Drunk Driving - Robust Asp X Explorer Build

So I was a few thousand light years from Sacaqawea Space Port, about half way to Colonia, when I decided to land on an interesting planet. I'd had a few sherberts, it was just under 2G I think. I hit the deck and kaboom, rebuy screen. Lost some lovely explorations data, including planets with life. So I thought... well, maybe I should cut my losses and return to the bubble to refit. I hit the wrong button and ended up in Eagles Landing. So, having had one too many sherberts, I killed myself again and arrived back in the bubble. Now I am faced with refitting an ASP X from scratch!

It will happen again and bumping an explorer back to the bubble is pretty heart breaking. This trip was my first exploring run so I had always expected to come back and fine tune things.

So without further ado, here is my Drunk Driving Robust Exploration Asp X build (in landing mode)




It does annoy me that all the Power Distributors provide the bulk of the energy to the weapons systems. In reality, you would just switch the power outlets around to suit.
 
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So I was a few thousand light years from Sacaqawea Space Port, about half way to Colonia, when I decided to land on an interesting planet. I'd had a few sherberts, it was just under 2G I think. I hit the deck and kaboom, rebuy screen. Lost some lovely explorations data, including planets with life. So I thought... well, maybe I should cut my losses and return to the bubble to refit. I hit the wrong button and ended up in Eagles Landing. So, having had one too many sherberts, I killed myself again and arrived back in the bubble. Now I am faced with refitting an ASP X from scratch!

It will happen again and bumping an explorer back to the bubble is pretty heart breaking. This trip was my first exploring run so I had always expected to come back and fine tune things.

So without further ado, here is my Drunk Driving Robust Exploration Asp X build (in landing mode)




It does annoy me that all the Power Distributors provide the bulk of the energy to the weapons systems. In reality, you would just switch the power outlets around to suit.

Looks good, although personally I'd swap the sizes of the AFMU and the fuel scoop. The size 6 scoop is really if you happen to want to eat up the miles for a while..
 
Looks good, although personally I'd swap the sizes of the AFMU and the fuel scoop. The size 6 scoop is really if you happen to want to eat up the miles for a while..

Thanks. I had it that way around before this incident and felt that I might be ok with a 5A Fuel Scoop. I'll test it and see.
 
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May I suggest you get rid of the shield boosters and reinforcement package. Then install a 3D shield generator and a 6A Fuel scoop, find a planet with 2-3 G and exercise landing.

Here is my AspX, and I land on +2G planets all the time.

http://beta.coriolis.edcd.io/outfit/asp?code=A0p5tdFfliddsnf4------02---3cv6432i0i2f24.AwRj4ytYg%3D%3D%3D.Aw18WQ%3D%3D.H4sIAAAAAAAAA2PksPn2%2F7%2FQK0YGBrF3f%2F%2F%2F%2F88k2sHCwCDRxMrAwN%2F3EyiVBRQUsWFgYFBe9wnIZBaawcvAIBIjBFT0iQOoKA%2BoX%2FgMUP%2F%2F%2Fwx4AQDlRddlawAAAA%3D%3D&bn=TheStyx-Sarah

It just takes some practice.



Best,
Styx
 
Practice is one of those things that rather goes out the window when on the sherbet, hence the OP's post!

For me, this sort of build is crying out for Engineering. There's nothing wrong with it, given the OPs's stated requirements, but modding the key components can greatly help.

- Heavy duty armour is a no brainer. It adds significant protection with zero downsides when applied to the standard lightweight alloys as there is no mass to increase. Allows you to drop the hull reinforcement package.

- Overcharged power plant means you can power the equipment you need with a smaller PP

- Clean Drive Tuning on the thrusters gives you some extra speed to help escape bad situations whilst reducing the thermal load (if nothing else, it helps counter the increase in heat that you will get from the overcharged PP)

- Increased FSD range should be obvious, but mentioned just in case.

- Lightweight life support is basically just free jump range for explorers.

- Engine focussed PD is probably not of all that much use, but you should be able to reduce your times between boosts and if you are lucky also get a small reduction in mass.

- Reinforced shields is very useful. Either supplements or replaces shield boosters. And, again, a lucky roll can reduce mass.

- Heavy duty shield boosters don't look as good as they once were, but good rolls might enable you to get the same overall boost from a smaller number of modules with a little less overall weight (the next patch might change how well shield boosters stack - shouldn't be any issues with 4 standard or 2 highly engineered ones, but more than 2 of the latter might be counter-productive).


nb: many of these will reduce the module integrity. Whilst that's not a great thing if you are anticipating damage, I am assuming that the primary aim is to reduce the chances of getting so much damage that you lose the shields. As long as you do not then the module integrity doesn't really matter.

Edit: just to add regarding the fuel scoop. What sort of exploring are you doing? If you are doing more jumping than scanning then you should prioritise the fuel scoop, you will definitely appreciate it. OTOH, if you are scanning the main star on every jump and also some or all of the planets then you likely won't be worried if it takes 30 rather than 10 seconds to refuel. After all, it will only be a small increase in the time you spend in a single system.
 
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If you're prepared to try enough times, you should be able to get a level 1 overcharged powerplant that runs cooler than an ordinary one. Or a level 1 low heat powerplant that produces more power... either way, you win; you might need to try a few dozen times until you get it, but it's only Sulphur or Iron or somesuch so who cares!

It's the same for many of the engineer upgrades: at level 1, the benefits and drawbacks of any given modification are slight, and you have a reasonably hope that a random effect will override the negative.
 
