Bump up from vanilla AspX?

Looking for suggestions on how to improve my exploration/exobiology, currently using this AspX . I have $70 million credits and this ship to work with. Looking to improve my jump range.

Do I have enough to go with a better ship? I've seen people talking about Dolphins, DBX, etc. Or should I focus of getting the engineered FSD and Guardian FSD Booster?

Or is this not enough for a substantial move and I should focus on accruing cash before doing anything?

TIA
 
The DBX has been vital for exobiology for me. Landing in the mountains to scan fungoida. The Krait Phantom was too big, I had moved on to it to get better jump range than the AspX, as I prefer to hang around the fringes of the galaxy where star density is sparser. The Guardian FSD booster was important for that. But just getting grade 5 engineering and Mass Manager experimental effect was pretty good.
 
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For long range jumping I have a 75ly conda with enough shields, hull & weapons to escape human danger but it's not very manoeuvrable in supercruise which gets old pretty fast and it's not that easy to land while hunting bio samples. Good for fast travel but not the most practical ship.

The DBX is certainly popular but it has a rear exit which personally I don't like (ditto the Asx) so for an all-round great ship with excellent manoeuvrability, is small enough to land almost anywhere and never overheats the Dolphin is an excellent choice imo.

Once you have the cash & enough mats collected to engineer them buy them all, they each have their own strengths & compromises. I travel with a carrier in tow & regularly switch ships for variety & play to their strengths. I spend most of my seat time in a Viper MkIV as I explore & hunt salad around my carrier but as the stars thin out I use the longer range ships. Max jump range isn't all it's cracked up to be, YMMV.
 
Looking at your ASP X build I'd definitely get rid of that 5D FSD and get a 5A FSD first plus a visit to Mrs. Felicity Farseer. That should vastly improve your jump range...
The 5A FSD V1 is a viable option, too, if you're not into engineering and have the needed materials at hand. And a visit to one of the Guardian module blueprint sites is also a good idea, I guess. The FSD booster is definitely worth the visit. Remember to mount one or two point defence turrets on the upper side of your ASP and park right around the corner of the site to get some extra protection against missiles...

But you have to get rid of one of your modules to fit a FSD booster, I suggest SCA or ADC... 🤷‍♂️ or both of them... 😉

My 2 ct. ymmv though
 
Looking for suggestions on how to improve my exploration/exobiology, currently using this AspX . I have $70 million credits and this ship to work with. Looking to improve my jump range.

Do I have enough to go with a better ship? I've seen people talking about Dolphins, DBX, etc. Or should I focus of getting the engineered FSD and Guardian FSD Booster?

Or is this not enough for a substantial move and I should focus on accruing cash before doing anything?

TIA
Asp Ex imo is the best small exploration ship, dont get too hung up on jump range though unless your wanting to traverse the edges or higher/lower plains.
Just upgrading to a 5A FSD is going to nearly double your jump range for 5mill credits.
The Asp is one of those ships that really doesn't need the FSD Booster until you really want to go places.

My suggestion;
6A fuel scoop
5D shields
3A AMFU
Ditch the cargo (if just exploring)
Move the 2G vehicle hanger to a 2 slot and save the 3 slot for a booster when you unlock it.

This is my Asp (ignor the engineering just for load out purposes)
Morphing Thru Time

O7
 
The DBX is certainly popular but it has a rear exit which personally I don't like (ditto the Asx) so for an all-round great ship with excellent manoeuvrability, is small enough to land almost anywhere and never overheats the Dolphin is an excellent choice imo.
You say it like it's a bad thing, but the rear exit is very useful for quickly getting to station concourses from the hangar (added to which a small pad means there is less hangar space to traverse anyway)...

Does the Dolphin run cool? I heard it has exceptional temperature control when scooping, but can't remember if it was on the good side or the bad side... the Krait Phantom runs very cool which is another reason I loved it. And it allows the luxury of all the modules, while the DBX is definitely constrained for internals making one have to choose carefully if one wants repair limpets etc.
 
You say it like it's a bad thing, but the rear exit is very useful for quickly getting to station concourses from the hangar (added to which a small pad means there is less hangar space to traverse anyway)...

Does the Dolphin run cool? I heard it has exceptional temperature control when scooping, but can't remember if it was on the good side or the bad side... the Krait Phantom runs very cool which is another reason I loved it. And it allows the luxury of all the modules, while the DBX is definitely constrained for internals making one have to choose carefully if one wants repair limpets etc.
Module size is one of the reasons i love the Krait, i used to only take an Annie or my beloved Beluga on long journeys as i prefer to have all the repair tools and at least 2 SRVs.
The krait means 2SRVs where i can only cram 1 in the Asp and no repair limpets.
But ive recently found a new love, ive just flown up to Colonia in a 51LY Python and it was a blast.

O7
 
Beware of going for a lot of engineering/unlocking. You might find yourself not doing exploration for quite some time. My alt (alt's are usually exploration only) flies a Cobra and that is 'only' 45 ly range

Your powerplant is too big. Get a smaller and lighter one. Take a small weapon with you for poking things

I'd say get the fsd v1 and head back into the black!
 
