AspX Exploration build - advice and comments needed and welcome

about Biologicals and why I should need to shoot at them?
Thanks a lot!
if you look in the ingame codex - for exampel collared pods. they have traits to discover ("turns towards ship if approached"). some of the biologicals have traits connected to fired at.
 
Personally I carry alot of useless stuff just because I can. I usually don't explore the edges of the galaxy so I dont have much use for jump range. So I usually take weapons and in bigger ships slf's are fun. If your not exploring the fringes of the galaxy and not on a speed run, jump range dont matter. Take whatever you want. Just dont forget your fuel scoop (from experience).
 
o7 cmdrs,
I'm patiently unlocking engineers and guardians to obtain better tools for the trade of exploring the galaxy (I've already made the trip to Sag A* and traveled for about... five years - i started out with the first Elite: Dangerous, before Horizons, and just came back last week :D ).
I created one exploration build to be used in two ways for my Asp Explorer to get out again this time with a lot more juice and tools. I'd like to submit them for your review and suggestions.
Ship builds are a quite subjective, like you probably already already noted.... ask 5 people and you will get 8 opinions. ;-) For starters, I switched from the ASP to a Phantom long ago, and never looked back. Couldn't get over the boxy shape and the terrible sounds of the ASP. The Phantom is just pure sleek and slender looking sexyness, and even has sensor arrays on its wings, like a true exploration vessel should. Also, it is a little more flexible with more internal capacity.
But I also get, that the ASP is THE iconic exploration ship, so I probably will get jumped upon for the plasphemy. ;) Can't go wrong with it either.
  • I went with an engine focused PD with cluster capacitors. You really don't ever need regeneration of the WEP and SYS capacitors out there.
  • My is PP also A-Grade, but with low emissions G4 stripped down. I have come to really appreciate good heat efficiency, makes fuel scooping a lot more relaxing.
  • drop one of the hangars, like said already
  • I dont think A-rated shields are necessary, there is a good argument for forgoing them entirely. They just add a lot of weight. I have been totally fine with 3D enhanced low power/ stripped down so far. And I have them always turned off in travel mode to reduce power consumption.
  • Wouldn't bother with point defenses
my 2 cents. :)

Edit: Here is my build, for your consideration: Wanderer II
 
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Ship builds are a quite subjective, like you probably already already noted.... ask 5 people and you will get 8 opinions. ;-) For starters, I switched from the ASP to a Phantom long ago, and never looked back. Couldn't get over the boxy shape and the terrible sounds of the ASP. The Phantom is just pure sleek and slender looking sexyness, and even has sensor arrays on its wings, like a true exploration vessel should. Also, it is a little more flexible with more internal capacity.
But I also get, that the ASP is THE iconic exploration ship, so I probably will get jumped upon for the plasphemy. ;) Can't go wrong with it either.
  • I went with an engine focused PD with cluster capacitors. You really don't ever need regeneration of the WEP and SYS capacitors out there.
  • My is PP also A-Grade, but with low emissions G4 stripped down. I have come to really appreciate good heat efficiency, makes fuel scooping a lot more relaxing.
  • drop one of the hangars, like said already
  • I dont think A-rated shields are necessary, there is a good argument for forgoing them entirely. They just add a lot of weight. I have been totally fine with 3D enhanced low power/ stripped down so far. And I have them always turned off in travel mode to reduce power consumption.
  • Wouldn't bother with point defenses
my 2 cents. :)

Edit: Here is my build, for your consideration: Wanderer II

Yeah I forgot HOW subjective it was as argument :D
Nice build, but I guess you don't go to guardian sites? Or you are just fine with SVR shooting in hide&seek mode with skimmers?
(I won't talk about the Phantom cause I don't know that ship, I'm deeply in love with the ASP and I am so accustomed to her sounds that I barely notice them anymore except when there is something "wrong")
 
Yeah I forgot HOW subjective it was as argument :D
Nice build, but I guess you don't go to guardian sites? Or you are just fine with SVR shooting in hide&seek mode with skimmers?
I just went to some guardian sites with it, slapped some point defenses before going. Turns out that the utility mounts on the Phantom are on the sides behind the sensor things and on the belly of the ship, so not ideal for that task. They did shoot some of the rockets down, but I still got hit several times.
For the most part I despise the guardian ruins though and only go there if I absolutely need to.
Why are you planning around them anyway, do you hope to find undiscovered ones somewhere in the black? Would be a good reason, but I think the chances are pretty slim that there are undiscovered ones still around. (Would love to be wrong though! When going out I always secretly hope to find some really unique locations out there, like we all probably do. 😉)
(I won't talk about the Phantom cause I don't know that ship, I'm deeply in love with the ASP and I am so accustomed to her sounds that I barely notice them anymore except when there is something "wrong")
I can totally respect that, in the end you spend a lot of time in a single ship, so you really get attached to it. :)
Some for me with my Phantom, it has carried my though quite some sticky situations, it's paint job is down to bare metal and I just love it to bits!
 