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If you're prepared to try enough times, you should be able to get a level 1 overcharged powerplant that runs cooler than an ordinary one. Or a level 1 low heat powerplant that produces more power... either way, you win; you might need to try a few dozen times until you get it, but it's only Sulphur or Iron or somesuch so who cares!

It's the same for many of the engineer upgrades: at level 1, the benefits and drawbacks of any given modification are slight, and you have a reasonably hope that a random effect will override the negative.

I got a 2d level one low emissions power plant able to run my build, along with the 2d level 2 engine focused power distributor, and level one 4d clean drive tuned thrusters...I have an AspX that gets 55ly, and can boost to over 400, high wake while scooping without over heating, and it has an AFMU, shields, SRV, and a mining laser to boot.
 
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Thanks all.

I am afraid I haven't the time nor the inclination to go questing for Wizards charms as discussed elsewhere. I find the process of fitting out time consuming enough.

I am curious if anyone is using a 5A scoop and how they feel about it?
 
Thanks all.

I am afraid I haven't the time nor the inclination to go questing for Wizards charms as discussed elsewhere. I find the process of fitting out time consuming enough.

I am curious if anyone is using a 5A scoop and how they feel about it?

I'm using a 6B in my Asp-X, the Are We There Yet?. Works well.
 
May I suggest you get rid of the shield boosters and reinforcement package. Then install a 3D shield generator and a 6A Fuel scoop, find a planet with 2-3 G and exercise landing.

Here is my AspX, and I land on +2G planets all the time.

http://beta.coriolis.edcd.io/outfit/asp?code=A0p5tdFfliddsnf4------02---3cv6432i0i2f24.AwRj4ytYg%3D%3D%3D.Aw18WQ%3D%3D.H4sIAAAAAAAAA2PksPn2%2F7%2FQK0YGBrF3f%2F%2F%2F%2F88k2sHCwCDRxMrAwN%2F3EyiVBRQUsWFgYFBe9wnIZBaawcvAIBIjBFT0iQOoKA%2BoX%2FgMUP%2F%2F%2Fwx4AQDlRddlawAAAA%3D%3D&bn=TheStyx-Sarah

It just takes some practice.



Best,
Styx

well, i KNOW i'll take hulldamage by sloppy landing on a long trip. yes, i CAN land on 10G without ... but you make mistakes, or at least, i do.

i don't think HRP help with damage from bumping the ground. i think, shield is a good idea - i have flown a 3A for some time, but if you want to be safier, fit a 4D or 5D shield generator, throw out out that HRP, and fit two class 3 AFM? a 4D will give you 10% more MJ than a 3A, a 5D will give you +55% MJ. i have run my AspE in the bubble with 5D ... i don't think you need boosters on top of that, but if, throw some d-class boosters on it maybe.

ah - and: put 4 pips to SYS, 2 to ENG and turn off the PD ... so you won't change the pips when enjoying canyon racing drunk and happy!
 
I am curious if anyone is using a 5A scoop and how they feel about it?

with the new entry point mechanic, a 5A is "okay" - i use that set up for passenger missions (first class 6 cabin + 5A fuelscoop), but i would always go for a 6A --- your huge AFMU can't repair hull, and a class 6 shield makes no sense on an aspE (~11 % more shield above a class 5).
 
with the new entry point mechanic, a 5A is "okay" - i use that set up for passenger missions (first class 6 cabin + 5A fuelscoop), but i would always go for a 6A --- your huge AFMU can't repair hull, and a class 6 shield makes no sense on an aspE (~11 % more shield above a class 5).

I was using a 6A and it fills in seconds but I just tried out the 5A and it fills up as you go around for the next jump fast enough. I usually fill while look examin the system charts for any interesting bodies too.

- - - Updated - - -

I'd go for a 3A AFMU - if it runs out of ammo you can make some more from mats.

That's true but how long does it take to collect the required materials, I get pretty bored doing that.

I am wondering if I should drop the thrusters for increased jump range though.
 
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That's true but how long does it take to collect the required materials, I get pretty bored doing that.

Basic refill is quite easy - especially now with a DSS you know if the mats are available before you land. ( I use the SRV to stop getting bored jumping!) I only refilled mine once on the journey to/from Beagle point.
 
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That's true but how long does it take to collect the required materials, I get pretty bored doing that.

I am wondering if I should drop the thrusters for increased jump range though.

a single refill on basic grade is easy to get. did you ever ran out of AFMU ammo btw.?

concerning thrusters ... well, a choice to make. better thrusters are better for landing, but you can land and takeoff with any thrusters. i run (undersized) 6A thrusters on my luxury explonda as a compromise between mass and handling, i have never thried undersized 4A on an AspE - on paper that don't look as if it is worth it. i have flown my AspE for exploration with 5D thruster for a long time, it always felt like the right option - now i only use it for passenger missions, and it has 5A hrsuters.
 
a single refill on basic grade is easy to get. did you ever ran out of AFMU ammo btw.?

concerning thrusters ... well, a choice to make. better thrusters are better for landing, but you can land and takeoff with any thrusters. i run (undersized) 6A thrusters on my luxury explonda as a compromise between mass and handling, i have never thried undersized 4A on an AspE - on paper that don't look as if it is worth it. i have flown my AspE for exploration with 5D thruster for a long time, it always felt like the right option - now i only use it for passenger missions, and it has 5A hrsuters.

I have run out of ammo for my AFMU once or twice and used a refill. The main reason for switching the AFMU for the Scoop is that I feel a 5A scoop is enough and so the 6A AFMU might be useful. I suppose that I could spend the time gathering materials, now that it is easier, and use the 5 slot for shields dropping the need for shield boosters.

Is it true a Hull Reinforcement Package doesn't strengthen the hull though? That would be very disappointing.
 
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