Done the grind, got the "T-shirt" (FSD Booster)

After finding more components and other elements (Arsenic took a while to find), here's where my DBX is after the most recent bout of modifications:-

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I've modified all that I care for now and at this stage I'm ready to head off on a long journey of exploration.
I maximised the FSD engineer modification to level 5 and reduced the mass on a number of modules by stripping them down. Integrity has suffered a little, so that's why I've fitted a 2A AFMU. I also had to upgrade to a 5C fuel tank in the core internals because having a 64.23 / 65.40 / 70.04 LY jump range eats fuel at a crazy rate. I will have to be careful where I jump when I'm going for distance and will plot routes to include "scoopable" stars (KGBFOAM). The 5C tank will then be a backup if I decide to explore non-"scoopable" systems in the immediate vicinity, so that I don't get stranded. I've included a capacity 8 cargo rack and hangar/scarab just in case I find anything worthy of note to bring back to the "Bubble" (Edit: Maybe a stick of rock? ;)). The following modules have been modified to either a lesser or greater degree, with jump range in mind:-
• 4A Power Plant
• 5A FSD
• 4D Power Distributor
• 3D Shield Generator
Let me know your thoughts please.
Thanks for keeping up with this log. See you around the Milky Way!
CMDR Grinnygog signing off.

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for a long journy ill recommand a AFMU repair thing, if you plan to do neutron jumps nice build

if you wanna push it to max use 3d power distributor and 3A Popwer plant
 
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I'm running a DBX with: 4A power plant*, 4A power distributor*, 4A shield gen*, 5A frame shift*, 4A thrusters*, 3A fuel scoop, 3A sensors, 2G srv hanger, 3C life support, 1E AMFU, heat sink, ecm, point defence x 2, cargo racks 16 + 4, detailed surface scanner**, (defaults - data link scanner, composition scanner, discovery scanner,) and some minor no frills weapons. Soon to be added, Research Limpets. I do 45ly jumps with the greatest of ease, need to top off the tank every 5 jumps or so.

* double braced
** long range

It's a very rugged and durable ship.
 
Hmm, interesting, that's a very different setup from my DBX:
  • Core internal: 2A power plant (Low emissions grade 1 + thermal spread), 4D thrusters (clean grade 3 + drive distributors), 5A FSD (range grade 5 + mass manager), 3D life support, 2A power distributor*, 3D sensors
  • Optional internal : 4A scoop, 4H Guardian FSD booster, 2 × 3A AFMU, 2G SRV hangar, 2E cargo rack, 1D repair limpet controller, 1I DSS
  • Hardpoints: None armed
  • Utilities: None
I'd love to have my power distributor engineered for engine focus though, I have to say. Either with flow control or stripped down for an experimental upgrade. Using the AFMU requires some management in this configuration, so I have to disable e.g. the FSD booster. I don't consider that a problem though.

I'm using the 2A PP because it is both light and runs cool as well. I'd considered to upgrade life support to 3A for the potential "broken canopy" emergency, but decided to take the risk of downgrading for less weight here too.

Since I'm flying solo, the only weapon I ever had was the mining laser, for emergency mining to get materials for FSD boosting. I had it removed recently though, to reduce my ship's weight further. For the same reason, I do not rely on shields. I simply don't need them.

Your configuration seems more like a jack of all trades, with cargo and fighting capability thrown into the mix? Some of your module choices appear a bit strange to me. Why a 1E AFMU or 3C life support?
 
Integrity has suffered a little, so that's why I've fitted a 2A AFMU.

