http://coriolis.io/outfit/asp/04A4D...i0i2i2f.Iw18WQ==.Aw18cCMJA===?bn=Flying Scoop
Here is my 'Flying Scoop' build. It goes 30 ly on full tank and 35 ly on empty. Technically, you don't need the extra 32 tons of fuel, but being able to jump 13 times through the brown dwarf fields gives a great peace of mind. I covered over 100,000 light years on my current journey in this ship so far, no regrets.
But of course, you can forego extra tanks and then hope Fuel Rats remember that railguns and limpets go on separate fire groups.![]()
Some excellent replies so I don't really need to elaborate here Cdr.
Asp has the triple advantage of
5A FSD
Class 6 fuel scoop
32t tank
These factors put together give a ship with unrivalled range and endurance for its size/class (medium).
As for weight, extra fuel tanks add mass and weight and reduce jump range. And for long range forays jump range is vital imho.
Short answer Cdr
1. Get a 6C-6B fuel scoop (6A is prohibitively expensive and a 6B does almost as good a job for a third of the price)
2. If not already owning one get a 5A FSD
3. Fly light on everything. (2A power plant is a good light example)
My ship is in my signature block, she's currently 18KLY out and has never been close to a fuel emergency, has 6 jumps to a tank and is just generally a fantastic exploring vessel.
Good luck Cdr.
BD system (industrial) next to plx 695 and hightech systems around have them (usually).
i reduced my Asp fuel size to a 16t + 4 T for full 4 jumps (standard on most ships), for max. range while route plotting. i never run out of fuel. it's highly unlikely you don't find a scoopable star 140 ly around you.
but i do understand that fellow explorers prefer to fly relaxed.
The route plotter always assumes that your fuel tank(s) are full. So you can't travel as quickly with an extra fuel tank as without one. Out on the rim or in other sparse areas when the route plotter doesn't work you generally rely on the navigation spider-web to manually pick out routes. The spider-web also assumes that your fuel tank(s) are full and having the it use an extra LY or 2 makes a huge difference to selecting routes. So, yes, you can still jump as far with extra tanks but it is a lot less convenient to the extent that when I went to the rims I dropped my Anaconda's fuel capacity from the standard 32T down to 24T - 3 full jumps is more than enough to avoid any issues with non-scoopable stars.
There is a way, but unless you have the exact coordinates of the systems it will be a bit of an estimate. If the systems are at co-ords (x1,y1,z1) and (x2,y2,z2) then the distance between them can be calculated from simply extending the Pythagoras theorem:there is no way to see the distance between two stars when you are not at one of them.
You have seriously made me re-consider my views on extra tanks and look at this option when I return.
The only thing putting me off is dropping 4.5LY range but that added piece of mind is priceless. Especially as I'm considering a different longer more dangerous exped on my return.
I'd love to hear more of how this setup works for you Cdr.
This. I got to 652xxLy form Sol, and could not find a way to Beagle Point simply because my jump range is 31.7Ly, and that's all the spiders web will show, despite sitting at near empty and actually having a range of 34Ly. I spent a week trying to plot a path before finally giving up, too much time spent back tracking, and there is no way to see the distance between two stars when you are not at one of them.
I'd actually like to see better tools for explorers. Being able to manually plot multiple jumps, being able to adjust the distance of your jumps on the spider web thing based on actual fuel load (or 100%, 75%, 50% and 25% pre-sets).
You know, simple stuff that would add value to exploration. back tracking 48 jumps for what is about 110Ly point to point is not fun...
Next trip out will be a 40+Ly Anaconda, and that'll be that!
Z...