Ships Engineering my Asp Explorer for long range exploration

It needs some further optimization and I need some advice as I haven't built yet for exploration and long range jumping.

These are the modules I need some advice on:

4A power distributor. Not needed anymore, it's a leftover from pre-engineering. This was my first "expensive ship". Thinking 4D engine focused will work fine but how about 3D or even lower? It's mostly to boost. It will carry no weapons.

5D power plant I'm swapping for 4A, maybe with armored and stripped down? I don't have any guardian modules unlocked (but FSD booster soon)

3D shield generator, unengineered. For scrapes and bumps and those times I come down hard on high G worlds. Thinking about enhanced low power but reinforced will give me a bit more shields for those high G worlds (guilty of that more than once lol). Thoughts?

The thrusters, life support and sensors are all D and not yet engineered. Obviously lightweight sensors and probably life support, and dirty drive thrusters.

Utility mounts I have no idea. I want at least one heatsink, and maybe a shield booster? I don't know what utlities are useful for a lightly-shielded Asp Explorer built for long range exploration.
 
I suspect it will look somewhat like this?


powerplant -> low emissions as much as your final build can keep up with. makes scooping so much easier
thrusters -> always dirty drag drives
FSD -> increased range obviously
life support & sensors -> lightweight
power distri -> engine focused maybe stripped down

I like to add a heatsink, a chaff and a point defense in my explorers, especially if you plan to unlock guardian stuff with them
Put the point defense in a slot at the top.

I'd use reinforced, but I also don't use an Asp, if you want to play in open this build has no place.
Use a Phantom then.
 
If that 4D power distributor lets me boost no problem that's very close to what I have in mind as a final build.

Except I have that new double engineered FSD. It's what inspired me to build a dedicated long range explorer (but not Anaconda. Too large if I want to land on those new atmospheric planets).

And no open. Maybe if I'm far out in the black in case I run into a fellow explorer. Wont need the chaff but PD can be useful near the bubble with some random surface signals

EDIT: Hmm engine focused vs charge enhanced power distributor. I still don't see a reason to use any of the focused engineering. Charge enhanced recharges faster and that's what you want to boost more often, right? I always use charge enhanced on my combat builds and looks like it's just as useful for an exploration build.
 
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The 2D g5 engine focused distributor is has enough capacity to let you boost and allows you to boost every 15s, it saves quite some weight. You should also play around with power priorities and turning modules that are not used in the moment off. This lets you equip a "better" power plant in the sense of less weight and better efficiency.

This is what I'd do with your build
 
Ok, I'm seeing Coriolis is showing a much different bonus for engine focused distributor than the wiki.

Wiki shows grade 3 engine focused as +40% capacity, +20% recharge. Nothing beyond grade 3.

Coriolis shows +60% capacity, +44% recharge. Is that correct?

I search for things on the wiki before I decide what to use, so I guess this has been me all day:

drinking-problem.gif
 
I'd use EDSY rather than Coriolis, but yes, grade 5 is +60%/44%. You can even get away with a 1D distro and still boost but the difference in jump range is miniscule.
 
It needs some further optimization and I need some advice as I haven't built yet for exploration and long range jumping.

These are the modules I need some advice on:

4A power distributor. Not needed anymore, it's a leftover from pre-engineering. This was my first "expensive ship". Thinking 4D engine focused will work fine but how about 3D or even lower? It's mostly to boost. It will carry no weapons.
as others already mentioned, a 2D engine focus let you boost just fine, no chain-boosts,
but for that one safety boost which can make a difference

5D power plant I'm swapping for 4A, maybe with armored and stripped down? I don't have any guardian modules unlocked (but FSD booster soon)
A 4A should be fine with Low Emission to get a really cool runnings build,
a 3A can be nice with armoured engineering, not that cool but still handles the job.

3D shield generator, unengineered. For scrapes and bumps and those times I come down hard on high G worlds. Thinking about enhanced low power but reinforced will give me a bit more shields for those high G worlds (guilty of that more than once lol). Thoughts?
Imho a small class 3 shield is in any configuration too less protection if something bad happens on a high-G world... But if you are careful when landing a 3d low emi is as fine as any other...
 
This is how I would fully engineer the Asp for exploration. Some notes about this:

(a) The FSD has optimal mass 1856.40 T. This is higher than the class 5 long range / mass manager FSD -- I am using the CG double engineered FSD. You can get them from any human technology broker. Make sure to put mass manager on them.

(b) Supercruise assist. I think this is an important module for the type of exploration I do, where I map all terraformables, earth-likes, ammonia planets, and water worlds, even if they are far from the main star in a system. Supercruise assist makes it less tedious to get to those bodies in a system.

(c) No shield. I think explorers don't need shields. The usual reasons people cite for needing them is: (i) player interdictions, (ii) NPC interdictions and (iii) avoiding bumps when doing planetary landings.

I explore in Solo, especially when returning from a trip. Some play in Open, in which case I suggest contacting player groups that provide escorts to returning explorers, and/or add a strong shield+boosters and good thrusters to your build -- to give yourself time to escape an interdiction (although the Asp is not a very fast ship compared to the Dolphin, the Phantom, or the Orca, which are other popular exploration choices). So for me (i) is irrelevant. I have never lost to an NPC interdicting in an Asp, Krait or other medium ship -- it's always possible to evade. So (ii) is irrelevant. If you are rusty on avoiding interdictions do some missions when they send ships after you, and practice. It's quite easy. As far landings, it's quite simple to land without doing any hull damage carefully toggling FA OFF while keeping the ship horizontal. It's quite easy to do even on high G planets like Achenar 3 (I did it a few days ago as a test). Try it!

