Fitting the ASP jump range or fuel capacity

Dammit, I knew the route planner assumed you were filled up (which is fair, but it would be nice if there was a setting to change it...) but while I'd never actually tested it I had assumed the spider web used your actual current effective range. :(
 
I know that probably it's not the most efficient setup, but mine "core fittedd ASP" has 56T fuel capacity and still jumps 31Ly with shields and all. I can make 11 jumps without refuelling, so everytime the next system enroute is not behind the star i can forget to fuel scoop. And when the "Main Fuel Tank Drained" message comes, i still have 3 jumps at max jumprange. For my personal method this is the fastest traveling setup.
Of course when i go to the rim not only i get rid of the supplemtary fuel tanks, but i downgrade the main one too. There 0,5ly can make the difference.
 
All I can say is that if you get the biggest and best fuel scoop you can get, you will be the most tank-full.
 
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. :)

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.
 
Keep in mind that 4.5LY is more than 10% of your jump range. Your travelling time will increase measureable, expect hours to be added to your overall average long range expedition. Of course, I don't have to say anything, flying in a DBE with a tiny scoop ;-).

The brown dwarf fields are not very high, if you find yourself in it, just go a few hundred LY up or down. It's a rather small detour.
 
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.

I have been looking everywhere for a class 6 scoop. Does anyone have any systems they can remember them being sold in?
 
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.
 
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.

Thanks Goemon, I will check it out.
 
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.

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...
 
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there is no way to see the distance between two stars when you are not at one of them.
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:

distance = square root { (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) + (z1-z2)*(z1-z2) }

It's a bit of a faff but it can be useful in at least proving that it is impossible to get somewhere!
 
To the question ref class 6 scoops. I bought mine from Frankin Vision station in the LTT 14850 system (high tech independent)
 
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I got my 6B scoop 2 nights back at Lembava with the 15% discount. I can't recall if it was at the first or second station from the star as I had to check both to get all the bits I needed to outfit my Asp. One was an Orbis station and the other an Outpost style. Think the Outpost had the majority of the Class 6 stuff.
Hope that helps.
 
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.

It works very well for me. I'm currently farming neutron stars, and I don't even look at fuel levels - I find o-stars before running down a tank. Is it necessary? No, but not having to turn star filters for other stars is nice.

It does add to travel times, but again, its not a big deal. I don't need to stop to refuel normally because over so many jumps per tank, you will be dumped in an advantageous position were you simply skim off a star as you align for next jump. That saves a bit of time.

The only regret was at the far rim - navigating there requires massive jump range, but you are better off in Conda for that. My personal goal was to take 0 0 Z coordinate as far as I possibly could, and I got to ~ 0 0 65,090, that was good enough for me. If you want to get to 65,2XX, you should go for range.

Oh, one more thing. I think I'm actually carrying pulse lasers, Beams were too draining from what I recall. Would need to check.
 
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...

Ironically it's the uselessness of the route plotter and its lack of features that means exploration can still be challenging, at least in these circumstances.

I was out on the far rim a couple of weeks ago. I took an Anaconda with a 20T tank to maximize the usefulness of the spiderweb lines and route plotter. When you get right to the edge, the web lines still mostly work but the plotter will fail to find routes longer than the web, and you have to estimate distances with Pythagorus or just go there and see.

Even jumps within your fully-fuelled range aren't always found. On one occasion the route plotter failed to find a single-jump route of 40.20 LY when my range was 40.26 LY. I did the jump anyway and it then also failed to find the route back.

I spent 3 full days out there looking for distant systems. Point and click with the route plotter would have been less frustrating but would also have removed the need to think and explore. Although I'm not sure this is a good reason for not fixing it.
 
Prepping for a jaunt myself... my Asp is currently bounty/combat fitted, but its almost time for a respec and a change of pace.

Looking at this for a sensible 34ly range, geared for hopefully a bit of extra longevity. The config assumes some module power management to keep things in line. Based upon my mood and cash reserves I may up the fuel scoop to 6A from 6B, though that is a hefty price differential for a rather small relative gain.

http://www.edshipyard.com/#/L=70g,0Wg0Wg,2-4s6u7_6u2C8S8I,52CmpT7Pc0KU0KU2jw2UI

I considered another similar spec which included fuel limpets for rescue duty (despite the low chance of such a need). It seems to drop the laden range down by just under 2 light years... which while not bad, is a considerable factor especially when aiming for the sparse fringes.
 
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