Ships Explorer opinion: how important is maneuverability vs jump range?

CMDRs,

You can explore in anything, but what makes a ship good exploration? Obvious things are jump range and tank size. This is determined by base hull mass and class of FSD, leading to the usual suspects:

hauler, adder, t6, asp, anaconda (ranging from 26 to 39 ly jumps). Hauler, adder, and conda can do 4 max range jumps on one tank, t6 can do 5, and asp can do 6.

But how important is maneuverability rating for exploration? This is 6 for hauler, adder, and asp, 3 for t6, and 2 for anaconda. This affects turn rate in supercruise, which in turn affect how fast you do detailed scan (since you turn and then fly to the next body). My question is, how worried should I be about, e.g. t6 or anaconda being slow to turn, if I follow the usual explorer convention of scanning the main star, and maybe promising bodies in close proximity?

Opinions welcome! I personally think turn rate in supercruise is underrated for exploration, but not sure by how much. So for example t6 can reach 30 ly jumps vs adder's 26, but turns much slower than the adder. How should I value these ships for exploration?
 
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Manouverability is very low on the list of demands. It doesnt matter if it is slow to yaw or whatever as you are in no need to rush. Jump range is important if you are jumping at the extremes in the arms, if going to the core its not that important either.
 
I like scarifying some of my jump range in order to fit a ship that I like, i.e. my CobraMkIII has silly mass because of Mirrored Alloy, but like Whitrose said it doesn't really matter if you're heading to the core, which is where I'm going.
On the over hand, I don't believe turn rate matter at all for exploration as all you need is run in a pretty much straight line when you evade pirates on your way out and back. After those few first light years, you have all the time in the world to yaw and roll to unexplored worlds.
Thing is, if you are worried you will be wasting time because of low end thrusters, maybe exploration isn't for you at all… as it shouldn't be about time I believe.
So really, fit the ship as you like but understanding its limitations, or sacrifice everything but the essential if you're heading to the edge of the galaxy… fly safe
 
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I took an Eagle for some 2000ly exploration.

The manoeuvrability was excellent and allowed my to exit supercruise at speed and then avoid these pesky white dwarf stars.
Using an Asp was OK (mostly), but the type 6 needed to stop each time.
 
Thing is, if you are worried you will be wasting time because of low end thrusters, maybe exploration isn't for you at all… as it shouldn't be about time I believe.

Thrusters don't affect supercruise turn rate, only maneuverability rating of the ship does, as far as I know. Turn rate in supercruise matters if you scan a lot, because what you do is you turn to face a body, supercruise to detailed scan range, wait for the scan to finish, then turn again, etc. Being a slow turner adds up. Also being a slow turner makes it harder to skid past certain stars to fuel up and keep going without scanning it.

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I think the only person who should be giving me input on whether exploration is for me is me. There is nothing wrong with optimizing the ship for the job, it is not somehow antithetical to "the explorer spirit." Traders optimize credits per hour, combat pilots optimize killing ability or pirating potential, and explorers can also optimize what is important for exploration.

I do appreciate your opinion, regarding turning rate not being so important.
 
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I've explored and surface scanned in both an Asp and a Type 6. It never crossed my mind that I needed more maneuverability in either one. To me, having a good cockpit view to see the lay of the land so to speak is more valuable. That's not to say that I think a Type 9 would make a good explorer. So maybe there's a threshold below which poor maneuverability does becomes a big factor and where that threshold is would seem to be a matter of personal preference.
 
CMDR Makya, for reference, T9 maneuverability is 0, anaconda maneuverability is 2, and type 6 maneuverability is 3. Asp is 6, adder is 8. I kind of wish there was a ship with asp's jump range and adder's maneuverability rating -- maybe the diamondback?
 
CMDR Makya, for reference, T9 maneuverability is 0, anaconda maneuverability is 2, and type 6 maneuverability is 3. Asp is 6, adder is 8. I kind of wish there was a ship with asp's jump range and adder's maneuverability rating -- maybe the diamondback?
Exactly my point. I have a Type 9 and can confirm it's maneuverability is 0. :) There is no way I would want to surface scan a system in it. However, I think a Type 6 is easily up to the task. I've never flown an Anaconda so I have no opinion on it but others have explored in them. So while maneuverability may be a factor, I would not consider it that significant. For me, the threshold of acceptability is fairly low - a rating of a least 3 apparently suits me. The Adder may be agile but given a choice I would never consider going long range in one given it's poor cockpit view. So for me, there are other factors that are more important than maneuverability. Others may feel differently. Fortunately, there is lots of choice when it comes to choosing an exploring ship. My first choice is currently the Asp but the Diamondback may become the new sweet spot for exploring. That would be fun.
 
T9 Explorer here, done over 30000LY so far and 2000LY out from the core (in a neutron field ATM). Seriously, how are you guy's steering these ships? Using just the keyboard and your elbows?

The ships steers fine with a HOTAS and pedals.
 
T9 Explorer here, done over 30000LY so far and 2000LY out from the core (in a neutron field ATM). Seriously, how are you guy's steering these ships? Using just the keyboard and your elbows?

The ships steers fine with a HOTAS and pedals.
LOL, personal preference rules!
 
