Thanks.
As for Anaconda v. DBX v. AspX v. Hauler, what strikes me about the list is that one ship is easy to fly well (the AspX), but that the other three require time and experience and love in order to make them truly sing. An Anaconda turns at about the same rate as a clock hand; a DBX has a fuel scoop the size of a tablespoon; and a Hauler melts like a candle if overheated. In order to race them effectively, it is important to know the limits of each ship, the advantages and disadvantages, what the ship will and won't do, and what the ship just might do if you fly it right. In other words, an AspX is hard to mess up. An Anaconda, DBX, or Hauler on the other hand, is easy to dismiss at first, but can produce incredible results if you get to know the ship.
There are a few observations I'd make.
1). I think some people who have flown the Hauler in shorter races may not realize why you and I describe it as so fragile - you watched me make one of my runs, so you have a better idea.
Truth is, I didn't understand how fragile the Hauler was myself until I started running the FdL. Before this, my only real point of comparison was the Courier, and we all know about
its problems, right? But I can tell you, flying the FdL for the Challenge is pretty much Easy Mode compared to flying the Hauler... and from the way Shizuka describes racing the Asp to me, I suspect I'd feel the same way about it that I do about the FdL in that regard.
The thing with the Hauler is that any time you go over 100%, you take damage on multiple modules. It may be only 1% damage, but it's still damage. So every little misjudgement, every indiscretion, accumulates damage. Over a 50 jump race, this is only a problem if you overheat on every jump. But over a 770 (number from memory, may not be accurate) jump race... it's
really easy to accumulate that 21 points of heat damage on your FSD that puts you into malfunction territory. And once you malfunction once, you will
keep malfunctioning until you stop and repair it - which costs time. Not so much a problem if you're not trying to push the absolute limit; very definitely a problem if you are.
Worse than that, a single event that puts you at 120% or higher heat can, if you're unlucky, do 10% or more damage to your FSD (it's for this reason that I had to stop and repair after my very first leg during my Hauler plotting run - I had one bad heat incident and my FSD went to 83%!). It's really not that hard to get to 120% heat if you are using the absolute max-range build (with the 2D power plant) - pushing the button a couple of seconds too soon on one of those big F-class or K-class stars in the core (to say nothing of an A-class or B-class), and not pulling hard enough away from the star when you start charging the drive, will get you to that level of heat very quickly.
In addition, the Hauler does not dissipate its heat via radiation as quickly as other ships - it takes
time to come down from 120 - time enough that if you just dive right into the next star, you will overheat again on that one. This was one of those things that has shocked me while flying the Fer-de-Lance - its temperature drops
very rapidly once you're away from the star, even while still charging the drive. If I overheat the FdL a bit, it's no big deal. It can take it, and it won't stay overheated nearly as long.
The Hauler isn't the Courier, which will sometimes overheat just while scooping before you even touch the FSD, but with a 2D powerplant it certainly does not run cool and you can get yourself in trouble with it really fast if you aren't precise. The flip side of this is that the Hauler is a remarkably nimble little ship - even with D-rated thrusters, it's below minimum mass - and so if you fly it with proper technique it's entirely possible to not overheat it at all. Or, at least, it was before 2.2. Whether that's still the case is something I need to test. I know it's possible away from the core, but I'm not sure how it will behave
in the core, where you have to use a very different technique to get least-time jumps since the 2.2 hyperspace changes.
2). Where the A* Challenge is concerned, it's clear however that the DBX - if you can master it - will utterly romp on the Hauler.
I still suspect it is possible to get the Hauler below 9:30, and I intend to try before too long (maybe September or so? I figure I will want a break from long trips after I run my FdL and then fly it home), but that would still leave it almost 45 minutes behind the DBX. In shorter races, with stops and docking involved, it's a more complex question, as the Hauler's ability to load Enhanced Performance Thrusters adds new and interesting trade-offs to the mix. Even so, I suspect the DBX is going to dominate a lot of Buckyball events going forward.
For me, this is kind of saddening, because it pushes my beloved Courier further out of contention than it already was in long-distance races. Oh, what I would not give, to trade my Class 4 power plant bay (in which I have
never slotted a class 4 power plant - even my combat Courier uses a 3A!) for one of my Class 3 internals...!
3). It appears the DBX has eclipsed the Asp as well, as a long-range racer.
This is the question that
really makes me curious right now. Does the Asp have more to give than we've gotten from it, or has the DBX surpassed it as well, leaving it second only to the Anaconda as an endurance racer? For that, I'd need the perspective of those who have actually raced the thing, as I myself never have.