Exploring in a T-9

Hi All,

I've decide to keep a pure lakon fleet for the foreseeable future and was thinking exploration.

Obviously Lakon has some of the bets explorers (ASP-E and DBE) But I'm a bit different and like doing daft stuff in daft ships.

So currently I have an Exploration Keelback which I like a lot!

https://eddp.co/u/qL15WNB1

But I also have a nice big fat T-9 that I'm thinking of making into an explorer and was thinking something like this.

https://eddp.co/u/hmazYtqC

Any tips or advice for this huge crate? I'm not looking to do far reaches of the arms etc just some pootling around looking at stuff in the fighters or SRV's mainly.

Cheers o7
 
Ok i went to colonia in T9 for one of the beggind CG's.
You will have a few problems:
-Overheating,dont fly close to a star like you would in a Asp keep your distance even if it takes a minute or two longer.
-T9 is about as slow as it gets if you wanna scan a planet take it slow, adjust your speed and if you wanna land on planets take shallow dives up to 30°.
-Avoid landing on high G planets by that i mean anything more than 0,54-0,3G. Land on planets if you must gather materials for AFMU or anything.
 
I've explored in a T-9 and rather like it. To me it looks like a real ship of exploration. If you scan planets, just make sure you control your speed in supercruise so you don't overshoot. It's painful to turn around. Other than that, I don't find its lack of maneuverability a major issue.

Your build looks pretty good to me. I've made different trade offs that you may be interested in. For starters, drop the fuel tank from 64T to 32T. I haven't found 32T to be a sacrifice. I also tend to go with D-rated modules and engineer them up rather than dropping the module class but that's kind of a preference thing.

https://coriolis.edcd.io/outfit/typ...J9OBti1mdLWAxBWQP8DsQVbJAAAA&bn=Explorer - LC
 
I've explored in a T-9 and rather like it. To me it looks like a real ship of exploration. If you scan planets, just make sure you control your speed in supercruise so you don't overshoot. It's painful to turn around. Other than that, I don't find its lack of maneuverability a major issue.

Your build looks pretty good to me. I've made different trade offs that you may be interested in. For starters, drop the fuel tank from 64T to 32T. I haven't found 32T to be a sacrifice. I also tend to go with D-rated modules and engineer them up rather than dropping the module class but that's kind of a preference thing.

https://coriolis.edcd.io/outfit/typ...J9OBti1mdLWAxBWQP8DsQVbJAAAA&bn=Explorer - LC

I've thought about dropping the fuel tank but after being used to the range of a Cobra IV I would often fit extra tanks to that (it's got enough spare internals after all) as I'm not that good at plotting my routes etc so often have to take a couple extra jumps to get to a scoopable when I'm not paying attention.
 
If that supercruise maneuverability isnt an issue, then im saying that go for it.

I was at August Exodus with my T-9 and it was a blast. :)
Really have to do Beagle Point in T-9 some day, because hey, my first trip to Beagle Point back in DWE earned me my T-9. :)

But, make sure to lightweight everything to get the max jump range. Also, you dont need 3 heat sink launchers, thats just overkill.
7D fighter hangar is also too much, that thing weights 60T, youll manage with 5D, trust me. You arent going to fight Thargoids, or anything else whatsoever in T-9 so scratch that big hangar.
And youll manage just fine with only one 4G SRV bay.
 
Last edited:
If that supercruise maneuverability isnt an issue, then im saying that go for it.

I was at August Exodus with my T-9 and it was a blast. :)
Really have to do Beagle Point in T-9 some day, because hey, my first trip to Beagle Point back in DWE earned me my T-9. :)

But, make sure to lightweight everything to get the max jump range. Also, you dont need 3 heat sink launchers, thats just overkill.
7D fighter hangar is also too much, that thing weights 60T, youll manage with 5D, trust me. You arent going to fight Thargoids, or anything else whatsoever in T-9 so scratch that big hangar.
And youll manage just fine with only one 4G SRV bay.

Yeah I guess I'm planning on taking too many toys with me :)

I actually quite like the handling of the T-9. I'm fully FA-off so happy to set it spinning and wait for it to get to where I want to point.
 
It depends on going out into the black for months in real time and not getting bored with it. 20K LY out and you might wish that you had a few toys to play with. Might I offer this Anaconda version:

Anaconda Explorer

Some go for maximum jump range with an Anaconda but if I go to the other side of the galaxy this is the ship I would use with some mild engineering. It is for some players all about the maximum jump range to get there quickly versus doing it with lots of toys to play with. The lower jump range also adds more discovery scanners with a bigger payoff. You decide.
 
