AspX Exploration build - advice and comments needed and welcome

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.

I think the ones that people put in the guides are pretty easy for the AspX, so it may not be an issue anymore. When I did it, no one had written those yet, and so I went out there and visited many of them, one by one. Probably 75% of them don't allow for the AspX to land easily or at all. Large ships like the Anaconda are worse, of course, but there are still a few sites that allow for that as well.

Basically if you follow the guides, you can ignore my advice. Try to search it all out yourself, and finding landing sites might be a pain. ;)
 
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In the end, I'll probably buy also a Phantom...
Just be careful with that, you might accidentally start to like it. ;)

Some more minor things I remembered from outfitting my explorer:
  • Make sure your build can boost, at least once. Can be useful to gain height again, if you find yourself declining way to fast onto a planetary surface. The 5D you have already should do fine, just saying to have it mentioned, in case you want to downgrade it.
  • You can go for a B-rated AFMU, more repair capacity, still zero weight.
 
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. :)

I haven't actually done a lot, just took the build from the OP, swapped one Planetary Hangar out for a HRP, and tweaked the rest a bit :D
Except when going for the guardian sites, I would swap out the point defence for chaff though. Missiles aren't a big issue when your combat tactic is high wake, but gimballed frags are.
 
After careful consideration of all your post I came up with the idea of trying the Phantom. The idea of having same jump range with a bit more room for survival equipment, along with an efficient thermal management is something I can't just throw how without at least trying. My balance is in the half billion ballpark, so spending around 90M to fit a good Phantom isn't a real issue.

Obviously, to get a ship this way I need to finish my engineers unlock, but it seems to me I'm in the right direction:


what do you make of this build?

Or about this slightly different version


(This one has thermal spread instead of stripped down in the PP, lose a few decimals in jump range in favor of a better efficiency).

Do I have green light? :D
 
After careful consideration of all your post I came up with the idea of trying the Phantom. The idea of having same jump range with a bit more room for survival equipment, along with an efficient thermal management is something I can't just throw how without at least trying. My balance is in the half billion ballpark, so spending around 90M to fit a good Phantom isn't a real issue.
Looking good. :)

I'd still go with B-rated AFMU, but thats not really critical anymore with the DSSA carriers around I guess. Also, you are missing an experimental on your PD. Sure you can do light weight life support G5? I think Lori Jameson does G4 and G5 is only available in colonia.
If you can, engineer your heat sink launcher to G5 lightweight, will save you quite some weight.

Don't forget to turn off both limpet controllers as well as the hanger along with the AFMU, this gives you quite some extra power to spare, and reduced fuel usage AFAIK in travel mode. Just set the power priorities right. When landed or using AFMU at full stop your thrusters switch off anyway , which leaves you with extra power to turn these on.

Good idea with the research limpet controller, I am thinking about adding that to my build as well.

Edit: cargo hatch can also be turned off. just dont forget to turn it off again after you used your scarab, as it gets turned on automatically when deploying it.
 
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Looking good. :)

I'd still go with B-rated AFMU, but thats not really critical anymore with the DSSA carriers around I guess. Also, you are missing an experimental on your PD. Sure you can do light weight life support G5? I think Lori Jameson does G4 and G5 is only available in colonia.
If you can, engineer your heat sink launcher to G5 lightweight, will save you quite some weight.

Don't forget to turn off both limpet controllers as well as the hanger along with the AFMU, this gives you quite some extra power to spare, and reduced fuel usage AFAIK in travel mode. Just set the power priorities right. When landed or using AFMU at full stop your thrusters switch off anyway , which leaves you with extra power to turn these on.

Good idea with the research limpet controller, I am thinking about adding that to my build as well.

I noticed that PD was completely wrong in the build I pasted. I wanted to go Engine Focused / super conduits or stripped down, not Charge. Exploring, I need all the power I can get from engines especially if I got to land on an high G planet.
Good point about the G5 Lightweight, I'm not sure I can really achieve close to the bubble, need to check better.
Beside that, Colonia is my next destination anyway, so I guess I'll get those G5 one day or another :)
 
Don't forget to turn off both limpet controllers as well as the hanger along with the AFMU, this gives you quite some extra power to spare, and reduced fuel usage AFAIK in travel mode. Just set the power priorities right. When landed or using AFMU at full stop your thrusters switch off anyway , which leaves you with extra power to turn these on.

The only reason to do that would be to reduce power usage for better thermals.
In OP build with low emission PP, this is not really necessary

Saving fuel does not really matter for a ship with a big tank like AspX or Phantom
 
The only reason to do that would be to reduce power usage for better thermals.
In OP build with low emission PP, this is not really necessary
Saving fuel does not really matter for a ship with a big tank like AspX or Phantom
I did it to have more power available to downgrade my powerplant to 3A and my thrusters to 4D. I still have to test a high-G landing with my build though. Might do this today and post my result here. :)

Edit: while I am at it, I will try both, like suggested earlier in this thread: achenar 5 (high g) and skardee 1 (heat)
 
I did it to have more power available to downgrade my powerplant to 3A and my thrusters to 4D. I still have to test a high-G landing with my build though. Might do this today and post my result here. :)

Edit: while I am at it, I will try both, like suggested earlier in this thread: achenar 5 (high g) and skardee 1 (heat)
misremembered - it is achenar 3
 
misremembered - it is achenar 3
Jeb, just found out. ;)

So here are my findings: the temperature tolerance seems ok to me, never went above 90% while in orbit around skardee. Interestingly in glide mode it went to 50 and also during landing, so no problem there. I was expecting it to be the other way around, because I have clean drive thrusters, and someone said this might be an issue during thruster usage.

