discipline. Personally, if you are going out for a VERY long time (several months) then take all the heat sinks you can carry so that the rare but serious situations can be tolerated. But yes, you should not have to use them - indeed if you have several, you only need to power one of them at a time if at all.

Finally, don't be afraid to make navigational mistakes such as double-backing. More travel means more exploring, more data, more experience, and more credits. :D

FINALLY finally, take breaks. It means fewer mistakes, and less need for using heat sinks. ;)
 
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Too many Heat Sinks, 2 is more than enough. If you are so clumsy you need them, you will never make it back
Too many AMFU. That 5A will be plenty. If you take the others, you will be wasting ammo fixing them all. You are limited by PP and Canopy, so they are only helpful, not critical.
8t of Cargo is not enough to make difference to the efficiency tactic, if you want to use that, take more cargo. I never have room as I take a 3D shield and DC (thats my personal preference, I dont "recommend" it to anyone who doesnt already think they want them)
 
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I dont use heat sinks either. Just careful and have a A rated fuel scoop. Now if only I could stop flying too close to planets....

If you weren't aware bigger fuel scoops (higher class) are generally better than higher rated scoops. So if you are serious traveller you should put the biggest scoop, not the highest rated (IIRC 6C is better than 5A).

Large A rated scoops I think may only really be helpful if you are "racing". If you are scanning the primary star in every system then normally a large B/C scoop should top you up in the same time the scan takes (assuming you top up every time you can).
 
Thanks for the advice, last night I made it only 500ly away, and made a "first discovery" for a small system.
 
I'm embarrassed to admit it, but after that discovery, I ran back to civilization to ensure my 2 sun, 1 planet system would be attributed to me.
Tonight, I'll refit, drop a heat sink, or 2, gain 1/2 LY jump, and head back out, now that I have a 1st discovery under my belt, I can explore in peace.
 
Yeah, careful flying and a cool running ship will do more to protect you than heatsinks will. I'm about 40000Ly into this trip and the only damage I've taken has been my own fault.

Words of wisdom: if you disable orbit lines to take a pretty picture remember to turn them back on before you jump to the next system ;)
 
My biggest worry is when I get tired, I forget to zero the thruster during the jump countdown.
 
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