I see your point about toys mate but that Conda build isn't really explorer 'trim' is it? And as this is an exploration topic...
But back to the T9 question.
 
Last edited:
The T9 handles as well on high gravity planets as other ships. As long as you don't exceed its narrow tilt limits. :D
Taking off from high gravity planets can be a hot affair, though...
gVWeaa.png
vHUKJa.png
wm4A3v.png
 
The T9 handles as well on high gravity planets as other ships. As long as you don't exceed its narrow tilt limits. :D
Taking off from high gravity planets can be a hot affair, though...

Engaging Hi-wake while in normal space, in a high G environment will cause heat issues in virtually every ship. This can be avoided by lo-waking first from of high G planets.
 
Personally I'd take this. Partially engineered and with lots of room to grow. Empty class 8 slot for whatever takes your fancy. 7B fuel scoop is 50mil cheaper than a 7A with virtually the same performance. 64t tank down sized to a 32tonner.
Twin AFMUs, SRV and the usual exploration scanning suites. Range isn't great but it never will be with a T9.

https://coriolis.edcd.io/outfit/typ...eloBhBGA2EoFMCGBzANokZawCxA===&bn=T9 explorer
The 5D shield in that build shows as 0 MJ because the ship's mass exceeds the shield's maximum hull mass - I don't think you would even be able to install it during outfitting. A 6D shield with a grade 3 enhanced, low power mod (which you can get from Elivira Martuuk so no need to unlock Lei Cheung) will only be a few tons extra and provide minimal shielding to protect against bumps when landing. A heavy duty armour mod on the lightweight bulkheads adds no extra mass and even a grade 1 mod (which you can get from Liz Ryder) will help if your shield goes down for some reason. Without adding other engineering mods, though, why not put in a 5D hangar and have the opportunity to fly a fighter for a change of pace? Also a mining laser might help if you want materials but don't fancy landing. One heat sink launcher is worth having for emergencies.
.
Whatever you decide, it might be worth putting the ship through a field trial first, especially if you plan on being away for months. It is better to find out what does and does not work for you after a week and then be able to change a few things, rather than be stuck with something that stops you enjoying your journey. Fly safe!
 
Engaging Hi-wake while in normal space, in a high G environment will cause heat issues in virtually every ship. This can be avoided by lo-waking first from of high G planets.
I don't think you've tried taking off from a 9+ G planet with a D rated T-9. You can't low wake. If I'd pointed that ship straight up to hit a low wake escape vector, I'd be going 500 m/s backwards after a few seconds. :D
Anyhoo, most ships don't have this amount of heat problems. The T9, T7 and a couple others are notoriously bad at handling hot situations.
(That said, this particular build wasn't optimised. It was a "scrap part build", using various left-overs taken from other ships. Including a not-very-cool running power plant.)
 
Last edited:
I don't think you've tried taking off from a 9+ G planet with a D rated T-9. You can't low wake. If I'd pointed that ship straight up to hit a low wake escape vector, I'd be going 500 m/s backwards after a few seconds. :D
Anyhoo, most ships don't have this amount of heat problems. The T9, T7 and a couple others are notoriously bad at handling hot situations.
(That said, this particular build wasn't optimised. It was a "scrap part build", using various left-overs taken from other ships. Including a not-very-cool running power plant.)

Fair point about the ability to do so, I wasn't thinking about that.
 
The 5D shield in that build shows as 0 MJ because the ship's mass exceeds the shield's maximum hull mass - I don't think you would even be able to install it during outfitting. A 6D shield with a grade 3 enhanced, low power mod (which you can get from Elivira Martuuk so no need to unlock Lei Cheung) will only be a few tons extra and provide minimal shielding to protect against bumps when landing. A heavy duty armour mod on the lightweight bulkheads adds no extra mass and even a grade 1 mod (which you can get from Liz Ryder) will help if your shield goes down for some reason. Without adding other engineering mods, though, why not put in a 5D hangar and have the opportunity to fly a fighter for a change of pace? Also a mining laser might help if you want materials but don't fancy landing. One heat sink launcher is worth having for emergencies.
.
Whatever you decide, it might be worth putting the ship through a field trial first, especially if you plan on being away for months. It is better to find out what does and does not work for you after a week and then be able to change a few things, rather than be stuck with something that stops you enjoying your journey. Fly safe!

The 5D shield reads as 0MJ because it's turned OFF on the Coriolis build i posted. Turned on its 96MJ and is the smallest class shield a T9 will run with. I always explore with shields off only turn on when landing.
Check the build again:)
 
Last edited:
Back
Top Bottom