DW3 Ship Builds

What are your opinions on Optional modules? Specifically for deep space exploration and DW3.
I've been away from the game for a few years so some things are new to me and some things may have changed that I don't know about yet. Also, the carriers on the DW3 expedition changes the dynamics since we'll have a shipyard and repair facilities nearby.

On returning to the bubble after a long absence, I bought a Mandalay and spent a few hours unlocking a pre-engineered SCO drive. To my surprise, I was able to get the jump range over 80ly with no other engineering at all. (Update: engineering complete) Link: https://s.orbis.zone/r0Vg
That gives me plenty of range to sacrifice to optional internals.

There are a few modules that are really NOT optional, like a Fuel Scoop and there's no reason to remove the Planetary Approach Suite.
Would anyone actually consider removing the Detailed Surface Scanner?
I think most people would agree that a Planetary Vehicle Hangar is also a must-have.

An AFMU is a requirement if you use Neutron boosting. Size isn't important if you have the mats to synthesize refills. It has no effect on jump range so even with the carriers nearby, I see no reason not to take one.

Guardian Frame Shift Drive Booster? Handy to have if you want to optimize your jump range. It's a ~10.5ly boost at best which depending on your build, could be significant. It's power use is also significant.

Shields? I usually carry them just in case. They could help a bit for lithobraking and just in case when returning to the bubble.
On an expedition with other players around, I'd say they are must have for accidental (or deliberate) bumps into other ships.

Repair or Fuel Transfer Limpet Controller? Hull repairs can be useful when you're alone, fuel transfer is only useful to help other ships.
Having a limpet controller also requires a Cargo Rack to hold limpets, even if you run empty and synthesize limpets as needed, you need a place to hold them.
For DW3, I'm sure there will be plenty of fuel rats and hull seals around, not to mention the nearby carriers for repair along the way.
I see there is a Rescue Multi Limpet Controller available that can do fuel and repair limpet control, but that's 8 tons vs 1 ton for the two 1D controllers.

Hull or Module Reinforcement? Completely unnecessary IMO and a hindrance to jump range.

Docking Computer? In ~2200 hours of game time, I have never bothered using a docking computer. They aren't useful in deep space but with the DW3 carriers, those that like them may get some use out of them.

Supercruise Assist? I have no experience with SC Assist. Is it useful at all in deep space?
Is SCO Supercruise Boost useful during exploration? I played a bit with it in the bubble and it's going to take some getting used to.

Heat Sink Launcher? I normally carry one and it used to be helpful on occasion, but I have not had to use one for a very long time. I think modern engineered cool running builds have made them obsolete for exploration and long distance travel.

Chaff? I've seen other players deploy chaff and meetups just for the light show. Extra weight and not useful.

Fighters? I have carried a Fighter Hangar before, for scouting planet surfaces and just to break up the boredom but that's a last choice luxury and another hindrance to jump range.

Weapons? Completely unnecessary IMO and annoying at expedition meetups since people can't seem to resist playing with them. Even on return to the bubble, I find defense and evasion are preferable to engaging.
 
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The Detailed Surface Scanner is a must-have for exploration, as it lets you map planets to see what bio/geo/other signals can be found and even shows you the potential habitats for the different life forms.

Alongside this, SCO boosting really speeds up planetary exploration. Not only can you reach more distant locations more quickly, it speeds up the take-off from planets and leaving gravity wells, which is a big help for exobiology.

On my exploration/racing ships that also do a bit of neutron boosting, two 2B AFMUs (power limitations on these ships stop me running 2As) is plenty for a journey from Sol to Sagittarius A* but with the Fleet Carriers close by for resupply, one should be enough.

Shields stop you losing hull to scatter rocks when landing and protect you from mishaps - an enhanced low power shield at g5 reduces the mass by half, so it has little impact on jump range and reduces the power requirements and heat generation also.

Repair and Fuel Transfer (and Rescue) Limpet Controllers are something you bring to help others rather than yourself. We should have plenty of Fuel Rats and Hull Seals on hand - if this interests you, then why not volunteer? Again, depending on how easy it is to get back to the nearest Fleet Carrier, you do not need these for yourself. In the event of a bad landing (the most likely cause of heavy hull damage), then call for help - it won't be far away.

Heat Sink Launchers. I once spent ten and a half months circumnavigating the Milky Way in a long-range DBX and I brought a single heat sink launcher. I used it once, I think (maybe twice). As with hull and heavy module damage, help is at hand on DW3, so it is far from essential and only situationally useful on rare occasions. With a lightweight mod it hardly takes anything off your jump range, so why not fit a single launcher, though?

