Exploration ship builds - range over functionality

It seems the current topic of the month is exploration ship and a lot of forumites have posted their ship builds so others may see how these Commanders have achieved such massive jump ranges. Strangely I have noticed a bit of a trend in these builds, most contain one or more of what I would call an anomaly:

- No weapons or utilities, or if there are utilities they are always Heat Sinks
- Underpowered/undersized core modules with the exception of the FSD
- No shields or if they are installed they are the smallest and lightest possible
- No cargo bays
- Empty slots
- No SRV or SLF

I just don't think I could take a ship out without weapons of some kind, you never know what some brain dead NPC is going to turn up Eventually you will have to return to populated space at some time, so having some way to defend yourself so all that exploration data doesn't get lost and make your epic journey a non-event.

My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?
 
I don't, I A rate everything, pack a full load of weapons and utilities, engineer the FSD and tweak the power plant for cooler running. The only explorer i have undersized modules on is my Orca 5A thrusters and it still flies beautifully.
 
If you look at people comparing combat builds, you're going to see lots of discussion around boosters, HRPs and various weapons. Not much on the best fuel scoops or scanners. This is no different. I would not leave home without a fuel scoop, yet there are people who will gladly replace that with more shield cells.
 
It seems the current topic of the month is exploration ship and a lot of forumites have posted their ship builds so others may see how these Commanders have achieved such massive jump ranges. Strangely I have noticed a bit of a trend in these builds, most contain one or more of what I would call an anomaly:

- No weapons or utilities, or if there are utilities they are always Heat Sinks
- Underpowered/undersized core modules with the exception of the FSD
- No shields or if they are installed they are the smallest and lightest possible
- No cargo bays
- Empty slots
- No SRV or SLF

I just don't think I could take a ship out without weapons of some kind, you never know what some brain dead NPC is going to turn up Eventually you will have to return to populated space at some time, so having some way to defend yourself so all that exploration data doesn't get lost and make your epic journey a non-event.

My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?

Yes.

I always say that "no weapons" and "enough weapons" are both ok, but anything in-between is bad. A weedy loadout will not beat an attacker but will slow you down while running away. I therefore don't carry weapons on an exploration ship.

Once you've decided not to carry weapons, power requirements are reduced. It's therefore often logical to undersize (but A-rate) the power plant. Distributor requirements are also less.

I wouldn't go without a decent shield though.
 
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For a ship with a lightweight hull, those savings add up. Not just 0.5ly, more like 20ly.

And having a longer jumprange gives two further advantages that magnify the difference: less zigzagging (especially where stars are sparse), and a greater ability to "join the dots" when using a neutron highway.

And installating weapons on a ship with undersized shields and downsized PP/PD isn't going to turn it into a viable warship anyhow. Though G5 Lightweight reduces mass by 90%, so that's worth considering if the power draw is low enough. The ability to boost can add significant mass to an exploration build, but I prefer to keep that.

I always try to find room for a cargo bay (they are massless when empty anyhow), and preferably a multi-SRV hangar. I don't leave empty slots, and I expect only extreme-jumping Anacondas have those.
 
It seems the current topic of the month is exploration ship and a lot of forumites have posted their ship builds so others may see how these Commanders have achieved such massive jump ranges. Strangely I have noticed a bit of a trend in these builds, most contain one or more of what I would call an anomaly:

- No weapons or utilities, or if there are utilities they are always Heat Sinks
- Underpowered/undersized core modules with the exception of the FSD
- No shields or if they are installed they are the smallest and lightest possible
- No cargo bays
- Empty slots
- No SRV or SLF

I just don't think I could take a ship out without weapons of some kind, you never know what some brain dead NPC is going to turn up Eventually you will have to return to populated space at some time, so having some way to defend yourself so all that exploration data doesn't get lost and make your epic journey a non-event.

My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?
Yes, some people use them.

Most people I have spoken with do not though.

The dedicated jump range builds are mostly for people trying to set records. Most people I speak to and most people I have encountered run pretty standard D rated builds.


