Explorers. How self-sufficient are you?

Going exploring without an AFMU is sort of like driving a car on a rough road without a spare tire. You WILL eventually get a flat if you drive on that road long enough and without a way to repair or replace your tire you are either going to be limping home very slowly or not getting home at all.

I'll tell you if I ever need an AFMU during my second million lightyears.
 
I may be Elite in exploration, but I still haven't passed much further than 7k. So take what I got to say for what its worth still...

The idea of self-sufficiency is nice, but there is an inevitable point of no return you'll hit. Either in design with the powerplant, or fact of the matter with the hull. So no matter what you'll do there will eventually be a limit.

Still, you'll be surprised with the options. I still built for the long haul despite never really doing that, but still the repairs were needed in the Neutron fields I explored, so its nice to have the parts.

Basics aside, it all just boils down to trying to fit the parts, and there is little reason not to - the siezes are up to you, depending on how you want to do it.

For reference tho, here's mine; https://eddp.co/u/U8TZ46CN
 
Here's Mine and to me it works great!!! I'm over 50,000 lys into a Trip now and just 14,000 lys to go... Should be home in about 5-6 Days....[big grin]

https://coriolis.edcd.io/outfit/ana...BiivfCmgAAAA==&bn=Federation Ship Starstrider

And a pic i took just this Morning....

iJGY8bG.png
 
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Personally, I'd take my trusty AspX, an AFMU, at least 2 heatsink launchers, ADS, DDS, an SRV, no weapons, lightweight shields (for returning to the bubble), a good fuel scoop, and a docking computer (for when I finally return and don't want to worry about docking). I made it all the way to Beagle Point and back with that load-out and a 32 lyr jump range. I only needed jumponium once on the way out there and twice on the way back.

It wouldn't hurt to do a bit of engineering on your SFD to get the range up and to reduce the weight of some of your equipment. Most of your modules should be D-grade to save weight, but take the biggest A-grade scoop you can fit (since you'll be doing a lot of scooping).

Taking a second smaller AFMU is a good idea, since you only really need it to repair the other one; use the bigger cargo slots for more important stuff.
 
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I'd never trust a docking computer to bring me in for a landing when it really counts. That's just me though. But yeah, it is funny thinking "Now, how do I do this again?" after you've been out for a while. :D

On the other hand, the small ships do fit through the slot a little better.

And you guys with those 50+ ly jump ranges, well, I'm not sure what to make of it... That's nearly three times the range of what I typically work with. I thought getting a decently loaded Cobra up to around 35 was pretty swell. [hehe]
 
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I can't think of a single valid argument for NOT taking along an AFMU if you have the available space for one. I took one with me to Beagle Point and never needed it ... but it was there just in case. If I had to choose between either taking along a cargo hold or an AFMU though I'd choose the cargo hold. I'm not much into salvaging things when I'm out exploring but I'd hate to happen upon something totally unique while I'm out in the black and not be able to scoop it up.
 
I'd never trust a docking computer to bring me in for a landing when it really counts. That's just me though. But yeah, it is funny thinking "Now, how do I do this again?" after you've been out for a while. :D

And you guys with those 50+ ly jump ranges, well, I'm not sure what to make of it... That's nearly three times the range of what I typically work with. I thought getting a Cobra up to around 35 was pretty swell. [hehe]

I've had pretty good luck with the docking computer. I much prefer using one.

My Asp can get up to a 56 lyr range, but only when stripped to the bone (which I did so that I could go on the Distant Stars expedition). With a normal build-out it gets about 40 lyrs and about 50 when outfitted for "normal" exploration.
 
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My explorer Asp has two AMFUs, a docking computer, class 3 bi-weave shields and no SRV.

Clearly, my idea of exploration optimization is different to others. :D
 
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My explorer Asp has two AMFUs, a docking computer, class 3 bi-weave shields and no SRV.

The only reason for an SRV is gathering materials for things like AMFU restocking and jumponium synthesis. It's certainly optional, but it can be useful, especially on a long voyage.

If you decide to skip it, be sure to gather a bunch of suitable materials before you head out.

Wouldn't it be nice if the SRV had some kind of repair function, so you could land on a planet, deploy the srv and fix your hull and powerplant?

That's a great idea! Rep++

You should post it in the Suggestions forum, so a developer will be sure to read it.
 
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"Paying attention" is all well and good, but if you're flying multiple 40-jump "legs" one after the other, your concentration will start to wander.
Take an AFMU and at least two SRVs.
 
Wouldn't it be nice if the SRV had some kind of repair function, so you could land on a planet, deploy the srv and fix your hull and powerplant?

Yeah, either that or allow us to hire a ship's engineer as a crew member. If I can hire crew to fly fighter craft, why not hire one to manage the ship's repairs?
 
"Paying attention" is all well and good, but if you're flying multiple 40-jump "legs" one after the other, your concentration will start to wander.
Take an AFMU and at least two SRVs.

All the Cmdrs who flew more than 15 hours straight without taking any damage raise your hand :D

o/
 
For me that "flat" would be after many hundreds of thousands of light years though (not an exaggeration), especially now with star type route plotting. For me, if I have extra room for the AFMU, might as well add it on. Otherwise it's really not necessary.

Well in many ways exploration is MUCH less dangerous now with all the changes we've had since Horizons launched. The route plotter to avoid unscoopable starts means that now it is basically impossible to run out of fuel accidentally which used to be the main danger of exploration. There are still ways to accumulate module damage over time however and once you get past 70-80% integrity those systems will start to malfunction frequently. On my SagA trip however I didn't drop out of SC very often as I was as careful as possible when scooping although despite this I still did accidentally drop out of SC maybe 2-3 times from getting too close to the star when scooping. I had occasionally tried to "scoop" a T Tauri only to realize it wasn't scoopable when I got too close and dropped out of SC which was actually the most common cause of scooping mistakes but now this can be avoided with the route plotter. Most of the module damage I accumulated however was simply from overheating occasionally while scooping if I built up too much heat and couldn't get out of scooping range in time to cool down. Now with low emissions power plant mods you can get an Asp to run rather cool which gives you a wider margin for overheating however. You can also use armored or shielded mods to increase the integrity of modules but generally the power and weight cost are not worthwhile on an exploration build.