Don't worry too much about the lower integrity. The AFMU is still a good idea. Damage from emergency stops (hitting exclusion zones, etc) is proportional / percentage. Damage from overheating will burn through that integrity more quickly, yes, but the AFMU repairs will go more quickly too. ;)
 
Hmm, interesting, that's a very different setup from my DBX:
  • Core internal: 2A power plant (Low emissions grade 1 + thermal spread), 4D thrusters (clean grade 3 + drive distributors), 5A FSD (range grade 5 + mass manager), 3D life support, 2A power distributor*, 3D sensors
  • Optional internal : 4A scoop, 4H Guardian FSD booster, 2 × 3A AFMU, 2G SRV hangar, 2E cargo rack, 1D repair limpet controller, 1I DSS
  • Hardpoints: None armed
  • Utilities: None
I'd love to have my power distributor engineered for engine focus though, I have to say. Either with flow control or stripped down for an experimental upgrade. Using the AFMU requires some management in this configuration, so I have to disable e.g. the FSD booster. I don't consider that a problem though.

I'm using the 2A PP because it is both light and runs cool as well. I'd considered to upgrade life support to 3A for the potential "broken canopy" emergency, but decided to take the risk of downgrading for less weight here too.

Since I'm flying solo, the only weapon I ever had was the mining laser, for emergency mining to get materials for FSD boosting. I had it removed recently though, to reduce my ship's weight further. For the same reason, I do not rely on shields. I simply don't need them.

Your configuration seems more like a jack of all trades, with cargo and fighting capability thrown into the mix? Some of your module choices appear a bit strange to me. Why a 1E AFMU or 3C life support?

What jump range are you getting?
I don't have any weapons. My hardpoints are all empty. I figured that if I'm exploring, especially logged on for solo play, that I'm unlikely to come across any hostiles, especially as I'll be jumping out of the "Bubble" fairly quickly with the jump range I have. In fact, I've never encountered hostiles during long-distance exploration. If I do, I'll just jump before any hostiles get close enough. My 2A AFMU doesn't have any negative effect on jump range (I tried the lower rated ones for size and the jump range didn't change at all) so I thought I might as well have an A class AFMU as it's better and I have plenty of power to spare. The life support only needs to be minimal because there's no way you're going to get back to a station if you're hundreds of LYs away from the nearest one. Even with the longest amount of life support you'd never get back in time, so I couldn't see the point. I have two utility slots fitted with heatsink launchers. I recommend having at least one fitted. If you get too close to a star and you start to "fry", launching a heatsink will give you time to get into supercruise and get out of danger without taking too much damage, if any. Your build is interesting though. I looked at engineering the distributor for the engine, but there was some negative downside to it if I remember correctly. I think the mass would increase or something, can't remember. Thanks for sharing.
 
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I'm running a DBX with: 4A power plant*, 4A power distributor*, 4A shield gen*, 5A frame shift*, 4A thrusters*, 3A fuel scoop, 3A sensors, 2G srv hanger, 3C life support, 1E AMFU, heat sink, ecm, point defence x 2, cargo racks 16 + 4, detailed surface scanner**, (defaults - data link scanner, composition scanner, discovery scanner,) and some minor no frills weapons. Soon to be added, Research Limpets. I do 45ly jumps with the greatest of ease, need to top off the tank every 5 jumps or so.

* double braced
** long range

It's a very rugged and durable ship.

That's a respectable build. The main difference is that my hardpoints are empty, since I've never encountered hostiles whilst exploring deep space. I would try and jump out of danger if I ever did encounter hostiles. If I couldn't then I'd activate silent running and launch a heatsink to reduce heat signature and try to make a get away until I was able to engage supercruise and jump. I'll be getting another 20 LYs more jump range than your DBX, but I've sacrficed integrity a little (that's what the AFMU is for). Thanks for your reply.
 
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In fact, I've never encountered hostiles during long-distance exploration. If I do, I'll just jump before any hostiles get close enough.
If I remember correctly, it was my first trip out of the bubble in my bright new DBX. It was partially engineered but I needed to head out to get some new materials to finish the job.

I started from Elvira, so right on the edge of the bubble.