(d) Heat sink. Some people don't use them. In my experience it is definitely the case that some rare double and triple star systems, if jumped into from certain angles, would require a heat sink to avoid damage.

(e) Class A life support. Some explorers recommend class D because it is lighter. I think a nominal loss of jump range is worth it for having 25 minutes of oxygen if the canopy breaks. That and synthesis for more life support, combined with the DSSA carriers basically guarantees survival even if your canopy breaks in deep space.

(f) Clean thrusters with stripped down. Some people advocate dirty drives and drag drives. I think clean drives are better for being naturally stealthy out of supercruise (which comes in handy if you mess around with lifeforms or thargoids in space). I think this would probably run 10 or 11% heat with thrusters at full power. I don't think you ever need to outrun anything out of supercruise when exploring, if you avoid NPC interdictions, and play in Solo. Some people run dirty drives/drag drives because they want to zoom around on a planet or something -- that's fine if you like that, but it's more weight and less jump range.

(g) Repair limpet controller 1D + cargo rack. If you are doing a long term exploration mission, you probably want these as insurance for hull damage. If you want to mess around with lifeforms consider decontamination limpet controller 3D -- repairs about as much as repair limpet controller 1D and also handles caustic damage some lifeforms can do. Don't bring limpets with you -- it's extra weight you don't need. Instead, synthesize them if needed.

(h) 1D power distributor. Explorers don't need to boost over and over again (although this one will let the Asp boost if engine focused). To save energy and run a bit cooler, you can always turn off the power distributor after putting 4 pips into engines -- you never need another pip configuration as an explorer without shields and weapons, and the distributor "freezes" the last configuration you used even if it is turned off.

(i) 3A low emissions / stripped down power plant. Once you add the Guardian FSD booster, there is no practical way to get away with a 2A power plant on the Asp without running armored. But Asp is a fairly hot-running ship, so the low emissions power plant really helps with that. I think it's worth the small loss of jump range. D power plants are out of the question for explorers, because they run very hot. 3A gives you a bit of a cushion in terms of available power, in case you take some power plant damage.

(j) Heavy duty and deep plating on the lightweight armor is free hull hit points (since lightweight armor is weightless). When it comes to collisions and caustic damage (the only plausible sources of damage an explorer would face), only absolute hull hit points matter, resistances do not.

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I think the Phantom is a better exploration ship overall than the Asp, these days. But the Asp has better canopy visibility, and better pitch in supercruise. And some like the way it looks better. And it's far cheaper than the Phantom, as well.
 
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My Phantom equipped for long range exploration gets 71.00 LY. My Asp Explorer equipped almost exactly the same way gets 74.71 LY. I took the Asp to Beagle Point and back on the Distant Worlds 2 expedition with no issues. In my opinion either ship is excellent for exploration. It just comes down tom personal preference.
 
Kort, the Phantom will always jump further than a comparatively equipped Asp. Because the Phantom's hull mass is 270 T, while the Asp's hull mass is 280 T. I challenge you to link your two builds on Coriolis, I bet they are not comparable at all.
 
I also have an ASP with a jump over 70 (the new FSD)
But the more I fly it and looking at the builds here I understand that this ship is not good for research but only for jumping.

Where is the trail scanner ? Where is the research drone? Where is the hacking drone? Where is the corrosive cargo rack? Also obligatory is one minimum weapon to activate unknown constructions.
 
Kort, the Phantom will always jump further than a comparatively equipped Asp. Because the Phantom's hull mass is 270 T, while the Asp's hull mass is 280 T. I challenge you to link your two builds on Coriolis, I bet they are not comparable at all.
Thanks. I must have missed something when I compared them. I will check it out.
 
Without SRV bay and with the double engineered FSD, possible, but I would not go exploring if I can't land.
I don't mean to disagree but like I posted I took this ship to Beagle Point and back (with an SRV and 2 AFMU's) and had no problems landing. I wish I knew how to take a build off of Coriolis and post it here but if I can figure it out I will post the build.
 
For comparison to the Asp above, here's the equivalent Phantom (about 1.47 ly difference in favor of the Phantom). Asp is great, though, it all depends how you value the cockpit and the overall look, since you will be stuck in the ship for weeks if out exploring.

I went to Sag A* in the Asp, back in the day when the most you could squeeze out of it was 34 ly jumps -- great ship!

Kort: in the message editor there is a little chain icon, that allows you to add a link to some text.
 
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I don't mean to disagree but like I posted I took this ship to Beagle Point and back (with an SRV and 2 AFMU's) and had no problems landing. I wish I knew how to take a build off of Coriolis and post it here but if I can figure it out I will post the build.
Going to Beagle you don't need a huge jump range anything beyond 30 will do without problems, it will take longer of course, problems arises if yu want to go further on to Ishum's for example where you'll need above 42 and some FSD Injections, it all depends where you wanna go with your ship.
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I don't think you can reach that jump range with an AspX having onboard the SRV bay.
 
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