Beware of going for a lot of engineering/unlocking. You might find yourself not doing exploration for quite some time. My alt (alt's are usually exploration only) flies a Cobra and that is 'only' 45 ly range

Your powerplant is too big. Get a smaller and lighter one. Take a small weapon with you for poking things

I'd say get the fsd v1 and head back into the black!

Yes, we'll I'm still only in my third month with the game so I'm not so bored yet as to want to spend a lot of time with engineering... and I do want to stay ion the field. I'm sure I will get there, just not today.

Okay, so some super-noob questions:

1) Materials. How to attain when I need? I took my SRV out once and it was guiding me toward some kind of sparkly rocks. I'm obviously meant to find them but could not pick up with the scoop (unless it requires more than simply deploying it and driving into the rock).

2) I can not refuel the SRV in the field, yes? Short of a refinery or somesuch.

3) I have been collecting my samples on foot and using the scan button on the sampling tool. Should I be using the SRV? I've only had it out twice and I'm fearful of running out of fuel or not being able to get it back in the ship (I had trouble once). I've seen people skimming the surface in their ships looking for bio, is this really a viable method? I've read you need to use different altitudes for different flora.

4) How brutal is the game reading sample availability? If I find one on foot, the second and third aren't gonna be on the other side of the planet, are they? If I find one in an area is it safe to assume that if I spend sufficient time I'll find the others in the same area?

5) I have an SRV hanger because I saw it in someone's build. Uhhh, what do I do with it? lol

6) Geologic events (geysers etc)... just eye candy?

7) Ditto "artifical structures", minor wreckages, etc. Tried to land next to one last nught but couldn't do so. Is there a benefit to finding them, other than sheer glee?

I'm sure I'll have more. Apologies in advance.
 
Yes, we'll I'm still only in my third month with the game so I'm not so bored yet as to want to spend a lot of time with engineering... and I do want to stay ion the field. I'm sure I will get there, just not today.

Okay, so some super-noob questions:

1) Materials. How to attain when I need? I took my SRV out once and it was guiding me toward some kind of sparkly rocks. I'm obviously meant to find them but could not pick up with the scoop (unless it requires more than simply deploying it and driving into the rock).
You shoot them with the turret then pick up the fragments... I've heard mixed things about scooping being busted
2) I can not refuel the SRV in the field, yes? Short of a refinery or somesuch.
You can do synthesis to refuel.
3) I have been collecting my samples on foot and using the scan button on the sampling tool. Should I be using the SRV? I've only had it out twice and I'm fearful of running out of fuel or not being able to get it back in the ship (I had trouble once). I've seen people skimming the surface in their ships looking for bio, is this really a viable method? I've read you need to use different altitudes for different flora.
You do on-foot to do exobio stuff, SRV to do non-exobio (like geysers etc).

Using ship is viable yes, depending on what you're looking for. If you're looking for, say, brain trees, that's easy to spot from the ship.

Looking for beige algae on a beige planet.... yeah nah.
4) How brutal is the game reading sample availability? If I find one on foot, the second and third aren't gonna be on the other side of the planet, are they? If I find one in an area is it safe to assume that if I spend sufficient time I'll find the others in the same area?
I'm no exobio expert, but "It depends". You need to move away from your sample... something something diversity... but if you're only in a small pocket of a suitable area, you could need to fly a fair way away. Or they could all be within rough running/driving distance. Just depends.
5) I have an SRV hanger because I saw it in someone's build. Uhhh, what do I do with it? lol
You buy an SRV for it, then disembark in it on the planets surface
6) Geologic events (geysers etc)... just eye candy?
Composition scanner in the SRV to get a codex confirmation (or if you're lucky, new entry) and some credits
7) Ditto "artifical structures", minor wreckages, etc. Tried to land next to one last nught but couldn't do so. Is there a benefit to finding them, other than sheer glee?
They're equivalent of USS but on planet surface. Less exploration, more salvage/search and rescue/piracy related.

As a last point, T7 is actually a decent exploration vessel if you're like me and take a bunch of stuff that most explorers wouldn't... e.g limpet controllers and stuff.
 
2) I can not refuel the SRV in the field, yes? Short of a refinery or somesuch.
You can do synthesis to refuel.
In addition to that, it's done from the right panel and you can also synthesize a repair of your SRV. If memory serves you need iron+nickel for the repair and sulphur+phosphorus for the fuel though. All of those materials can be obtained by shooting outcrops, meteorites and such on planets or shooting off pigeous cobbles from geysers or in asteroids.

5) I have an SRV hanger because I saw it in someone's build. Uhhh, what do I do with it?
You need a hangar first to be able to buy a SRV... 😉

I've seen people skimming the surface in their ships looking for bio, is this really a viable method?
Absolutely, imho the fastest way to get the needed distance between samples. Just liftoff, leave your landing gear out and fly between 20 to 50 m (depends on the terrain though) looking out for the next samples of the same kind.
And no usually the next sample of the same kind is in the vicinity. Except if you're unlucky and found a really small spot of bios and you can't reach the needed distance for the next sample(s).