Fighters give you a change of pace, or perhaps allow another player to hop in on multicrew. If your ship is able to carry them and you are bringing only one ship, then you may be glad of the chance to fly free for a bit (but rank up your SLF pilot to at least Novice or Competent first, so they can handle your ship whilst you're flying around, and do not let them take the helm in high-g because they do weird things like trying to copy your attitude and Corvettes do not fly terribly well upside down in 0.5+g).

Weapons are only used for activating Guardians Beacons and mining lasers can, in a pinch, be used to mine jumponium in planetary rings. Bring one on the Carrier and leave it there, if you want to bring one at all. There are going to be ships with the fleet able to handle Thargoids if any show up.

A couple of other points you did not touch on:
Get an Artemis suit - a basic grade 1 with no mods is sufficient. You need the suit's special tool for exobiology. The only engineering effect I have ever found occasional use for is night vision but I would not say I ever needed it. There is some spectacular scenery on thin-atmosphere worlds and exobiology also pays super well.
A simple laser pistol is enough to break open metallic meteorites and is able to shoot the various mat-giving nodules of some biologicals, sometimes more easily than the SRV turret. If you lose your SRV and are short of jumponium, this could save you (back on the first Distant Worlds, people helped a Sidewinder pilot with no SRV gather mats by shooting rocks for him to scoop up).
Watch your heat when fuel scooping. Not an issue for the Mandalay but the pre-engineered v1 SCO FSDs run hot. Most exploration builds run cool because they just don't carry much but certain ships get toasty regardless. A low-emissions or even low-grade armoured power plant can help here, depending on the extent of the problem. Keep non-essentials (like AFMUs, Vehicle Hangars and even the Power Distributor) powered down until needed to help.

There are a few caveats here, since I do not know about some of the things we may be asked to do through the MetaElite tool. If you can think of a use for something and it won't get in the way of your build, then go for it! The point is to have fun flying your way!
Enjoy yourself out in the black, o7.
 
A different approach to mine:


Shields were the main build priority. Build for open. Ignor the weapons. They're more utility than anything.
E rated shield boosters are the key for any explorer build as engineered they are the best shield/weight ratio.
Armoured powerplant as cooler than overcharged.
 
Enjoy yourself out in the black, o7.
Thanks for all the detail. I didn't realize you could FSD boost away from a planet. While still in orbital cruise range?

I have an Artemis suit. I was able to find a level 3 suit a few years ago and some upgraded weapons. Exobiologist rank: Geneticist

I remember that Sidewinder pilot on DW1. I wasn't there but I saw the video. Not much room in a Sidewinder for an SRV.

I noticed that the Mandalay runs cool. I can charge FSD while scooping and not worry about heat at all.
I just saw some info today that made me realize that a manually engineered SCO will run cooler and slightly out jump the pre-engineered version.
I'm debating about whether to bother engineering any other modules but I'll probably do level 2 or 3 on some others if I have the mats for them already.

I'm not certain which ship I'll use for my main travel ship. I'm used to the Anaconda but flying the Mandalay is much less sluggish. I flew a 50ly Python on DW2 and enjoyed that a lot. I'll probably dock a speedy courier and an Anaconda with all the amenities.
We've yet to see the Panther clipper though. It may not have the highest jump range but it'll have more space for extras.
 
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A different approach to mine:
Why the reinforced shields and boosters? Do you tend to bump into things a lot?
I've always used undersized shields and never lost more than a ring or two to a random rock on a landing.
I did lose some hull on a high gravity landing once. Once! I'm usually pretty good with high G landings.
 
Why the reinforced shields and boosters? Do you tend to bump into things a lot?
I've always used undersized shields and never lost more than a ring or two to a random rock on a landing.
I did lose some hull on a high gravity landing once. Once! I'm usually pretty good with high G landings.
Big expedition. Lots of people. Some likely to carry more arms than others. Always build for open. That way I also have the shields to accidentally boost into the ground on a higher G world and walk away from it rather than going moaning to Reddit about losing billions of exobiology credits.

The prismatic could be swapped for something lighter but the boosters are common sense.
 
My Mandalay - 85 LY, not the completely maxed out-version as for jumprange, but with 950 hull and 381 shields which improve survivability. That can also be an important factor for those certain accidental lithobraking-occasions.

