Expedition ship: One SRV or two?

  • Thread starter Deleted member 110222
  • Start date

Deleted member 110222

D
I'm thinking two. I can refill my AFMU any time I want, so a smaller one isn't going to be a problem. SRV's though, I only get one or two, dependent on hangar choice.

Ship is a Cobra Mk III, what do you think?
 
That's a pretty small ship to be hauling two of them, considering you can repair them on the spot. Do you expect to encounter a lot of ground resistance? I run only one AFMU and one SRV on my DBX and she's done pretty well
 
I'm thinking two. I can refill my AFMU any time I want, so a smaller one isn't going to be a problem. SRV's though, I only get one or two, dependent on hangar choice.

Ship is a Cobra Mk III, what do you think?

I use 2xAFMUs because they brake.. and you cannot fix one with itself, one SRV though, because IMHO materials for refueling and repair are pretty common

The ship is Anaconda, so I do not have constrains in terms of module space or power.. but that's me :)
 
Definitely 2! I can say from experience there is not a worse feeling than jumping your only SRV backwards off the top of a really high cliff and having it crash and burn... 1000's of light years away from home!!! :O
 

Deleted member 110222

D
Definitely 2! I can say from experience there is not a worse feeling than jumping you're only SRV backwards off the top of a really high cliff and having it crash and burn... 1000's of light years away from home!!! :O

You see that's what I'm thinking. If one does go... Well I like my SRV's a lot. I don't want to be without one.

Everyone else, don't worry, this is early days, and I've got a whole year to plan the build. This is simply the first question of many.
 

verminstar

Banned
Just the one so long as ye know how to drive and dont make silly mistakes like running low on hp...repairs cost literally nothing on the spot so ye would only need two if yer prone to bein an eejit behind the wheel.
 

Deleted member 110222

D
Okay, I did the maths. 50% optimal on my FSD would put my build at just over 35ly. Let's see how much I get with one SRV...
 

Deleted member 110222

D
On my build, the extra SRV makes no negative difference to the range, IMO.

I'm taking two. :)

Thanks for your feedback guys. :)
 
You only need one unless you like to beat them up. Keep some repair mats on hand and synth a repair if you get below 50%

That said, if you plan to meet up with other players, groups can get rowdy and SRVs get bumped into, A Lot. I remember a lot of SRVs were lost during meetups on past expeditions.
 

Deleted member 110222

D
You only need one unless you like to beat them up. Keep some repair mats on hand and synth a repair if you get below 50%

That said, if you plan to meet up with other players, groups can get rowdy and SRVs get bumped into, A Lot. I remember a lot of SRVs were lost during meetups on past expeditions.

Another reason for me to take two.
 
I'm thinking two. I can refill my AFMU any time I want, so a smaller one isn't going to be a problem. SRV's though, I only get one or two, dependent on hangar choice.

Ship is a Cobra Mk III, what do you think?

In most ships I would only take one. In an Anaconda, I would take 2 because it takes very very little off your jump range. This of course is only in the case of heading way out into the black on a very long trip. Otherwise, it doesnt make any sense to carry 2 because they are pretty easy to come by and you are unlikely to destroy one anyways. Now if you have the desire to attack every planetary outpost you find, go with 3. ;)
 
The two SRV bay is only 4T extra and the difference is not going to be huge. If you are careful driving, then you can live with one provided that you repair immediately if the hull goes below 50%, as it's possible to receive 50% damage in one go. If you are enjoying your driving and tend to go crazy then perhaps two is the better choice. I chose two for my current journey as it's critical to being able to continue but admitedly this is the first time I'm travelling with two SRVs.
 
On my build, the extra SRV makes no negative difference to the range, IMO.

I'm taking two. :)

Thanks for your feedback guys. :)

This is what I was going to say. Depending on the boat, it's a negligible difference between the one and the two hangar. If I recall the one is only four tons heavier than the other...so in a CMKIII those four tons are going to affect things more than in an AspEx or Anaconda.
 
Last edited:

Deleted member 110222

D
This is what I was going to say. Depending on the boat, it's a negligible difference between the one and the two hangar. If I recall the one is only four tons heavier than the other...so in a CMKIII those four tons are going to affect things more than in an AspEx or Anaconda.

Yeah. Well, the maths was showing me, with engineering done, the two bay hangar was only taking off 0.5ly from the jump range. I'm aiming for a minimum of 50% optimal on my FSD roll, and with over a year to chase that roll, it's basically guaranteed eventually.

Minimum range I want is 35ly. This is an achievable target.
 
You only need one unless you like to beat them up. Keep some repair mats on hand and synth a repair if you get below 50%

That said, if you plan to meet up with other players, groups can get rowdy and SRVs get bumped into, A Lot. I remember a lot of SRVs were lost during meetups on past expeditions.

This right here is why one SRV just won't cut it for most people.
 
I'd go for a second AFMU over a second SRV. The second would repair the first. Unless of course, the new repair limpets make that unnecessary now.
 
Back
Top Bottom