can those who have traveled on 100kly+ trips help please

I am an xbox player and have limited knowledge on srvs and the like, I plan to leave the bubble when horizons hit us on 3rd of June.

I may upgrade a few things prior to setting out with engineers but there is one question I'm not sure on

I plan to take the dbx I have faired well without afmu on shorter trips so not to concerned about this unless advice otherwise but I plan a 200kly journey

But the question, I'm not sure weather to take 2srvs or one... I have the room as a class 4 slot to take 2 but do I need two of them?

There is only half a ly difference to take two of them really?
 
SRV's are automatically repaired when you return to your ship, and materials for SRV synthesis repairs are readily available, but if you lose it the only way to replace it is to buy another at a station. For that reason I think a lot of explorers take a spare SRV just in case the worst happens.
 
I would take 2 SRVs....currently there is a game bug concerning exploding SRVs when even travelling with care. They would lose 97% hull when hitting 'nothing'. Players on DWE started complaining & were taken back to the last station docked to enable them to buy another from outfitting.
Of course, some pilots were also repairing any damage to their ships & selling their exploration data before being returned back to the system they were in when they reported the exploding SRV bug.

FD then modified this so that an exploding SRV would then re-spawn in the hanger when the effected player next logged into the game.

That was then, I'm not sure if the re-spawn is still in effect now- FD did adjust maximum SRV damage to 50%.

I assume that this bug will be sorted with the 2.1 update......or maybe not!!

Personally, I would take 2 SRVs if you have the hanger space & also take an AFMU if you're planning on a long trip - again 2 if you've got the space.

With these you should be able to stay out in the black for ever......or until your power plant or hull reaches 0%
 
I would take 2 SRVs....currently there is a game bug concerning exploding SRVs when even travelling with care. They would lose 97% hull when hitting 'nothing'. Players on DWE started complaining & were taken back to the last station docked to enable them to buy another from outfitting.
Of course, some pilots were also repairing any damage to their ships & selling their exploration data before being returned back to the system they were in when they reported the exploding SRV bug.

FD then modified this so that an exploding SRV would then re-spawn in the hanger when the effected player next logged into the game.

That was then, I'm not sure if the re-spawn is still in effect now- FD did adjust maximum SRV damage to 50%.

I assume that this bug will be sorted with the 2.1 update......or maybe not!!

Personally, I would take 2 SRVs if you have the hanger space & also take an AFMU if you're planning on a long trip - again 2 if you've got the space.

With these you should be able to stay out in the black for ever......or until your power plant or hull reaches 0%

I want to take the dbx which leaves me without a afmu, but I'm generally well behaved and didn't lose any major percentage on my last trip, I have to be careful here I know

Perhaps I can armour the pp with a weight reduction thrown in with engineers to beef it up a bit too, I saw a mod on a video which did just that unsure if it will survive to launch though and how usefull it is vs emergency sc drops
 
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Take two. Its not that you will need two, but if you are 65,000Ly from the bubble and you lose one you will kick yourself for not taking two. Not sure what the engineers is going to offer for exploration, I know there is an FSD boost, but not much else. I did the last 80,000Ly on 50% hull, and didn't use my AFMU at all.
 
Take two. Its not that you will need two, but if you are 65,000Ly from the bubble and you lose one you will kick yourself for not taking two. Not sure what the engineers is going to offer for exploration, I know there is an FSD boost, but not much else. I did the last 80,000Ly on 50% hull, and didn't use my AFMU at all.

^This..

have only lost SRV to stupidity (leaving it on the surface while taking a break, ran out of fuel and went pop) but feel much better having a spare. Also, the 'bug' that fixes SRV when docked may not be around forever making repairs more critical. common mats are easy to find but a shiny new SRV in the hangar just makes sense (to me).

Fly safe
Cmdr A
 
Take a mining laser with you, materials can be found in rings in 2.1. (No refinery or limpets needed, only 2 tons of mass.) Gives you an alternative when you're tired of driving. :)
 
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Not sure what the engineers is going to offer for exploration, I know there is an FSD boost, but not much else.

- cool running powerplants. i tried a D2 modded on a DBE - reduces weight and runs cool as a class a

- overcharged powerplants. allows me to run my comfy exploration anaconda again with a class 2 powerplant.

- engine focussed power distributor. you can fit a smaller power dis and still be able for constant boost...

- all kind of power-saving, or weight-saving modding, like lightweight weapons (up to 70% less weight), which means that mining laser...

Take a mining laser with you, materials can be found in rings in 2.1. (No refinery or limpets needed, only 2 tons of mass.)

... will only have around 1 T of mass or less

:)
 
- cool running powerplants. i tried a D2 modded on a DBE - reduces weight and runs cool as a class a

- overcharged powerplants. allows me to run my comfy exploration anaconda again with a class 2 powerplant.

- engine focussed power distributor. you can fit a smaller power dis and still be able for constant boost...

- all kind of power-saving, or weight-saving modding, like lightweight weapons (up to 70% less weight), which means that mining laser...



... will only have around 1 T of mass or less

:)

sounds cool. I hope all this choice isn't going to confuse an old man, lol.
 
Synthesis doesn't need cargo space, it is a part of the ship's configuration. It includes a 300 unit capacity.

^^^ this ^^^ with a few addendums :
1. It goes from ship to ship, so if you exchange ship or self destruct, your materials will still be on you(as if you are permanently carrying them, somehow)
2. The new limit(in Engineers Beta) is 600 units
3. Like materials, we now also have a section for "DATA" , part of engineers, you scan ships and you sometimes get these. Max 200 units
 
Thanks for all the help, yeah engineers is going to make outfitting a bit interesting with all the modded internals, cant wait to get modifying
 
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