Ships Best Bubble Bus With Legs!

Store or sell the Military Grade Composite hull and it will replace with lightweight one, shedding 54.6 tons of weight your jump range goes up to 61.69
I agree but my preference was to increase my Hull Armor since you cannot always repair your Hull in the deep black. When outfitting a 64t fuel tank and I could jump out to 950ly before refueling while other lighter builds could pimp out 10% more range. It's comes down to what trade off you're willing to make when outfitting. Either pushing jump range or take a potential 10% range loss for diversity utility while retaining an excellent jump range to bus around the bubble.

This was the thought process behind the ship design: You will need cargo to unlock engineers, you will need SRV to farm materials, and you will need enough range to jump past space gaps to reach guardian material/blueprint locations. Pretty much the essential activities to help improve your ships, as you work towards your personal goals since most engineered ships will outperform stock builds. For example, 5A Collector Limpet module engineered with Light Weight offers higher control range than 5D at a significantly lower mass/weight than the 5D. Same type of adjusting to improve ships to squeeze extra jump range, base/boost speeds, power consumption where lower PP/PD could be considered...

That's my logic. There are other ships that have good jump range and diverse utility; the AspX happens to be my choice for a fraction of the cost to an Anaconda, Krait Phantom, or Krait mk2...
 
I agree but my preference was to increase my Hull Armor since you cannot always repair your Hull in the deep black.
Yes you can repair hull in deep space, easily. I am 40,000ly from the bubble right now and I haven't lost 1% of hull the whole time. And have landed on countless planets. But I have a repair limpet controller if I ever do need it.

But we were discussing bubble hopper builds. And for maximum range for a bubble hopper (which you can repair hull at any station if you ever happen to damage it) you want 0 weight hull. You can engineer heavy duty on a lightweight hull and it adds no weight also.
 
I like the Dolphin as a bubble taxi and even use it to pop over to Robigo for mats (only when I can't avoid it!).

Because of it's cool running you can charge the FSD whilst still scooping with no overheating issues, over multiple jumps this can reduce journey time quite a bit also having a proper sized scoop (unlike the DBX ;)) the scoop/jump time can be reduced significantly.

 
About to start work on my bubble bus. I know either the DBX or Dolphin are technically better, but I don't like the look of any of them. My trusty AspX just looks like a flat wedge (amazing cockpit tho, still remember when I upgraded from my Cobra to the asp). I'm thinking of using a Krait Phantom. I don't need to engineer anything besides my FSD, unless I'm trying to eke out a slightly higher jump range/better heat, right? Would you recommend a V1 over a G5?
 
A Krait Phantom will be a lot more versatile than exploration focused ships as it can be adapted for combat and trade as well with minor changes here's an outline build with a pre-engineered FSD (about 9% additional range over an engineered 5A) https://s.orbis.zone/gqat
 
About to start work on my bubble bus. I know either the DBX or Dolphin are technically better, but I don't like the look of any of them. My trusty AspX just looks like a flat wedge (amazing cockpit tho, still remember when I upgraded from my Cobra to the asp). I'm thinking of using a Krait Phantom. I don't need to engineer anything besides my FSD, unless I'm trying to eke out a slightly higher jump range/better heat, right? Would you recommend a V1 over a G5?
V1 + mass manager is around 9% better than a G5 + mass manager. I've bought 6 I think and all those G5's are sitting in storage now.
 
Put this Krait P Robigo one jump build together a while back but haven't got round to trying it (Robigo - Sothis does my head in!), losing the passenger cabins will push the jump range over 70 LY

 
About to start work on my bubble bus. I know either the DBX or Dolphin are technically better, but I don't like the look of any of them. My trusty AspX just looks like a flat wedge (amazing cockpit tho, still remember when I upgraded from my Cobra to the asp). I'm thinking of using a Krait Phantom. I don't need to engineer anything besides my FSD, unless I'm trying to eke out a slightly higher jump range/better heat, right? Would you recommend a V1 over a G5?
Engineered FSD V1 is a size 5 module only that will fit DBX, ASP X, Phantom etc. With mass manager effect optimal mass goes up to 1856.4 and you also get a faster boot up time after events like repairing it with an AFMU. Remember if you move the FSD V1 to another ship, you'll have to reapply the mass manager effect if you want it - it's lost when moving ship due to being tuned to the specific ship it's fitted to.
The Krait Phantom is a cross the galaxy, go around it, go everywhere exploration ship that can be built with a light weight low power shield strong enough to withstand the crash landing that happens when a foolish commander forgets it's a high G planet and not a low G moon they are trying to land on. I know this for .... er.... some reason 🤭
But sure, you could use it as a general purpose bubble bus too.
There is nothing left I can do to engineer my explorer Phantom - so it's "finished": https://coriolis.io/outfit/krait_ph...0kQA===&bn=Silver Phoenix Explorer - Complete
 
I want to build the best jumping bubble bus possible. Am I on the right track here?

Engineered FSD V1 has already been mentioned, but if you are just jumping around the bubble and you have already engineered the FSD, there's no point in replacing it. The time it would take to gather the materials for the FSD V1 will not save you hardly anytime for short trips around the bubble. Save the FSD V1 for the next time you want a ship that can use it, or for building a long distance exploration ship.
On that build the shields are weak - OK for protecting from scrapes entering and leaving stations, and gentle bumps landing on planets. It won't help you much with accidental crash landings or unexpected collisions with cliffs in the dark when descending onto planets. You'll always need to be careful with those shields.
If you are aiming to lightweight your Life Support system to G5, you will need to go to Colonia. G3 is the best you can do in the bubble - and G3 is just fine. No ship needs G5 (very small jump range benefit), but if you go to Colonia anyway, you might as well do it then.
If you ever go long distance in this DBX, make room for an AFMU if using neutron star boosts.
 
When you're carrying stuff or running missions, theres a good chance that you'll get interdicted, in which case you need a decent power distributor to keep boosting and you need heatsinks to break target lock. Assuming that you have no weapons, an engine focused PD would be much more useful than a charge enhanced one. The PD in OP's build is totally insufficient. That's what you'd have in an exporer build, where you don't carry anything. Jump range is great for explorers, but for missions and hauling, you need to consider the chance of losing everything, which will slow you down a lot more than a slight reduction in jump distance.

Don't forget that in an explorer ship or any ship without weapons, you can switch off the PD because there's no need to adjust pips, which saves about 5% power and can be the difference between an A and D powerplants. It also makes the ship run cooler while scooping, the same as switching off anything else that you don't need for travelling, like SRV, shields, docking computer, weapons, limpet controllers, etc.
 
Last edited:
I run with PD off on my exploration Phantom. Engine focused super conduits engineering, 4 pips to engines, 2 to systems, no pips on weapons and PD switched off. I get a decent 8 second boost interval out of a 3D Power Distributor this way, or 17 second boost interval is possible out of a 1D if you really want to cut the weight down.
 
Back
Top Bottom