Manoeuvrability is nice but not essential, exit supercruise at 0 throttle and it really doesn't matter. When you spend 2 minutes flying to a planet loosing 5 seconds turning is no biggy. (Im using an ASP).

Personally I honk and move on unless theres something special (neutron star, black hole, earth/water worlds). The time it takes to scan normal stars for 1200-1500Cr is really not worth it imo.

Edit (read some things): Jump range is only useful if you're going over 1000LY away from the human bubble, if you're doing local exploring you can easily just do economical routes with a 20LY range to see tons of new systems.
 
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In general range is going to be more helpful. It might make the difference between taking a direct route or having to back track. Last trip out I had a 31ly jump on an 'economical' route
 
Edit (read some things): Jump range is only useful if you're going over 1000LY away from the human bubble, if you're doing local exploring you can easily just do economical routes with a 20LY range to see tons of new systems.

Jump range (20LY+) is only important if -

A.You are in a rush to get somewhere
B.You are heading to a sparse region of space

I've got a 40LY conda sitting back at home base, that 40LY range is pointless on most trips. I would only use that ship if I was heading to the outer arms or traveling far above/below the galactic plane.
 
Jump range (20LY+) is only important if -

A.You are in a rush to get somewhere
B.You are heading to a sparse region of space

I've got a 40LY conda sitting back at home base, that 40LY range is pointless on most trips. I would only use that ship if I was heading to the outer arms or traveling far above/below the galactic plane.

Ok, but by that logic, cargo space is only useful for trading ships if you are in a hurry to make money. Obviously you can explore in whatever you want -- it will just take longer. Obviously you can trade in whatever you want -- it will just take longer.

The question is, leaving aside the obvious point that you can play whatever role in mostly whatever ship, how should explorers value various features of their ships.
 
I love maneuverability, and I also love jump range. I don't want to choose between them. Hopefully the Diamondback will fix my problem for me.
 
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Guys,

I would have thought that manoeuvrability was only important in combat (and very important there for sure - try out-turning a dedicated fighter in a T6 - which way did who go). Manoeuvrability is certainly not useful in trading - unless your docking computer chucks a wobbly when entering a port). It is certainly not in exploring. I am using a T6 because it is economical can be loaded with the best of class and if you do get caught and get blown to bits it only has an insurance cost of 338,000 credits whereas the ASP has an insurance cost of well over 1 million credits and fully fitted approaching 1.6 million. Detailed scan times are well over a couple of seconds unless you are really close so I agree with Makya.
 
Guys,

I would have thought that manoeuvrability was only important in combat (and very important there for sure - try out-turning a dedicated fighter in a T6 - which way did who go). Manoeuvrability is certainly not useful in trading - unless your docking computer chucks a wobbly when entering a port). It is certainly not in exploring. I am using a T6 because it is economical can be loaded with the best of class and if you do get caught and get blown to bits it only has an insurance cost of 338,000 credits whereas the ASP has an insurance cost of well over 1 million credits and fully fitted approaching 1.6 million. Detailed scan times are well over a couple of seconds unless you are really close so I agree with Makya.

Maneuverability rating of the ship affects turning rate in supercruise. This becomes important in a system where for example there are a few metal rich planets and a few jovians all close enough to the star where you don't have to move to scan them all. So you end up basically standing still and turning to scan. If you have a t6, with a maneuverability rating of 3, you can take a lot longer to finish scanning such a system compared to someone in an adder, with a maneuverability rating of 8.

Maneuverability rating is absolutely important for trading -- it helps you get into and out of the mailslot faster, which translates to more runs per hour, which translates to more profits per hour. Higher maneuverability is one reason the anaconda is often a better trading ship than the T9 (the other big one is jump range).
 
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Maneuverability rating of the ship affects turning rate in supercruise. This becomes important in a system where for example there are a few metal rich planets and a few jovians all close enough to the star where you don't have to move to scan them all. So you end up basically standing still and turning to scan. If you have a t6, with a maneuverability rating of 3, you can take a lot longer to finish scanning such a system compared to someone in an adder, with a maneuverability rating of 8.

Maneuverability rating is absolutely important for trading -- it helps you get into and out of the mailslot faster, which translates to more runs per hour, which translates to more profits per hour. Higher maneuverability is one reason the anaconda is often a better trading ship than the T9 (the other big one is jump range).

Sorry dude but I have to completely disagree with you. Standing still to turn a ship T6 or larger whilst scanning? Regarding trading, you would have to be an incredibly bad cmdr in a big ship to lose so much time trading. What is important in trading if time is a factor? Learning to operate your ship correctly.

I've posted tons of videos of T9 trading, honestly mate, some people just cant handle the T9, if you are slow it's down to piloting skill
 
Sorry dude but I have to completely disagree with you. Standing still to turn a ship T6 or larger whilst scanning? Regarding trading, you would have to be an incredibly bad cmdr in a big ship to lose so much time trading. What is important in trading if time is a factor? Learning to operate your ship correctly.

I've posted tons of videos of T9 trading, honestly mate, some people just cant handle the T9, if you are slow it's down to piloting skill

Out of curiosity, what controls do you use to fly these ships? It would be great to see a video of you doing a run in the T9
 
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