Does sensor affect scanners?

I've did a little bit of engineering to my ASP - and made a few sensors/scanner improvements as well.

For example I've did a long-range detailed surface scanner improvement - seems like it's MUST for explorers.

For sensors, however, I've did a light weight mod - and now it seems that intermediate discovery scanner (HONK) works on a significantly closer range, meaning it DOES NOT honk as far as it's used to. Can someone confirm or deny that sensors do affect how HONK works?

ALSO: what are your 'must have' improvements for exploration ship? There was a nice post on reddit about 1-2 weeks ago, but I've lost it.

Thanks.
 
Well, I guess the advanced discovery scanner which the majority has doesn't have that problem because of it's system wide range.
Curious that you have an ASP but not the advanced discovery scanner.

So there is one "must have" for exploration ships, the advanced discovery scanner.
 
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Yaffle

Volunteer Moderator
Nothing to suggest, but my inner pedant wants to point out the ship is an asp. Or Asp. It's named after the snake Cleopatra used to kill herself in Shakespeare. It's not an acronym, it's just a word.

I'll get back in my box now.
 
I don't believe sensors affect discovery scanners, no. I did the fast scan on the DSS, and the lightweight sensor mod which actually increased my jump range ever so slightly. All the sensor mod did from a downside was reduce it's 'view' angle, which for me is not really important if I'm rarely scanning ships with the Asp.

As the poster above points out, much better for exploration to have the ADS, then you get the whole system and can decide whether or what to scan with the DSS. :)
 
As far as I know, sensors do not affect the discovery scanner range which is what it says when you buy it. As others have said ADS is necessary for pain free exploration (although there are people who prefer to discover using parallax methods and kudos to them for their patience).

I did a G4 fast scan (didn't have enough mats for G5) which I'm testing. It seems reasonably fast and adequate for an impulsive scanner like me. The question I'm trying to answert is if fast scan will save me more time over many scans per system as opposed to long range, taken into account that I'm flying a DBX which is pretty nimble in supercruise. I reckon for an Anaconda long range is more important than fast scan. But we'll see.
 
I did a G4 fast scan (didn't have enough mats for G5) which I'm testing. It seems reasonably fast and adequate for an impulsive scanner like me. The question I'm trying to answert is if fast scan will save me more time over many scans per system as opposed to long range, taken into account that I'm flying a DBX which is pretty nimble in supercruise. I reckon for an Anaconda long range is more important than fast scan. But we'll see.

I think it depends on how you explore. Initially I did a long range mod, but was unsure, so bought another DSS and did a fast scan mod, just to grade 3. The way I usually explore is I am a full system scanner, I don't cherry pick bodies. It's just role-play, so not saying a different way is wrong, just how I choose to do it. I'll only ever DSS bodies in a system that is previously undiscovered, again for RP purposes, and since I'll then scan them all, I reckon the fast scan will save me time, as quite often bodies are clustered together around gas giants and the like.

Anyway, it's what I'm trying on my current exploration jaunt, and will try the long range mod on the next one. Of course by then I'll have forgotten how long things take anyway. I haven't noticed a huge difference from a vanilla scanner, a few seconds per body, which obviously adds up, but in the grand scheme of things is probably not huge. :)

Oh, and OP... A good fuel scoop, the biggest most efficient you can afford and fit. That is IMHO one of the most important bits of equipment for any explorer build, as taking a long time to scoop will be very noticeable.
 
I think it depends on how you explore. Initially I did a long range mod, but was unsure, so bought another DSS and did a fast scan mod, just to grade 3. The way I usually explore is I am a full system scanner, I don't cherry pick bodies. It's just role-play, so not saying a different way is wrong, just how I choose to do it. I'll only ever DSS bodies in a system that is previously undiscovered, again for RP purposes, and since I'll then scan them all, I reckon the fast scan will save me time, as quite often bodies are clustered together around gas giants and the like.

Anyway, it's what I'm trying on my current exploration jaunt, and will try the long range mod on the next one. Of course by then I'll have forgotten how long things take anyway. I haven't noticed a huge difference from a vanilla scanner, a few seconds per body, which obviously adds up, but in the grand scheme of things is probably not huge. :)

Oh, and OP... A good fuel scoop, the biggest most efficient you can afford and fit. That is IMHO one of the most important bits of equipment for any explorer build, as taking a long time to scoop will be very noticeable.

