Explorers...know a lot..

New dumb question:
As you jump further and further out do your modules/ship wear down?
I saw a lot of explorers take that AFM thing so it makes me think that everything starts to break down after a few thousand jumps or so?

Cause right now my list of "Must haves" for a super deep exploration is a fuel scoop, Discovery Scanner, Surface Scanner. Any other recommendations?
 
New dumb question:
As you jump further and further out do your modules/ship wear down?
I saw a lot of explorers take that AFM thing so it makes me think that everything starts to break down after a few thousand jumps or so?

Cause right now my list of "Must haves" for a super deep exploration is a fuel scoop, Discovery Scanner, Surface Scanner. Any other recommendations?

AFMUs are for repairing modules, wont do hull or power plant. You'll find that you will have the occasional drop into a hot one, hard landing or other mishap that will impact module health - press a couple of buttons and you're good as new. Some take 2 AFMUs as they can repair each other and the second is an additional module to spread hit-points.
 
New dumb question:
As you jump further and further out do your modules/ship wear down?
I saw a lot of explorers take that AFM thing so it makes me think that everything starts to break down after a few thousand jumps or so?

Cause right now my list of "Must haves" for a super deep exploration is a fuel scoop, Discovery Scanner, Surface Scanner. Any other recommendations?
No, things don't wear down except your paint job. Damage comes from getting too close to stars at high speed, causing an emergency drop which does about 2% hull damage. And from poor landings on planets without a shield generator.

I've been to BP and back without an AFMU. Just keep in mind to put throttle to zero during witchspace so you don't fly into the star upon arrival.
My kit was Fuel scoop, Discovery and Surface scanner, and a shield generator. That should get you everywhere. And a buggy for collecting rocks :) I usually add a heat sink for those times I get into a close binary system or was not paying attention properly.
Actually, that's what causes damage: doing hundreds of jumps and becoming careless or sleepy. Happens to everyone.
 
Last edited:
I've been to BP and back without an AFMU. Just keep in mind to put throttle to zero during witchspace so you don't fly into the star upon arrival.
My kit was Fuel scoop, Discovery and Surface scanner, and a shield generator. That should get you everywhere. And a buggy for collecting rocks :) I usually add a heat sink for those times I get into a close binary system or was not paying attention properly.

Collecting rocks?
Doesn't that make you a target for pirates or do you no thave to worry about that sort of thing out there in the great expanses of the unknown?
 
Collecting rocks?
Doesn't that make you a target for pirates or do you no thave to worry about that sort of thing out there in the great expanses of the unknown?
Past some 500 light years away from the bubble, there are no pirates.
With collecting rocks I mean shooting outcrops and other formations that you find when driving around the surface. That produces rocks that you can scoop up and which you can use to make buggy fuel, bullets, jump range extending fuel and numerous other things.
 

Deleted member 110222

D
Diamondback Explorer, though you can get an exploration spec Asp for not much more. And the Asp offers a lot more.
 
What ships can jump the furthest currently?
and what's the cheapest far jumper?

Ships highly engineered for jump range, so certainly not near stock...the Anaconda has topped in the low to mid 60ly range, and the ApsX in the mid 50ly range.

The cheapest far jumper I imagine would still be the good old trusty Type 6, though with the right engineering they can all jump pretty well. I have an exploration/prospecting Eagle that jumps 34ly, full explorer loadout including SRV...and can still boost to 660
 

Deleted member 110222

D
Ships highly engineered for jump range, so certainly not near stock...the Anaconda has topped in the low to mid 60ly range, and the ApsX in the mid 50ly range.

The cheapest far jumper I imagine would still be the good old trusty Type 6, though with the right engineering they can all jump pretty well. I have an exploration/prospecting Eagle that jumps 34ly, full explorer loadout including SRV...and can still boost to 660

How could I forget the Type-6? :p
 
Now for a question that's been bugging me since day one.

I know you hyperjump to go from system to system and you supercruise while in-system..

BUT

Can you Supercruise to go to another system if it exceeds your hyperjump range? Or does the game system not allow supercruise to go from system to system?
 
When you jump into a system, the game renders that system only. No matter how far you supercruise, it doesn't create nearby systems. So, while you might actually reach the other system, you won't see anything there. Since you also count as being in your original system, you won't be able to save fuel on the jump to your target either.
Also, if the distance would exceed your jump range (assuming you have a decent FSD), you'd run out of fuel while supercruising long before you'd actually reach your target system.
 
Last edited:
Back
Top Bottom