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The reason behind 2x PD is what i've read about guardian installations and the missiles sentries there launch. I'll be more than happy to remove one of them.
The Wake scanner is there just because I'm still not headed outside, and I need materials still, but you're right, it will be removed as soon as I head out again.
The 2nd vehicle ... you're the second to say to remove it because of the FC... I'll think about it
I already changed the PP to 3A, which is more than plenty to power all modules without the need of shutting down something (except for the AFMU, but it's ok)

Care to explain a bit more in detail, or point me in the right direction, about Biologicals and why I should need to shoot at them?
Thanks a lot!

When parked at a Guardian Site, a single PD mounted on top of the Ship is normally enough ti intercept all incoming Guardian Missiles - it just needs to be placed on the top of the Ship to have a clear firing arc, that's important.

Biologicals in Deep Space (i.e. those found inside many NSPs) are often only scanned with the Composition Scanner and that's it.
However, there's also so-called "Traits" to them which you can check for.
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So for the one right above, you'd need to fire something at it and then quickly re-scan it with the Composition Scanner to check if a new Trait is observed.
Without anything that can fire forward, it's simply impossible.
(the key term "Additional Traits may exist" indicates that there's more to that Bio than currently discovered)

It should be noted though, that this merely offers some small interaction Options with the Bio and your Name unfortunately won't be attached to a newly discovered trait.
Also, it merely pays a pitiful 2.500Cr Codex Voucher lol

In essence, it isn't a clear requirement - merely something you can do if you wish.
 
Why are you planning around them anyway, do you hope to find undiscovered ones somewhere in the black? Would be a good reason, but I think the chances are pretty slim that there are undiscovered ones still around.
chances are rather high that there are some/many. there is a bubble of braintrees, which usually come with guardian ruines, that have none found, as i read on the canonn discord.

that said - i would say the same: to go for guardian ruins, i'd reoutfit an explorer ship for that task.

which still leaves the question, which utilities, tools and modules you'll want to have with you in case you find something unexpected.

luckily, as i'm exploring in a DBE on my main since years, i don't have much choice on modules.

a krait phantom allows you many more modules and tools to bring.


as for utilities, i have settled for cargo scanner, 1 point defence (both mainly for the case of finding a megaship or something), a xeno scanner for rp, and a heatsink.

i would love to have a wake scanner in case you get some weird npc swarm deepspace you want to inspect (even if there never has been anyfinding by following npc spawns). always eying a exploration FDL for that reason ...

while many (all?) DSSA carrier have restocking, not all have outfitting - but having some utilities in storage would allow you to trasnfer modules for refitting.
 
Another option that hasn't been expliclitly stated, was carrying a repair limpet controller and synth limpets if things go wrong. (Your build had an 3E Cargo Rack already.)
You could even go shieldless and repair the occasional bump, while mounting some other module, because the AspX is a bit cramped.
And as a few people said, dump the wake scanner and the point defences if you are going out into the black. The simply have no use there.


If you are instead aiming for something that can be a bubble jumper as well, you should go for something that is way more robust. Not all people are friendly. :)
Maybe like this (the 3 class shield slot is really a handicap): https://s.orbis.zone/bM8f
The laser is for guadian sites.

You wanted opinions, you got them ;)
 
chances are rather high that there are some/many. there is a bubble of braintrees, which usually come with guardian ruines, that have none found, as i read on the canonn discord.
What exactly do you mean by this? I recently found a little moon cramped with extensive brain tree forests.... now I'm little curious...
 
What exactly do you mean by this? I recently found a little moon cramped with extensive brain tree forests.... now I'm little curious...
wherever braintress are found, there are guardian ruins close by - and the other way round - they share a "bubble".

a good exampel are the guardian ruins at eta carina nebula and its accompanying brain trees around.

you can see the maps here: https://map.canonn.tech/guardians-combo.html

one of the braintree bubbles has no ruins found until know - it is my understanding, that many expect "new" ruins to be found there. i'm no expert on the matter, just echoing wht i read - but if you are interested, it is free for anyone to join canonn, which isn't an exclusive group and join the hunt.

i'm personally more interested about real galaxy stars and phenomenons when exploring, like hypergiants. hard to track down from star catalogues, but easy to find ingame, once tracked :)
 
wherever braintress are found, there are guardian ruins close by - and the other way round - they share a "bubble".
Ah ok. Then I guess my little brain-tree moon just belongs to our local bubble. 😉 Was actually pretty surprised when I found it, because so far I thought bio sites only spawn next to nebulas.
 
