In previous experience with scooping with other ships I had to take care to get not more than 100% heat, long before I would have fallen out of the frameshift.
Now I had to learn more keep an eye direct on the distance than worrying about heat first.
But I'm getting better: I had only one emergency stop within the last 3,000 ly/200 jumps.
By the way, I've finished my fifth stage. 20,900 ly to go.
assuming you are after speed... if you watch your radar you can see the star icon changes colour from red to orange as you move away and you should be charging your fsd before that.. for a good time youll need to cook the console.. you can go right up into the 80's no problem . just smoke and beeping. nothing a buckyballer cant handle. saving seconds each jump on such a long run works out into a fair few minutes. 20 - 30 ...more. burn it!
assuming you are after speed... if you watch your radar you can see the star icon changes colour from red to orange as you move away and you should be charging your fsd before that.. for a good time youll need to cook the console.. you can go right up into the 80's no problem . just smoke and beeping. nothing a buckyballer cant handle. saving seconds each jump on such a long run works out into a fair few minutes. 20 - 30 ...more. burn it!
Yup, good advice... My thinking was I'd left it too late to start charging if I didn't get into at least the mid-80s along the way
This only backfired on me a few times... Well, quite a lot of times actually... All the important modules were still above 90% when I arrived!
I've been doing calculations in my head, you know, distance / jump range x typical time per jump and I'm starting to think 15hrs is a deeply ambitious goal. So now I face a dilema. I've got a day off work to do this but do I start the night before (catching a few hours sleep before the full day) or do I try and do it all in the one day? Decisions decisions, and I haven't even thought about what to wear yet!
It's an Asp. Actually, I have had one slight revelation today while playing with ED shipyard on the train and that is that the D class modules are light weight versions (I'm sure you all knew this but somehow I missed the memo). Anyway, I've now got my jump range up to 35ly at 50% fuel so things are starting to feel a lot more doable. I could shave off more weight by ditching the discovery and surface scanners but I want those for the journey back (waddya mean I'm not taking this seriously?). I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
It's an Asp. Actually, I have had one slight revelation today while playing with ED shipyard on the train and that is that the D class modules are light weight versions (I'm sure you all knew this but somehow I missed the memo). Anyway, I've now got my jump range up to 35ly at 50% fuel so things are starting to feel a lot more doable. I could shave off more weight by ditching the discovery and surface scanners but I want those for the journey back (waddya mean I'm not taking this seriously?). I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
I did both my trips without heatsinks; both times I emergency stopped in my Asp I only got up to about 105% whilst charging out, causing minimal damage to modules. Which I then definitely repaired using the AFMUs I definitely remembered to buy.
For what it's worth, I took the scanners too... I did debate the explodey method of getting home, but that sounded expensive.
I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
I hear horror stories about people needing the heatsink to get out of trouble but frankly, most of those have involved alcohol. I have used the heatsink in anger exactly ONCE, and it wasn't to avoid lethal heat damage so much as to make the alarm turn off.
As I've been to the core already, next time I'll ditch the disco and heat sink and do a sun-dive to get back home again.
It's an Asp. Actually, I have had one slight revelation today while playing with ED shipyard on the train and that is that the D class modules are light weight versions (I'm sure you all knew this but somehow I missed the memo). Anyway, I've now got my jump range up to 35ly at 50% fuel so things are starting to feel a lot more doable. I could shave off more weight by ditching the discovery and surface scanners but I want those for the journey back (waddya mean I'm not taking this seriously?). I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
Heat sinks aren't as useful when exploring as you'd think since you can't fire them in supercruse. And they don't do diddily if you're inside the corona of a star
It's an Asp. Actually, I have had one slight revelation today while playing with ED shipyard on the train and that is that the D class modules are light weight versions (I'm sure you all knew this but somehow I missed the memo). Anyway, I've now got my jump range up to 35ly at 50% fuel so things are starting to feel a lot more doable. I could shave off more weight by ditching the discovery and surface scanners but I want those for the journey back (waddya mean I'm not taking this seriously?). I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
Lessons learned a few thousand light years from home are the best lessons, aren't they? As for the Heat Sinks, I've never actually needed them myself. However, if you happen to jump into a binary star system and land pretty much right inside another sun, they're apparently the difference between getting out with a battered ship and a spontaneous cremation. So, you've got to ask yourself one question: Do I feel lucky?
Also, I decided to see exactly how all ships fare against one another in terms of jump range, assuming a 2A Power Plant, Advanced Discovery Scanner and Detailed Surface Scanner, no Heat Sink Launchers, the largest Fuel Tank, the largest Fuel Scoop and otherwise lowest possible mass. Ranked according to Full Fuel Tank Jump Range.
Ship
Full Fuel Tank
Empty Fuel Tank
Refuel Time
Anaconda
39.40
41.77
25s
Asp
34.88
37.77
36s
Type-6 Transporter
30.14
32.33
27s
Python
28.57
30.48
36s
Hauler
28.24
31.81
22s
Adder
27.25
30.61
45s
Imperial Clipper
26.71
27.36
12s
Cobra Mk III
26.43
28.10
46s
Type-7 Transport
25.08
26.54
36s
Eagle
23.16
23.95
22s
Vulture
22.01
22.44
13s
Sidewinder
21.30
21.96
26s
Fer-de-Lance
20.31
20.67
13s
Viper
19.75
20.32
22s
Lakon Type-9 Heavy
19.30
20.30
38s
Federal Dropship
19.21
19.55
18s
Orca
18.97
19.30
27s
The Hauler actually has a higher max range with little fuel than the Python.
...so who's going to do it in an Orca?
Edit: Just out of curiosity - here's the same list, just without having an ADS and DSS on board i.e. the suicide run variants. Again, ranked by Full Fuel Tank Jump Range.