 
Here's my Mandalay: https://s.orbis.zone/r0H2

Pretty much the same as explorers have always been.
Is that a legacy engineered FSD? I can't get coriolis up to a 90ly Mandalay. Your FSD shows a much higher optimal mass.
The best I can do with Coriolis is 84.01ly unladen.
https://s.orbis.zone/r0HN

Maybe Coriolis needs an update. My pre-engineered SCO FSD shows a 70% optimal mass but manually selecting a SCO FSD and configuring for grade 5 range w/mass manager only goes to 61.2%
I see other builds showing 76.8%. What am I missing?
 
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Is that a legacy engineered FSD? I can't get coriolis up to a 90ly Mandalay. Your FSD shows a much higher optimal mass.
It is using the Titan Drive SCO FSD. You buy it from Human Tech Brokers for materials and comes with both Long Range and Fast Charge engineered. Toss on Mass Manager as your experimental and you get what I have (I manually adjusted the number in coriolis).
 
It is using the Titan Drive SCO FSD. You buy it from Human Tech Brokers for materials and comes with both Long Range and Fast Charge engineered. Toss on Mass Manager as your experimental and you get what I have (I manually adjusted the number in coriolis).
That's the pre-engineered one I got. I think. I had to trade some Titan drive components.
So I can take that to an Engineer and add Mass Manager to it to go from 70% to 76.8%? Good to know.
I guess I didn't think you could engineer a pre-engineered module.
That got the max theoretical build to 91.13ly unladen. https://s.orbis.zone/r0HZ
 
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That's the pre-engineered one I got. I think. I had to trade some Titan drive components.
So I can take that to an Engineer and add Mass Manager to it to go from 70% to 76.8%? Good to know.
I guess I didn't think you could engineer a pre-engineered module.
Some can be given experimental effects, the pre-engineered SCO drives are among those.
 
Here's my main ship, unengineered:


I can't imagine she'll change at all between now and the start of DW3.

I have A-rated her, largely, since the Madalay is beautiful ship and I think she should fly like one. This cuts my jump range to 38 ly, but Rawrunning is about celebrating the maximum potential of stock builds, and I think that Miley is a good example of this.

AMFU - yes - a luxury for me but it weighs nothing, so why not.
Shields - yes - I went with 3A. Could have gone with 3D in retrospect but the jump range difference is trace.
Limpets - no - never needed them.
Hull reinforcements - no - as above and it's extra weight.
Docking computer - yes - but mostly disabled. I have this as a technicality since sometimes my PC wants to slow things to a crawl at 12 fps around FCs [it's quite old]. When this happens and I want a quick dock, the ADC goes on. This is a rarity though.
Weapons - noooooo

This is quite a minimalist build for my needs. I could add another 10 ly if I wanted to by D-rating and stripping her right down, but, as I say, that's not befitting of the Mandalay.
 
If you're going to do exobiology a shield is highly recommended. It's far more easier to find bacteria from a low flying ship than on foot or with the SRV. I also use the ship to collect the probes of plants with a high sampling distance.

As you are skimming the surface the shield is quite helpful when you bump into the ground. With the Krait Phantom the lowered landing gear also protected the ship, which is less so with the Mandalay.
 
Hull or Module Reinforcement?
A 1D Heavy, Duty, Deep Plating for that extra 200 points (increase of ~50% on Phantom, Cobra V and ~30% on Manda) hull strength with minimal mass penalty.
Chaff? I've seen other players deploy chaff and meetups just for the light show. Extra weight and not useful.
G5 Lightweight is less than 200 kg. Might as well have one or two for fun.
Weapons? Completely unnecessary IMO and annoying at expedition meetups since people can't seem to resist playing with them. Even on return to the bubble, I find defense and evasion are preferable to engaging.
Some of these christmas event fireworks launchers would be fun for celebrations. They don't do any damage, anyway.
 
Probably against the popular opinion, but I'll use a combat ready Cobra Mk.V. Yes, that'll put me down to ~50 ly single jump range, but since this expedition is carrier based, I don't care about the travel speed.
Otherwise:
  • fuel scoop
  • Guardian FSD booster
  • maxed out thrusters
  • shields (with boosters)
  • pre-engineered heat sinks
  • only one SRV
  • rescue limpet controller
  • AFMU
  • two packhound launchers, three enforcers
I just don't know yet what I should put in that final class three slot. Probably some hull reinforcements.

Instead of the chaff launcher, I'd really like to bring a full set of the festive flak launchers - but the CMDR I intend to take on the trip hasn't earned them yet, so I just hope FD is going to hand them out this year again.

I'll also bring along a fully decked out Corsair (mining and combat) and as many of the specialized event ships as I can engineer.
 
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