I'm very similar to you when it comes to scanning/exploring. With a G4 fast scan I have noticed an observable difference but at some point I'd like to try the long range too and compare experiences. For now I'll stick with the G4 fast scan.
 
I'm very similar to you when it comes to scanning/exploring. With a G4 fast scan I have noticed an observable difference but at some point I'd like to try the long range too and compare experiences. For now I'll stick with the G4 fast scan.

I haven't done any mods for my scanners, while the OP may claim they are a must for explorers, they are locked behind combat requirements so it's unlikely I will ever get them as long as they remain that way. Of course the ADS is a must, but the mods aren't, you can still explore effectively without them.
 
I haven't done any mods for my scanners, while the OP may claim they are a must for explorers, they are locked behind combat requirements so it's unlikely I will ever get them as long as they remain that way. Of course the ADS is a must, but the mods aren't, you can still explore effectively without them.

Actually I got my grade 3 DSS upgrades from Farseer, and IIRC there are no combat requirements to get to her. She only goes to grade 3, but I got a long range mod that doubled the range and a fast scan mod that saves me 50% scanning time. :)
 
Actually I got my grade 3 DSS upgrades from Farseer, and IIRC there are no combat requirements to get to her. She only goes to grade 3, but I got a long range mod that doubled the range and a fast scan mod that saves me 50% scanning time. :)

Sensor lightweight, grade 2 requirement salvaged alloys, where can you find this component? Ship salvage, (combat ships) signal source.

Same goes for all the others, I might be able to get grade 1 but that's it and is it worth bothering with grade ones? This old tub of mine doesn't even have guns, it never combats it always runs.
 
Sensor lightweight, grade 2 requirement salvaged alloys, where can you find this component? Ship salvage, (combat ships) signal source.

Same goes for all the others, I might be able to get grade 1 but that's it and is it worth bothering with grade ones? This old tub of mine doesn't even have guns, it never combats it always runs.

Pretty sure you can find Salvaged Alloys in Combat Aftermath, Degraded Emissions and Encoded Emissions USSs - no combat necessary (just mindless repetition)
 
When in the bubble waiting for 2.3 and unlocking some eng, I noted down all I got from those kinds of emissions as I found Inara and ed-board incomplete or innacurate:

Combat Aftermath:

Chemical Distillery
Chemical Manipulators
Chemical Processors
Conductive Ceramics
Conductive Components
Conductive Polymers
Configurable Components
Heat Conduction Wiring
Heat Dispersion Plate
Heat Exchangers
Heat Vanes
Mechanical Components
Mechanical Equipment
Mechanical Scrap​

Degraded Emissions:
Chemical Processors
Conductive Components
Galvanising Alloys
Grid Resistors
Heat Conduction Wiring
Heat Dispersion Plate
Hybrid Capacitors
Mechanical Equipment
Mechanical Scrap
Salvaged Alloys
Shield Emitters
Worn Shield Emitters​

Encoded Emissions
Chemical Distillery
Chemical Manipulators
Chemical Processors
Compound Shielding
Configurable Components
Flawed Focus Crystals
Focus Crystals
Galvanising Alloys
Heat Conduction Wiring
Heat Dispersion Plate
High Density Composites
Mechanical Components
Mechanical Equipment
Mechanical Scrap
Phase Alloys
Private Data Beacon
Refined Focus Crystals
Shield Emitters
Shielding Sensors
Worn Shield Emitters​
 
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Pretty sure you can find Salvaged Alloys in Combat Aftermath, Degraded Emissions and Encoded Emissions USSs - no combat necessary (just mindless repetition)

The point being you have to go to combat areas or be involved in some way with combat areas, and I never do, I go nowhere near combat or areas where I might get involved in combat. And I am not going to traipse all over the place hoping to find the right stuff. A person who regularly takes part in combat and those sorts of missions will probably find plenty of them, I don't do "those sorts of missions." If they are engineer mods designed for explorers there should be an exploration mechanic for acquiring them, therefore they are not designed for explorers.
 
The point being you have to go to combat areas or be involved in some way with combat areas, and I never do, I go nowhere near combat or areas where I might get involved in combat. And I am not going to traipse all over the place hoping to find the right stuff. A person who regularly takes part in combat and those sorts of missions will probably find plenty of them, I don't do "those sorts of missions." If they are engineer mods designed for explorers there should be an exploration mechanic for acquiring them, therefore they are not designed for explorers.

