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.
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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