Overall I think the safety and security of having an AFMU on board is just so useful for explorers that I couldn't see myself doing any exploration without one. The Asp has such a good range of internal slots that it's not a hard choice to carry at least one AFMU on any trip since you don't have to give up anything for it and it has no weight associated with it. The only thing I could see someone wanting to put in that slot instead MIGHT be a spare SRV which would make sense if you planned on doing a lot of planetary exploration, but even then I don't think I would want to give up the AFMU for that.

Wouldn't it be nice if the SRV had some kind of repair function, so you could land on a planet, deploy the srv and fix your hull and powerplant?

That is an awesome idea. An exploration-specific SRV with ship repair capability would be the best possible thing FD could do for exploration as it would make exploration ships truly self-sufficient.
 
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Here's the link to a UN-ENGINEERED Asp Explorer fit-out for exploration:

https://coriolis.edcd.io/outfit/asp...0iv6002i2f.Iw18WQ==.Aw18WQ==.&bn=Asp Explorer

Basically:
* Keep modules light as possible (D rate).
* Max frameshift for long jump range (A rate)
* Max fuel scoop for quick re-fuelling (A rate) and keep the 32T tank.
* No weapons or utilities (can add heat sinks if you like, but won't use anything else).

Definitely have an AFMU. Can prospect for materials to recharge it while exploring if need be. Only need one SRV, unless your planning to go stunt driving. The're pretty hard to break and self-repair the hull when stored (i.e. back to 100%). Prospect for materials to re-arm and refuel the SRV (easy to find on most planets). When you get in the deep you'll spend a lot of time re-fuelling and jumping so the big fuel scoop and working on your jump range when outfitting is worth the effort.

If you have access to engineers, can engineer the frameshift to get the jump range much higher (as seen from some of the builds in this thread), but the standard range should be ok unless you plan to go to the edges of the galaxy (e.g. cross the Formidine Rift).

A tip on route planning. With a 32T tank and 32ly jump range you'll be ok using the galaxy map to map 1,000ly hops set on quickest route. If however you do hit a red dwarf forest (and there are a few out there) just take 3 jumps, then check for a scoop-able star. Will generally find one within 3 or 4 jumps. Memorise "FOAM BKG". Each letter stands for a class of scoop-able star.
 
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I just returned from a trip to Sagittarius A*, which I did in a DBX without an AFMU and without a SRV. I packed an extra fuel tank so that I could do 8-10 jumps before refueling. On the way to Sag A* and Colonia (more than 30k Ly without docking) I took zero module damage and 1% hull damage from an accidental emergency drop (I pushed the wrong button twice in a row). The DBX with low emission plant runs cool enough to scoop at maximum rate and never overheat. I never had a situation where the ship would end up too close to a star and take heat damage - I know it can happen but from my experience it's super rare.

As for neutron boosts I didn't use any on my way to Sag A* but used a bunch of them on my way back via the "Colonia Connection" - I docked at each of the stations for repairs and my FSD never dropped below 90% on the way. I'd say that not using neutron boosts is not much of a loss because in the time it takes to supercharge FSD and plot the long jump I would most likely do 2 or 3 normal jumps.

BTW the most dangerous situation I got into was when I realized my fuel tank was completely empty (not even 1 pixel on the gauge) since I was just jumping and not paying attention. Fortunately I was at a scoopable star, it seems that around galactic core almost all stars are scoopable and even if not, the stars are so close together that you can jump to a nearby star on something like 0.1 tons of fuel.
 
I always bring an AFMU. I have never needed to use it, but it weighs nothing and is nice for peace of mind. So unless you're short on module slots you might as well have one. For that matter, if you have the module slots you might as well have a pair so they can repair each other if necessary.

It's simple enough to use. Power up the AFMU (I usually keep mine turned off to save PP capacity), select the module you want to repair, hit repair, turn the module back on once it's back at 100%. Just make sure you don't repair your thrusters or FSD while in supercruise.
 
If you are going far into the deep, make sure you bring enough change of clothing.
Water can be scarce out there and you will not want to clean your clothes, but rather just dump the skidmarked ones onto the nearest star...
I strongly suggest odor-suppressing fabrics and cotton next to the skin. loose cargo-pants for out-of-pilotseat wear. Oh, and make sure you adjust sizes for potential swelling.

I usually go out with two SRV's one AFMU and the smallest shields to protect the paint when landing on a planet. Up until now I have gone weaponless; not sure what I will do next trip due to resent events.

Oh, and bring lots of movies; it gets a tad bit repetitive after a while.
 
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If you are going far into the deep, make sure you bring enough change of clothing.
Water can be scarce out there and you will not want to clean your clothes, but rather just dump the skidmarked ones onto the nearest star...
I strongly suggest odor-suppressing fabrics and cotton next to the skin. loose cargo-pants for out-of-pilotseat wear. Oh, and make sure you adjust sizes for potential swelling.

I usually go out with two SRV's one AFMU and the smallest shields to protect the paint when landing on a planet. Up until now I have gone weaponless; not sure what I will do next trip due to resent events.

Oh, and bring lots of movies; it gets a tad bit repetitive after a while.

Your ship didn't come with a sonolaundry? And yet you don't wear a nano-cleaning flightsuit? Wierd.
 
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