High G landing also worked ok, need to be extra careful though. Could hover at steady altitude, but a little down thrust had me crashing down from 300 m. But my 3D shield caught the full brunt, I only lost 5% hull. Went a little up again and did a more airplane-like approach, and could land perfectly fine. Take up also no problem, even with only 2 pips to eng, which I accidentally still had set. :)
 
Jeb, just found out. ;)

So here are my findings: the temperature tolerance seems ok to me, never went above 90% while in orbit around skardee. Interestingly in glide mode it went to 50 and also during landing, so no problem there. I was expecting it to be the other way around, because I have clean drive thrusters, and someone said this might be an issue during thruster usage.

High G landing also worked ok, need to be extra careful though. Could hover at steady altitude, but a little down thrust had me crashing down from 300 m. But my 3D shield caught the full brunt, I only lost 5% hull. Went a little up again and did a more airplane-like approach, and could land perfectly fine. Take up also no problem, even with only 2 pips to eng, which I accidentally still had set. :)
concerning clean drive: it's the other way round. dirty drive will produce more heat during thruster usage (so you'd probably cook at skardee).

well - looks as if your build works!
 
concerning clean drive: it's the other way round. dirty drive will produce more heat during thruster usage (so you'd probably cook at skardee).
well - looks as if your build works!
Ok, then that was either misinformation, or I just remembered it inversely. Good to know!

Yes, I am once again pleased with it.Specially concerning the shield, was good to see what it can take. :)
 
Good point about the G5 Lightweight, I'm not sure I can really achieve close to the bubble, need to check better.
Beside that, Colonia is my next destination anyway, so I guess I'll get those G5 one day or another :)
Regarding this, it might be a good idea to unlock all the colonia engineers while you are there. Just remember to also roll them all to grade 5 and pin their most useful blueprints.
If you want to have an easier time with this you can trade with the East India Company while still in the bubble, the will give you credits if you supply them with certain stuff. These credits can then be used to buy the necessary things in colonia to unlock the engineers. I think these are Osmium (which you otherwise would have to mine) or Occupied Escape Pods (which you have to loot from megaships/ find on planetary surfaces)
Both task are a little difficult with a purpose built exploration ship, so this might be worth it. Also they are awesome people to deal with. :)
 
Seems you’re trying to go for maximum jump range with the Asp X while trying to have enough things needed for good exploration/research. Those shields are basically useless to you. However, if you’re slow and careful landing you should be ok, but know one big hit those shields won’t really help. I’ve landed on the 11G planet with my Phantom and slow and steady “airplane” landing is key. Same advice everyone else gave you I’d give too.

if you ever have the credits and want to try the Krait Phantom, here is my research/exploration build. This is my Canonn research build. It’s supposed to be as self reliant as possible and have the tools that if I run into anything super new In the game I have the equipment to check it out. The weapons on it are for research only and not combat. The mining lasers are for...well go search out Chiggy and Macedonia rescue :). Some people don’t like the build cause it doesn’t min/max at anything and has a lot of gadgets, but if you’re out in the black for long periods of time with no stations or FC nearby it’s useful. Also heat management on this build can be tricky, but with some modules turned off and being smart you should be ok (I’ve also landed on the planet that passes through the Neutron Star, and I managed heat fine). Better to have and not need it, than to need it and not have it.

https://s.orbis.zone/c1qu

https://s.orbis.zone/c1quhttps://inara.cz/data/gallery/128/128379x8792.jpg
 
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Those shields are basically useless to you. However, if you’re slow and careful landing you should be ok, but know one big hit those shields won’t really help.
I disagree, to a degree - even little shielding can be useful. But as you said, big hit (like boosting at the wrong time) will earn you a rebuy-
At least I think the puny 3A Enhanced (Hi-Cap), Low Power shields with one 0A Resistance Augmented booster saved my Asp on my fumbling jaunt on the 11g planet. :)
 
Or about this slightly different version


(This one has thermal spread instead of stripped down in the PP, lose a few decimals in jump range in favor of a better efficiency).

With Low Emissions 5 on a Phantom, you won't need Thermal Spread. And this is coming from someone who highly encourages cool-running builds. But having said that, there's no harm in it either.

EDIT: I see you went to Skardee. For that sort of scenario, every little bit of cooling helps! :D
 
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So here are my findings: the temperature tolerance seems ok to me, never went above 90% while in orbit around skardee. Interestingly in glide mode it went to 50 and also during landing, so no problem there. I was expecting it to be the other way around, because I have clean drive thrusters, and someone said this might be an issue during thruster usage.

In orbit with full thrust, or when charging up the FSD?
At >=66% your ship reaches its maximum heat dissipation rate. Above that you are just living off your thermal capacity, so any constant heat source pushing you above 66% will eventually cook you if allowed infinite time.
 
I disagree, to a degree - even little shielding can be useful. But as you said, big hit (like boosting at the wrong time) will earn you a rebuy-
At least I think the puny 3A Enhanced (Hi-Cap), Low Power shields with one 0A Resistance Augmented booster saved my Asp on my fumbling jaunt on the 11g planet. :)

Yeah, these are very good points.

I started my exploration career in an AspX with about 75 shield strength. It was plenty, as long as you handle your landings well.

But I also had a small mishap on the 11g planet, and at the time I was in a Krait2 with about 500 shields. Lost about 60% of my hull. All I had to do was let go of the thrusters for just a moment at the wrong time.

So it comes down to how careful you are, and how many risky environments you choose to visit.
 
But I also had a small mishap on the 11g planet, and at the time I was in a Krait2 with about 500 shields. Lost about 60% of my hull. All I had to do was let go of the thrusters for just a moment at the wrong time.
Haha, I dabbed downward thrust, slamming the ground at about 225 m/s, resulting in 64% hull left (Lightweight Alloy, G5 Heavy Duty). :ROFLMAO:
 
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