While I get your frustration, and I do engage in combat, most combat aftermath USS are completely benign, just wreckage and materials that you may need. I don't think any that I've dropped into have been traps, so you won't be attacked and you won't need weapons.

For what it's worth, I have only once shot and destroyed a (wanted) ship and salvaged materials from it, and that was not for salvaged alloys. I generally pick up materials randomly or get them as mission rewards (which may be a good way for you to go), and when I did my scanner and sensor upgrades, I had everything I needed...
 
While I get your frustration, and I do engage in combat, most combat aftermath USS are completely benign, just wreckage and materials that you may need. I don't think any that I've dropped into have been traps, so you won't be attacked and you won't need weapons.

For what it's worth, I have only once shot and destroyed a (wanted) ship and salvaged materials from it, and that was not for salvaged alloys. I generally pick up materials randomly or get them as mission rewards (which may be a good way for you to go), and when I did my scanner and sensor upgrades, I had everything I needed...

No, no you don't get it, why would I stop doing stuff I enjoy, exploration, to trek about in combat areas. In game my character would never go to a combat area, she's an explorer, and only an explorer, minimal shields, no weapons, light alloy armour, runs from enemies, avoids dangerous areas. Same with missions, why? What point is there except to spend time away from doing things I enjoy? You want me to haul cargo? transport slaves? Deliver data? I did that until I had enough money to buy and equip a decent exploration fleet, (well no I never hauled slaves, I have some principals, my in game persona would have kicked me out of the airlock if I did anyway) I'm done with it.

My greatest joy recently was answering a call for help from a group in Hruntia who knew they had volcanism and had searched for it but were unable to find it, you can read about it here

https://forums.frontier.co.uk/showthread.php/348506-What-s-the-deal-with-the-geysers-fumaroles

Give me a mission to assist a research body find volcanism? Yes that's a mission I would take, reward me for that!

Give us explorers something exploration aligned to earn required components, but I am simply not going to be hunting through combat wreckage for stuff I need to upgrade exploration modules, it not only makes no sense, it's not going to happen!
 
So far I've found Salvaged Alloys in Encoded and Degraded USS. For exploration you want the light-weight G5 Sensors. Pretty much the other mods for sensors are only beneficial for combat.

For the scanners. I use the G5 Fast DSS. Speed is everything when your jumping long range and doing a lot of scanning as you want as least amount of time scanning important things as possible. I feel the G5 long range doesn't out-weigh the faster scan, but I haven't really analyzed them that closely to see that actual numbers...
 
I got a long range mod that doubled the range and a fast scan mod that saves me 50% scanning time. :)

So can you use two different DSSs on the same ship, one with each mod and get both effects on the same scan as you fly towards it (assuming the fast scan can get into range and come into play)?
 
So can you use two different DSSs on the same ship, one with each mod and get both effects on the same scan as you fly towards it (assuming the fast scan can get into range and come into play)?

Sadly not (at least I assume not). I'd actually like it if I could have both DSS installed and choose which one to use for each scan... :)

I did it because I have enough credits to buy another DSS with no issues, and felt that a 100% range increase was a good roll but then decided that probably the fast scanner would save me more time. My last trip out I used the fast scanner, next one I'll try the long range one, see if I can notice the difference.
 
Sadly not (at least I assume not). I'd actually like it if I could have both DSS installed and choose which one to use for each scan... :)

I did it because I have enough credits to buy another DSS with no issues, and felt that a 100% range increase was a good roll but then decided that probably the fast scanner would save me more time. My last trip out I used the fast scanner, next one I'll try the long range one, see if I can notice the difference.

Just tested it. Was hoping it was like interdictors, where if you have 2 of them you can put a different mod on each and benefit from both. However unlike interdictors, you can only have 1 DSS installed at a time, so... no dice. Ahh well.

As for which is better Range or Speed: I think it depends very much on which kind of targets you are going after. Travel time is the biggest time element of Exploration so range is probably superior since it can cut your travel time by 50% (or more!) in some cases. Scanning usually takes up the last 5-30% of travelling around a system, so even doubling your scan speed will only speed up your earnings by a marginal amount at the end of hop between object. Scan speed is only really superior in systems where the rich targets are lumped up close together near the star and already in range of the normal DSS, like M class red dwarf systems with a clutch of terrestrials/terraformables that are all within 7Ls of the star.

Of course, if you're the kind of person that likes to get close up to each object you scan, then the Fast Scan is probably the way to go.
 
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