It is unfortunate that gimmick level range is apparently the sole thing people use to judge an exploration ship.
 
It seems the current topic of the month is exploration ship and a lot of forumites have posted their ship builds so others may see how these Commanders have achieved such massive jump ranges. Strangely I have noticed a bit of a trend in these builds, most contain one or more of what I would call an anomaly:

- No weapons or utilities, or if there are utilities they are always Heat Sinks
- Underpowered/undersized core modules with the exception of the FSD
- No shields or if they are installed they are the smallest and lightest possible
- No cargo bays
- Empty slots
- No SRV or SLF

I just don't think I could take a ship out without weapons of some kind, you never know what some brain dead NPC is going to turn up Eventually you will have to return to populated space at some time, so having some way to defend yourself so all that exploration data doesn't get lost and make your epic journey a non-event.

My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?



Really? I take a middle of the road approach so to speak but unlike PvP builds you think there is no meta about exploration? You think having some weapons is going to help an explorer? A hint; no they won't. Yeah I traveled in the "old days" with a much heavier ship that included weapons and defenses but really it is not necessary. Griefers have far richer fields to harvest then out in the black and if they do pull me out they had better be able to jump 70+ly to keep up. NPC's don't bother you even if they do pull you out if you have no cargo so that is a no brainer (carrying cargo is not worth it). For the record, here is my build.


I could do quite a bit to maximize range but I like having the kitchen sink too. That's just me though.
 
It seems the current topic of the month is exploration ship and a lot of forumites have posted their ship builds so others may see how these Commanders have achieved such massive jump ranges. Strangely I have noticed a bit of a trend in these builds, most contain one or more of what I would call an anomaly:

- No weapons or utilities, or if there are utilities they are always Heat Sinks
- Underpowered/undersized core modules with the exception of the FSD
- No shields or if they are installed they are the smallest and lightest possible
- No cargo bays
- Empty slots
- No SRV or SLF

I just don't think I could take a ship out without weapons of some kind, you never know what some brain dead NPC is going to turn up Eventually you will have to return to populated space at some time, so having some way to defend yourself so all that exploration data doesn't get lost and make your epic journey a non-event.

My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?

I took a trip to Beagle and back. Once I was 200 Ly past the bubble I didn't see a NPC for 4 months. Never lost more than 1/2 a ring of my massively underated shields, which TBH were off for everything apart from planetary landings and even then I forget them a couple or three times.

I obv. took SRV but a SLF??? Why??

That's 130,000 Ly and about 3,500 jumps, 300 black holes, neutron stars, white dwarfs, etc etc. perfectly safely with a totally stripped out build.

If you don't build your ship for max jump range you can add a bunch of extra jumps to your trip but more importantly if you want to go the edge you'll gimp yourself from the outset just because you wanted a couple of class 1 or 2 pulse lasers...???? What's that going to do against a decent NPC or even a ganker?

You'd be mad to try and use them, you don't have HRP, MRP, HD armour or anything else vaguely resembling a combat build so why bother with guns?

Your best weapon is a sharp eye and an alternate destination.
 
They are extreme builds and are useful for comparisons and edge case explorers, but are not effective for most people



I agree. A slightly more robust and generalized build is more the norm I would think. Would like to know what OP thinks should be in the Utility mounts that might help out in the black though.
 
Huge jump range has a use, much as it might seem like a richard-measuring contest at times.
I generally go weapon-free while exploring because the fewer jumps between Borko and home, the less likely i am to yell ‘stuff it!’, shoot my passengers into a black hole, and suicide back to Trevithick.
 
I think it depends on the kind of exploration players are looking for and I'm surely not part of the full stripped / D rated build club.

I do a lot of planetary exploration so my ship always have a shield, 2 SRVs and is equiped with the best thrusters with dirty G5 & a good engine focus PD for permaboost so I can have some fun flying around on planets ;)

Whatever float your boat !
 
I think it depends on the kind of exploration players are looking for and I'm surely not part of the full stripped / D rated build club.