Ship
Full Fuel Tank
Empty Fuel Tank
Refuel
Anaconda
39.63 (+0.23)
41.43 (+0.34)
25s
Asp
35.21 (+0.23)
38.16 (+0.39)
36s
Hauler
32.08 (+3.84)
36.77 (+4.96)
22s
Type-6 Transporter
30.67 (+0.53)
32.94 (+0.61)
27s
Adder
28.94 (+1.69)
32.75 (+1.14)
45s
Python
28.79 (+0.22)
30.73 (+0.25)
36s
Imperial Clipper
26.90 (+0.19)
27.57 (+0.21)
12s
Cobra Mk III
26.83 (+0.40)
28.55 (+0.45)
46s
Type-7 Transport
25.25 (+0.17)
26.73 (+0.19)
36s
Eagle
24.37 (+1.21)
25.25 (+1.30)
22s
Sidewinder
23.41 (+2.11)
24.21 (+2.25)
26s
Vulture
22.29 (+0.28)
22.73 (+0.29)
13s
Viper
20.62 (+0.87)
21.25 (+0.93)
22s
Fer-de-Lance
20.55 (+0.24)
20.92 (+0.25)
13s
Lakon Type-9 Heavy
19.36 (+0.06)
20.36 (+0.06)
38s
Federal Dropship
19.31 (+0.10)
19.65 (+0.10)
18s
Orca
19.07 (+0.10)
19.40 (+0.10)
27s
This time it's the Cobra that beats out the Clipper when nearly empty.
The biggest winners (obviously) are the lightest ships - the Hauler, the Sidewinder, the Adder and the Eagle all gain more than a full light year in range for ditching the scanners.
Hey Alot, look over there! Don't look at that Orca! I want the record for the trip in the slowest ship in the game! Even a Sidewinder beats an Orca.
I'm still 4,500Ly from home, and I'm hoping I'll have enough for an Orca and at least one round of insurance... The thought of flying an Orca back from Sag A* is a bit daft.
Though daft ought to be my middle name for thinking of the Sag A* in an Orca.
I have a list of names for it though, currently topping the list is "Gin Palace"
All I can say, CMDR Passionfruit, is that I hope the Gin Palace is up to Jessica Lee's exacting standards - assuming you can spare the mass for a non-inflatable co-pilot.
..got what appears to be a render bug or something on the way back. The mainstar's a black hole and all the planets in the system are perfectly dark, blank spheres, even when looked at from supercruise.. I've also had looong loading times writing a comment on someones steam screenie, but don't know if it's related or just coincidence.
What do ya think? Worth a bugreport or shall I just shrug it off, because of internet connection issues?
..got what appears to be a render bug or something on the way back. The mainstar's a black hole and all the planets in the system are perfectly dark, blank spheres.. I've also had looong loading times writing a comment on someones steam screenie, but don't know if it's related or just coincidence.
What do ya think? Worth a bugreport or shall I just shrug it off, because of internet connection issues?
I think that system map is entirely correct... Planets would normally show up lit by their star, but there's a slight problem with that in this instance...
It's an Asp. Actually, I have had one slight revelation today while playing with ED shipyard on the train and that is that the D class modules are light weight versions (I'm sure you all knew this but somehow I missed the memo). Anyway, I've now got my jump range up to 35ly at 50% fuel so things are starting to feel a lot more doable. I could shave off more weight by ditching the discovery and surface scanners but I want those for the journey back (waddya mean I'm not taking this seriously?). I could also ditch the pair of heat sinks I'm planning to take (I've never used a heat sink in my life up until now) but I get the feeling that might be unwise?
I did both my trips without heatsinks; both times I emergency stopped in my Asp I only got up to about 105% whilst charging out, causing minimal damage to modules. Which I then definitely repaired using the AFMUs I definitely remembered to buy.
For what it's worth, I took the scanners too... I did debate the explodey method of getting home, but that sounded expensive.
First of all, @Esvandiary gets +1 for the good advice.
Adding to the advice:
Its true, taking D class modules help with jump distance but they also reduce heat generation. Carrying a D class power plant + keeping non-essential modules turned off when racing should keep you 'cool' should you drop out of SuperCruise by accident. If you make few mistakes and manage your heat damage, you should (theoretically ) be able to make it to Sgr A* without equipping heat sinks or repairing. Watch your oxygen supply when you do finally get around to maintenance!!!
Here's the 'FOREVER' explorer build I'm currently tinkering with...as I fly and scan. It's expensive, but feel free to equip lesser AFMU modules. The 28 million Cr. fuel scoop is completely necessary though.
P.s. TAKE THE SCANNERS! MAKE MONEY!
-Asp-
BH: 1I Lightweight Alloy
RB: 2A Power Plant
TM: 4D Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4D Power Distributor
SS: 5D Sensors
FS: 4C Fuel Tank (Capacity: 16)
6: 6A Fuel Scoop
5: 5A Auto Field-Maintenance Unit
3: 3A Auto Field-Maintenance Unit
3: 3A Auto Field-Maintenance Unit
3: 3A Auto Field-Maintenance Unit
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
Shield: none
Power : 6.78 MW retracted (71%)
6.78 MW deployed (71%)
9.60 MW available
Cargo : 0 T
Fuel : 16 T
Mass : 324.6 T empty
340.6 T full Range : 36.16 LY unladen 36.16 LY laden
Price : 58,555,258 CR
Re-Buy: 2,927,763 CR @ 95% insurance
For a straight up Buckyball Run A* Asp, you're right. +1 for you!
My build is more suited for first timers and long range explorers. It allows for some mistakes to be made at the cost of 0.6ly, give or take. The 2A power plant sheds heat better, so again, it's a forgiving module.