Best Asp explorer build post 2.1?

6A shields don't make sense on an aspE. because the class 5 optimal mass are already way above hullmass, you only gain 20%. in terms of power and MJ and weight you are always better off with a shieldbosster and/or an additional AspE. the class 6 slot is either cargo or fuelsoop.

That's what I thought , thanks :)

One of the reasons I said we don't need 2 AFMUs(if you are short of slots) is because I have never had one fail on me.
My current one is on 96% (after 80000 LYs), the worst I have ever had on a long journey is around 80%
 
http://coriolis.io/outfit/asp/04A5A...-v2370i0i402i2f.AwRj4jXZbI==.Aw0hMnmCMNqIA===

This one suits me. Gets more than 30LY in a single jump and scoops to a full tank in one short buzz of a star.
Why 5A thrusters? Have you seen my landings? Better thrusters = better landings. At least in my case.
Why 4A power distributor? Let's me boost away from interdictions quicker when nearer the bubble. 2.1 NPCs are(were) nasty. Don't want to lose all that valuable data on my return.
Why 6G planetary lander module? Spares dear boy, spares!
Why 3A shields? Just strong enough to hold whilst escaping NPC interdictions. I have it disabled a lot of the time to keep heat down.
Why two AFMUs? One to repair the other. Plus I only had two slots left so fitted nicely.
Good build and excellent rationale. Have some rep.
 
6A shields don't make sense on an aspE. because the class 5 optimal mass are already way above hullmass, you only gain 20%. in terms of power and MJ and weight you are always better off with a shieldbosster and/or an additional AspE. the class 6 slot is either cargo or fuelsoop.

Ok thanks... I'll stick with the 5A shields then. My Asp is ready... Now to get the engineer upgrades... It should only take me a year o_O

https://coriolis.io/outfit/asp/05A5...4a0iv6022i2f.Iw1-gDJpA===.IwBj4yOUyA==?bn=Asp

I've left out the last two shield boosters for power until I see how the engineer upgrades affect the ship.
 
Now to get the engineer upgrades... It should only take me a year o_O

i highly recommend a) fitting a collector limpet controller (to collect loot) and b) a fsw (scan highwakes to gather data) ... and not playing the game with the goal of "unlocking" or "upgrading". i was lucky to bribe two engineers with exploration data, but flying around trying to find stuff for upgrades is ... punishing.

since last sunday (and a L5 fsd range increase on my courier), i simply play the game, back the minor factions i anyway back, have a look at the mission board whether there are any missions which give me mterial i need - and i make 2-3 engineer upgrades each second session. it is the better way i think.
 
I just added FSD Longer jump Grade 5 modification on my ASP Explorer.
Where lucky to get Secondary effect bonus to "Optimised Mass" and Max fuel per jump + 3,5% bonus aswell

Optimised mass are now: 1.611,6 (+53,5 %)
my jump range are now - 38,09/40,67/43,64 LY

My total mass are currently: 471,4/503,4/1258,6 T

So i would imagine that players that dont use hardpoints or utilities can boost the jump range to perhaps 50 LY or more
 
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Ah you got a very slightly better role than me!

I got up to 53.4% Optimised mass (1,610.2)

I got my jump range up to 51.81 LY with a full tank, so I'm guessing if you changed your build you might just get up to 52 LY.

I've added as well as the FSD upgrade:
L5 Clean Drives,
L3 Engine Focused Power Distributor,
L3 Enhanced Low Power Shields,
L3 Low Emissions Power Plant

The power plant mod was the biggest pain, as I had a 2A Power Plant. After modding it, it was just too weak even with lots of power management, so I swapped to a 3A which has very slightly diminished my jump range now, but I'm 51.59 with a full tank! :) I'm down to 17% heat in hyperspace.

This Asp is just an amazing exploring ship now. Scooping is an utter joy.
 
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I have changed my asp into the light weight meta and im currently running with this on my ASPx

https://coriolis.io/outfit/asp/0p0t....AwRj4z1UyA==.AwiMIyvYeI==?bn=ultra light Asp

i have also added the following mods other than the obvious FSD

Level 1 PP low emissions secondaries of reduced mass and extra power :)
Level 1 Clean drives +9% optimal multiplier and -25% thermal signature thanks to secondaries again
Level 1 Heavy duty hull ?!? 22% hull boost + resistances
Level 1 Eng focused distributor +14% recharge rate means i can roughly maintain a minimum speed of 330m/s with boost
Level 1 low powered shields -9% mass thanks to secondaries again!

reason i have gone for level 1's is because they're cheap and with secondaries (and lots of rolling) you can often get really good gains without many negatives, which in my eyes are better then a good level 3 roll with quite big negatives ( each to their own )

obviously perfect level 3 rolls could improve what i have but i aint got time to gather all the roulette materials required.

all this means i can get full tank range 51ly / Max range 54ly from my worse level 5 FSD @ 48.9% which isnt too shabby
 
I have changed my asp into the light weight meta and im currently running with this on my ASPx

https://coriolis.io/outfit/asp/0p0t....AwRj4z1UyA==.AwiMIyvYeI==?bn=ultra light Asp

i have also added the following mods other than the obvious FSD

Level 1 PP low emissions secondaries of reduced mass and extra power :)
Level 1 Clean drives +9% optimal multiplier and -25% thermal signature thanks to secondaries again
Level 1 Heavy duty hull ?!? 22% hull boost + resistances
Level 1 Eng focused distributor +14% recharge rate means i can roughly maintain a minimum speed of 330m/s with boost
Level 1 low powered shields -9% mass thanks to secondaries again!

reason i have gone for level 1's is because they're cheap and with secondaries (and lots of rolling) you can often get really good gains without many negatives, which in my eyes are better then a good level 3 roll with quite big negatives ( each to their own )

obviously perfect level 3 rolls could improve what i have but i aint got time to gather all the roulette materials required.

all this means i can get full tank range 51ly / Max range 54ly from my worse level 5 FSD @ 48.9% which isnt too shabby

That is pretty close to my build :) Yours run pretty cool too? I know you were thinking about a cold running explorer...
 