I do a lot of planetary exploration so my ship always have a shield, 2 SRVs and is equiped with the best thrusters with dirty G5 & a good engine focus PD for permaboost so I can have some fun flying around on planets ;)

Whatever float your boat !



Yeah, I like having a decent shield for planetary use too. I also like to be sure that I can boost. Has saved me from a planetary bellyflop a time or two. Your right though, if I am exploring the fringes then I need a ulta lightweight long range build to skirt the edges. Exploration has many nuances too.
 
Do a galactic circumnavigation in a fully armored combat FGS or Viper Mk III and let us know how that turns out. We'll likely hit Season 6 by the time you're done.
 
80Ly AspX here.

Done 2 of the galactic "compass points" in it so far so I don't see how anybody could say it's not "practical".

I doubt you'll get many explorers neglecting to fit an SRV bay or leaving empty slots. The latter, particularly, is a rookie mistake.
As yet, there's little point in taking a cargo rack to be used for cargo.
The only purpose for one is to store limpets and allow for some twiddling of the galmap.
Weapons are all but pointless since, unless your ship is tough enough to win a fight, escape is your best option.
Given the choice to avoid combat, there's little point in fitting utilities that draw power just for the sake of it - a chaff launcher might prove useful but a HSL is likely to be just as much use.
As for under-sized modules, they're not "under-sized". They correctly-sized for the job they need to do.
Never really needed a big shield on an exploration ship either. I just git gud at landing and running away.
 
No point putting weapons on an exploration ship if it can't withstand some punishment and get out of dodge. People who fit weapons to a ship often end up trying to use them, which in a pure trading or exploration build is almost always fatal

For them.
 
What I still don't understand is why people bring heat sink in exploration ?

I made thousands of jumps / fuel scoop and never heated my ship so bad that I damaged it + most of the explorers out there build their ship to stay cool so usually you won't go over 120-140% even when charging FSD while you're near the star...

Never bring HS and never felt like I should...
 
My question is: Do people actually use ships with those types of builds, as in everything sacrificed just to get that extra 0.5ly jump range?

Yes.

Because despite FD's promises that deep space would become a dangerous place, the only thing that can possibly harm you is the odd neutron star and not paying attention when landing on high G planets.

This is compounded by the mechanics for "environmental damage": emergency dropouts etc. damage your hull by a set percentage. So if you keep crashing into stars, you will destroy your own ship at the same time if you have 100 health as if you have 5000 health. So HRPs are literally dead weight unless you encounter another ship or planet surface.

I personally have an entirely combat capable cutter, because I always like to be ready, I don't want to have to have an escort to get home, and exploration is more fun when you have more tools than an FSD button. And because of the mechanics for jump range/mass, a combat capable exploration cutter can jump about as far as a combat capable exploration 'conda. Doesn't have a bad range at all.

What I still don't understand is why people bring heat sink in exploration ?


Before the update that changed how we spawn in a system, it was possible to spawn between two stars in a binary system and rapidly become overwhelmed by heat - but that's been bubble wrapped out of the game, so folks bring heat sinks either because they didn't realise that's no longer a thing, or don't realise that heat isn't that lethal "out there".
 
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80Ly AspX here.

Done 2 of the galactic "compass points" in it so far so I don't see how anybody could say it's not "practical".

I doubt you'll get many explorers neglecting to fit an SRV bay or leaving empty slots. The latter, particularly, is a rookie mistake.
As yet, there's little point in taking a cargo rack to be used for cargo.
The only purpose for one is to store limpets and allow for some twiddling of the galmap.
Weapons are all but pointless since, unless your ship is tough enough to win a fight, escape is your best option.
Given the choice to avoid combat, there's little point in fitting utilities that draw power just for the sake of it - a chaff launcher might prove useful but a HSL is likely to be just as much use.
As for under-sized modules, they're not "under-sized". They correctly-sized for the job they need to do.
Never really needed a big shield on an exploration ship either. I just git gud at landing and running away.



Well that about covers it.
 
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