My 2 ct. ymmv
 
I have only used the AspX to explore and have continually upgraded it over the years. This is my current build.
AspX on Coriolis

I don't know how easy it is to tell on Coriolis so my FSD is one of the double engineered from one of the CG's a few years back. If you search the forums you can find out how to buy one. You can buy them now from a tech broker.

As far as jump range. What I keep in mind is the farther I jump the more I pass by so I would not get to hung up on jump range. The only time you need max jump range is if you are in a absolute hurry to get from Point A to Point B or if you are trying to get to the far reaches at the top, bottom or sides of the galaxy.

For max jump range in a AspX you need a Class 5A FSD and a 5H Guardian FSDB. From there I use a 3a shield generator instead of a class 5.
 
Go for DBX. Cheaper, smaller, easier to land, jumps longer, can carry everything that is needed for exploration and exobiology.

Yes, she has an undersized scoop but it's not an issue at all if you find a good activity to perform while scooping. I either plan the next jump in GalMap (rarely use plotter) or FSS current system.
 
I would also recommend the DBX. I've flown quite a few ships and I've found that the DBX to be a very capable runner and a great balance between size / outfitting options / potential jump range. I would also recommend getting the FSD engineered and at a later point the FSD Booster, but that's a bit more elaborate to get than what you might want to do at this point. Huge jump range isn't the absolute best thing unless you are looking to get from A -> B in the quickest time, if you're out and about exploring and collecting biologicals just jumping from one star to the next will achieve the same thing, even if it doesn't get you terribly far in comparison, though I'd recommend trying to get the 5,000lyr merit that will unlock Palin, which will be very useful down the line.
 
You say it like it's a bad thing, but the rear exit is very useful for quickly getting to station concourses from the hangar (added to which a small pad means there is less hangar space to traverse anyway)...

Does the Dolphin run cool? I heard it has exceptional temperature control when scooping, but can't remember if it was on the good side or the bad side... the Krait Phantom runs very cool which is another reason I loved it. And it allows the luxury of all the modules, while the DBX is definitely constrained for internals making one have to choose carefully if one wants repair limpets etc.
The Dolphin doesn’t run particularly cool in the way the Phantom does but it is almost immune to overheat so that triggering the next hyper jump while still scooping is not likely to lead to exploration curtailing damage.

Yes, we'll I'm still only in my third month with the game so I'm not so bored yet as to want to spend a lot of time with engineering... and I do want to stay ion the field. I'm sure I will get there, just not today.

Okay, so some super-noob questions:

1) Materials. How to attain when I need? I took my SRV out once and it was guiding me toward some kind of sparkly rocks. I'm obviously meant to find them but could not pick up with the scoop (unless it requires more than simply deploying it and driving into the rock).
Target and shoot the rocks with the turret guns then target and scoop the fragments produced, with the stuff attached to geysers etc shoot it then scoop up once it is detached.

2) I can not refuel the SRV in the field, yes? Short of a refinery or somesuch.
When you have harvested materials like Sulpher and others you will be able to refine them in the SRV to refuel it, given the right materials you can refine a super fuel that will give much better range.

3) I have been collecting my samples on foot and using the scan button on the sampling tool. Should I be using the SRV? I've only had it out twice and I'm fearful of running out of fuel or not being able to get it back in the ship (I had trouble once). I've seen people skimming the surface in their ships looking for bio, is this really a viable method? I've read you need to use different altitudes for different flora.
You can only sample bios on foot you use the ship or SRV to get from location to location and spot things.

4) How brutal is the game reading sample availability? If I find one on foot, the second and third aren't gonna be on the other side of the planet, are they? If I find one in an area is it safe to assume that if I spend sufficient time I'll find the others in the same area?
Samples have to be taken at a minimum separation distance depending on the type of bi that separation could be as little as 150m (reasonable on foot) to 800 or a 1000m (best done from the ship).

You can usually find all the samples in the blue region shown during mapping the planet, but sometimes a flit to another blue region provides easier searching.

5) I have an SRV hanger because I saw it in someone's build. Uhhh, what do I do with it? lol
It is where your SRV lives aboard the ship.

6) Geologic events (geysers etc)... just eye candy?
No.
Nor are they just Codex ticks.
Some or more of them will have various crystals or pebbles attached to them which when harvested as above by the SRV provide useful raw materials for synthesis or engineering.

7) Ditto "artifical structures", minor wreckages, etc. Tried to land next to one last nught but couldn't do so. Is there a benefit to finding them, other than sheer glee?
Some will have manufactured materials or encoded data you can acquire there might also be logs telling stories or giving hints.

They can also be traps with hidden guards waiting to shoot you.

I'm sure I'll have more. Apologies in advance.
Don’t apologise.

My current exploration ship is a Hauler, more than enough jump range as I am not out towards the rim and as I have a Carrier nearby I don’t need slots for the repair kit, I am bio sampling as well but it’s small footprint means I can comfortably manage without the SRV.

I also have a Krait Phantom and a DBX with various versions of an explorer build, my AspX is gathering dust somewhere but I think it is in just a just a general duties build.
 
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