I can't even start to properly thank you all for all the suggestions and advice.

My "roadmap" is:

  • Unlock the Engineers as much as I can
  • Get my hands on a 5H Guardian FSD Booster (guess I'll keep at least one PD on the ship for now)
  • Strip again down my Asp following your advice (getting rid of all unnecessary things in the extreme void) and make her again a "Void Jumper" with no fuss.

In the end, I'll probably buy also a Phantom for Guardian/Biological around the bubble, I already own a Python that I'll equip for asteroid mining I guess, I'm not sure the Python would be too good for jumping a lot. FSD seems quite underperforming on that ship (or at least, I haven't been able to find a correct build to squeeze a good jumping range).

As per now, I'll use my Asp to collect all the materials I need for Engineers/Guardians
I saved every build suggested in my archive to further study them :)
 
You can make an exploration ship with 50...55 LY range out of a Python. It isn't a big strength of the Python though, especially with the narrow cockpit view.
Use it for mining, trading, or combat if you want to play to its strengths.
 
One thing to keep in mind is that if you haven't unlocked the FSD booster yet, and need to go visit those Guardian Structures, most of them are very difficult to land in with medium and large ships. The AspX will handle this better than most other medium ships, but even the Asp is large enough to be unable to land inside the structures at many of those sites. And you need to land in or next to the structures for the PD to help you. I'd recommend using something really small, like a DBX or Imperial Courier to work on unlocking guardian tech. Then switch back to your AspX after. ;)
 
One thing to keep in mind is that if you haven't unlocked the FSD booster yet, and need to go visit those Guardian Structures, most of them are very difficult to land in with medium and large ships. The AspX will handle this better than most other medium ships, but even the Asp is large enough to be unable to land inside the structures at many of those sites. And you need to land in or next to the structures for the PD to help you. I'd recommend using something really small, like a DBX or Imperial Courier to work on unlocking guardian tech. Then switch back to your AspX after. ;)
I don't remember at which site it was, but when I went there for the FSD booster, I had no trouble landing my AspX close enough to provide perfect PD cover. Other unlocks may be in rougher terrain though, haven't visited them yet.
 
Got all guardian blueprints with the AspX, could land at/in the ruin and provide 100% PD cover with a single PD.
Sometimes you have to look a bit for the right spot, but you only need to land once, even if you want multiple blueprints.
Drive a bit away and relog in the SRV with the ship still landed on site.
 
You can make an exploration ship with 50...55 LY range out of a Python. It isn't a big strength of the Python though, especially with the narrow cockpit view.
Use it for mining, trading, or combat if you want to play to its strengths.

Yeah that was the intention. At the moment is (ill) equipped to do some basic BH, it's obviously far from excel at that, having unlocked only few blueprints, but it's also true that npc are not that hard, at least ad Nav Beacons.
It's fun to fly, though. I managed to get a good jump range, enough for bubble missions

The Asp will be my "material gathering" ship on planets, including Guardian blueprints, I'll use the Python to wake scan and recovery material from USS (just because I have cargo and weapons for defense), until I'll have enough modifications available to fit her back for deep void exploration (I plan Beagle Point and I plan it not bee-lining!, I'd like to get there by flying way above galactic plane and see what's there :D )
 
I landed an Anaconda at a Guardian site once. On a mountainside. I have no idea how I managed that one. I stick to using the Phantom now. No Point Defenses used at any time though. Totally unnecessary module for Guardians. When Guardians pop up you just full pips to weapons and start blasting. They should be dead before they even get to fire missiles. They only ever appear 1 at a time except for the last pair after you scan the relic ball thing, but even then you don't usually get more than 1 attacking at a time, so you just kill one then the other. No need for PD.

If they do launch a volley, meh. Just full pips to shields for a sec and hold the handbrake, then continue purging.
 
If you are instead aiming for something that can be a bubble jumper as well, you should go for something that is way more robust. Not all people are friendly. :)
Maybe like this (the 3 class shield slot is really a handicap): https://s.orbis.zone/bM8f
That's actually a pretty neat build! Surprising you still managed to get to 60ly jump range, considering the resiliency and all the stuff you put on there. :)
 
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