That is pretty close to my build :) Yours run pretty cool too? I know you were thinking about a cold running explorer...

I created a cold DBx, the Asp runs a lot hotter!, its OK for exploration though, with a 6A fuel scoop you don't need to stick around for that long
 
I created a cold DBx, the Asp runs a lot hotter!, its OK for exploration though, with a 6A fuel scoop you don't need to stick around for that long

I am going to have to hop back into the Beta and see how the new heat mechanics affect non combat flight. My understanding is that one of the changes they made to balance the heat weapon meta was to have essentially a heat inertia, meaning the cooler running the ship, the longer it takes to heat up in an almost geometric rate, and the faster it cools down. This could be huge incentive to try and reduce heat on an exploration vessel even more than before.
 
With Grade 5 Lightweight mounts you can get Multi cannons down to 0,4t. from the 4t standard mass.

If you then get a lucky role with secondarys that increase damage and damage per second and a further reduction in mass.
Then arming your asp with a few multi Cannons will not hurt your fsd distance much.

Iam flying Vulture right now.
When i get back into my asp i will post the two grade 5 Lightweight mounts numbers i got from a total of 5 attempts.

sorry for any        spelling and hopeless grammar
 
With Grade 5 Lightweight mounts you can get Multi cannons down to 0,4t. from the 4t standard mass.

If you then get a lucky role with secondarys that increase damage and damage per second and a further reduction in mass.
Then arming your asp with a few multi Cannons will not hurt your fsd distance much.

Iam flying Vulture right now.
When i get back into my asp i will post the two grade 5 Lightweight mounts numbers i got from a total of 5 attempts.

sorry for any        spelling and hopeless grammar

The only real issue with arming an long range exploring Asp is that sure, a few lightweight weapons can be fitted while preserving long range, the ship is not going to be combat ready to actually hold its own in a fight, so running is still the better option. I think the biggest drawback to even having weapons fitted is mental...sometimes that pause of consideration...do I turn and try to take out that ship or do I run is just enough to make the difference between living and dying. Remove the weapons all together, and the possibility of indicision is no longer there.
 
The only real issue with arming an long range exploring Asp is that sure, a few lightweight weapons can be fitted while preserving long range, the ship is not going to be combat ready to actually hold its own in a fight, so running is still the better option. I think the biggest drawback to even having weapons fitted is mental...sometimes that pause of consideration...do I turn and try to take out that ship or do I run is just enough to make the difference between living and dying. Remove the weapons all together, and the possibility of indicision is no longer there.
All Correct.

However...
Iam using the ASP in inhabited space with a class 6 cargo bay and 5A Shield Gen.
It wont hold up vs any human player but i can take on some NPC ships.

I have a Vulture for combat bonds and a Anaconda currently set up for mining resources.
I cant afford to max out the conda, lacking a few 100 mio. credits so its pretty useless.
Very low class shield for maxing cargo space.
Thrusters are a joke and Power distributor is severely lacking in performance.

So for now i use the ASP, but as soon as i get a "Fer de Lance" or Python.
I will turn my ASP into pure exploring vessel.

I appreciate any advice on alternative multi-role ship.
 
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I am going to have to hop back into the Beta and see how the new heat mechanics affect non combat flight. My understanding is that one of the changes they made to balance the heat weapon meta was to have essentially a heat inertia, meaning the cooler running the ship, the longer it takes to heat up in an almost geometric rate, and the faster it cools down. This could be huge incentive to try and reduce heat on an exploration vessel even more than before.


very interesting indeed!

i have mothballed my Stealth DBx for a while (just parked it with all modules left in place) while i am testing an AspX for 2.2 neutron boosts, but i may have to see if it runs even cooler post 2.2

i have also been testing landing on high G planets without shields... this isn't advisable
 
it all depends on what you want to accomplish with your asp.
personally i like to have decent shield strength, a large vehicle bay, afmu, all sensors and guns and of course a scoop as large as possible. it doesn't jump that far anymore but i'll venture a guess and say 99.99% of the galaxy is in reach of 25+ ly.
That increased with engineers should give you a pretty much go-everywhere asp that can handle itself in moderate combat, run away from evil & dark forces and doesn't struggle too much with high gravity or unlucky landings. i'm not greedy for fsd range :)

but that's just my personal opinion.

Would love to see your build.
All-purpose exploration ship is a great idea.
 
Not sure if this was answered in the thread .... I may have passed over the response ... but ....

AFMU - yes, you should definitely take one as a precaution. If you decide to do neutron star jumping, you will need to repair the FSD sooner or later, and if you come a cropper as I did on a planet, you will need to repair a few other items ! Best not to rely on materials alone, I suggest.
 
For an asp I'd put on the smallest shields that would be suitable to protect you on landing. 6A fuel scoop and engineer to get close to 50 lay range.
 
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