The second time I jumped I fluffed it and fell into the star. I was just waiting for the FSD to cool down when an NPC Krait Phantom jumped on top of me and started shooting. I didn't shoot back at the time because, with smoke everywhere and modules going pop around me, I was a little bit more concerned about getting the heck out of the sun. I hit the escape vector and the little creep interdicted me, from so far off-axis that I couldn't even see the target to aim for. Now I was more safe, I thought that I should teach him a lesson. Which is when I realised that I didn't have the power to have my weapons on-line. This was a bright new ship, I didn't expect any combat. I'd only put the lasers on out of habit and I hadn't worried much when the power plant was out of juice; engineering the over-charge was one of the things I hadn't done yet. So there I was, damaged from falling into the sun, being still gently caressed* by the mother-loving pirate and desperately searching the right-hand monitor for unimportant systems I could shut-down.

Then I killed him, used half my AFMU ammo fixing everything and went on with the mission.

But, yeah, sometimes weapons are a good idea.


----
* I actually typed that. I think it's a great euphemism.
 
The life support only needs to be minimal because there's no way you're going to get back to a station if you're hundreds of LYs away from the nearest one. Even with the longest amount of life support you'd never get back in time, so I couldn't see the point.

I wouldn't call it pointless, but rather a "risk versus reward" decision. D-rated life support is fine, and many explorers use that. But you're definitely accepting the fact that you're probably going to die (without sufficient materials), if you have a canopy blow-out. Canopies rarely blow out while exploring though. You have to have some very specific damage for that, and I've never had that happen at all, outside of combat.

However, A-rated life support at least gives you a fighting chance. But it also weighs more and uses a little more power, so it's just a question of how much you're willing to devote some of your valuable resources to a "what if" scenario. The difference comes down to the emergency oxygen time. Since it takes 30 seconds to synthesize a refill, you probably want to start with a minute left on the clock, to be safe. That means D-rate life support would require a refill about every 6 minutes or so. If you're racing back to a station, that means synthing a refill every six jumps. With A-rated life support, you can refill maybe once every 23 jumps.

Chances are it'll never be an issue. Some explorers are willing to add a little extra mass for the small amount of safety margin though. No right or wrong choice here. ;)
 
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What jump range are you getting?
With no cargo, but fuel tanks absolutely full, I get 68.23Ly regularly, or 136.46Ly with a +100% injection or 272.92Ly with a neutron boost. Sure, it ain't the maximum, but thinking about how much time "engineering everything for range" would take, and how little reward there would be... uh.... I'll just keep this ship as it is. With less fuel onboard, I can get well beyond the 70Ly mark for regular jumps.

And even on D-rated life support, I'm thinking I could probably make it to a station alive with a broken canopy. Especially in the galactic centre, with enough neutron stars around. It'd be... quiiite thrilling to actually test that, right? Heheeh...

Maybe one day I'll try...
 
Your configuration seems more like a jack of all trades, with cargo and fighting capability thrown into the mix? Some of your module choices appear a bit strange to me. Why a 1E AFMU or 3C life support?
The 3C life support because it was there and available to me; Also, it gives me 10 minutes with high integrity, and the price was right. The 1E AFMU because it was entry level, and not having used one before I wanted to see what it did for me. So far, I've only used it twice; First time was a test, second was to repair some minor damage I gained from an overzealous landing on a high-g body... and at that, I could have hung in there just fine without.

And yes, I guess the idea was kind of jack of all trades. I started out running courier missions and moving trade goods, and a few of the times being interdicted by NPCs on my level, I'd submit and turn and fire, hence the weapons (which I didn't list, but nothing special). I also had mining lasers at one point and a refinery. I did a little bit of everything, and while it's all fun, I discovered my true interest is exploration. I have 3 other ships, and all the hardware / modules I don't use are all in storage... at some point I'll spend more time in the bubble and pull those toys out to play.

First chance I get, I'm looking for Research Limpets. I've got the room and the power for it. (y)

Mind you also that I'm still totally noob, which means I don't really know what the hell I'm doing with any of this. :ROFLMAO:
 
The life support only needs to be minimal because there's no way you're going to get back to a station if you're hundreds of LYs away from the nearest one.

That used to be true, but not now we can synthesise life support. I've got 150 refills on board right now which means my D class life support could run for 18 hours - which is enough for a trip from the Bubble to Beagle Point and back for some people...
 
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