Exlporing with asp

You need an Advanced Disco scanner as opposed to the Intermediate. Also get heatsinks x 2. Forget about the weapons - lose them to increase jump range. Depending on where you go, every light year counts.
 
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drop the guns you wont need them.
downgrade the power plant, the thrusters and the distributor, you wont be pulling much power, you dont generally need high grade thrusters when exploring, and you can disable the distributor altogether (when you downgrade the distributor make sure you can still boost dont downgrade past that).
you can safely downgrade the shields by a lot, I generally carry a class 3, again you wont be needing them except for trips in asteroid fields and when you return home to dock.
Bring the biggest fuel scoop you can, I am running a 6B and it does the job well. a 6C would work fine, a 6A would be slick, but is expensive. Id personally recommend doubling up on FMU and bringing at least one heat sink, two is better if you can fit them.

get kitted up and then disable the following:
shields, cargo hatch, sensors, distributor, any AFMU's and all but one heat sink.
then look at your power usage and see what PP is going to cover all of those and downgrade to it or one slightly larger, get an A grade of that class ideally to help with heat dispersal, or D class if you're still worried about mass.

just my .02 cents

EDIT: If you MUST bring guns, dont bring multicannons, you wont be able to reload them in the black.
 
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What do you need those guns for?

I would fly sth like that*:
http://www.edshipyard.com/#/L=60g,,2-3I6u7_6u5K8S8I,52M7RempV2jw2UI

Shield only to save from pesky pirate on my way back to the station.
I never needed a maintenance unit or a heat sink. Bigger fuel scoop is fine if you can afford it, but personally anything below 1 minute is fine by me (that's my personal thing). Also, cheaper loadout = lower maintenance costs (and insurance).




* That is, I wouldn't fly an asp in the first place. I hate that ship almost as much as an Anaconda.
 
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I never needed a maintenance unit or a heat sink.

heat sink is for when your FSD jumps you into a binary blender and you start realizing its very difficult to navigate when your dashboard is on fire. Or for when you pull an icarus because you were reading the forums instead of paying attention to your jump.
AFMU is for when you realize the trip is going to be very short if your scanner goes out, or very long if your thrusters/drive do, which they can when one of the above happens.
Theyre not needed 99% of the time but for the 1% of the time they are needed, they're kind of vital.
 
oh I figured you did, that was for the edification of OP as to why so many of us are insistent on bringing them. I just used your quote as a way of saying "this is why were suggesting it". No offense meant commander.
 
heat sink is for when your FSD jumps you into a binary blender and you start realizing its very difficult to navigate when your dashboard is on fire. Or for when you pull an icarus because you were reading the forums instead of paying attention to your jump.
AFMU is for when you realize the trip is going to be very short if your scanner goes out, or very long if your thrusters/drive do, which they can when one of the above happens.
Theyre not needed 99% of the time but for the 1% of the time they are needed, they're kind of vital.

40,000ly exploring experience for me and I've never equipped a heat sync or maintenance unit on my ASP - ever.

Jump range is everything and you should be aiming for +33ly at least if you want to not be driven insane.
 
@ Murishani

None taken.

Fly safe!




EDIT: Because of ninja.

EDIT2:
As for jump range... unless you want to go far into galactic arms, anything above 20 is fine. Personally I do not recall that I ever needed more than 16ly (average 11-13ly), always using economic route. Higher jump range = more economic short jumps = less fuel used = less time spend scooping = WIN.
 
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40,000ly exploring experience for me and I've never equipped a heat sync or maintenance unit on my ASP - ever.

Jump range is everything and you should be aiming for +33ly at least if you want to not be driven insane.

I'm fairly sure you can still get 33ly out of an ASP with dual heat sinks and dual AFMU. In fact, I know you can, 34.43 on a full tank to be exact:
http://www.edshipyard.com/#/L=60g,0Wg0Wg,2-3I6u7_6u2C8S8I,52C7Q40Ke0KempT2jw2UI

Also jump ranges over 30 are only going to be that vital when you're on the rim or traversing rough spots in the gaps. As you get coreward its not as necessary. It's important and useful for exploration, but if you can get to the core in an FDL you can do it with a 30-34 ly jump range. AND you can have your emergency modules.

Lots of explorers have never equipped FMU's or heat sinks, lots of explorers have started to after getting cooked in a close binary or damaging a key system.
 
I'm fairly sure you can still get 33ly out of an ASP with dual heat sinks and dual AFMU. In fact, I know you can, 34.43 on a full tank to be exact:
http://www.edshipyard.com/#/L=60g,0Wg0Wg,2-3I6u7_6u2C8S8I,52C7Q40Ke0KempT2jw2UI

Also jump ranges over 30 are only going to be that vital when you're on the rim or traversing rough spots in the gaps. As you get coreward its not as necessary. It's important and useful for exploration, but if you can get to the core in an FDL you can do it with a 30-34 ly jump range. AND you can have your emergency modules.

Lots of explorers have never equipped FMU's or heat sinks, lots of explorers have started to after getting cooked in a close binary or damaging a key system.
Never used a FMU. Why two?
 
Never used a FMU. Why two?

THAT is probably overly cautious of me, but the reason I run two of them is:
1. more repair power, two 3C's can repair more than a single 4C, 4D, 5C or 5D
2. an FMU can't repair itself but it CAN repair another FMU
3. more granularity for power demands

again its probably overly cautious to rig that way, but all I could stick in there is another cargo rack, I see no reason not to bring it.

Edit:
One repairs the other and the other repairs the one
biggrin.png
what he said :)
 
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My Asp:

[Asp]
U: 0C Cargo Scanner
U: 0C Frame Shift Wake Scanner
U: 0C Kill Warrant Scanner
U: 0I Heat Sink Launcher
S: 1G/G Burst Laser
S: 1D/F Mining Laser
S: 1E/G Beam Laser
S: 1E/G Beam Laser
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon


BH: 1I Lightweight Alloy
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5C Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3A Auto Field-Maintenance Unit
3: 3C Refinery
3: 3A Fuel Scoop
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 211.32 MJ
Power : 15.51 MW retracted (76%)
21.67 MW deployed (106%)
20.40 MW available
Cargo : 64 T
Fuel : 32 T
Mass : 408.5 T empty
504.5 T full
Range : 27.96 LY unladen
24.41 LY laden
Price : 33,890,518 CR
Re-Buy: 1,694,526 CR @ 95% insurance

Complete info here

I am currently 17,000 ly from Sol, after visiting Statue of Liberty, ETA Carina, headed north for 5k ly, now Sag A* bound...

So it works...

Why so extreme? Cause for me my ship is my home..not a car...so I have it kitted to do anything at the flip of a coin...mining gear allows me to explore rings around star...and even make extra money on my way back... ;-)

Notice how the unladen range is 27.9 ly...but I can jump 29.9 ly on a given jump running half empty on fuel....

At the end of the day, pretty much everything work provided you have the scoop and the best FSD that you can afford...everything else, depends on your style...
 
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