Free exploration ship build templates. Come get yours.

Going on DW2? Or exploring somewhere else? Undecided what ship to take and what to put on it? How to get those big jump ranges you keep reading about? Here are some suggestions.

All these pre-engineered ships take 6 modules, Fuel Scoop, Guardian Booster, AMFU, Shield, SRV and DSS. Other slots, hardpoints and utilities have been left empty so you can decide what to put on them. As a general rule, Fuel Scoop always goes into the largest possible slot, and the guardian booster to the next largest (in some cases you get a couple more LY by swapping these around). There is still some leeway to get slight more jump range by doing some sacrifices, but I don't think an extra LY compensates the sacrifices (but it's your call).

Some modules like engines have downgraded but engineered clean drives so you won't miss out zipping through that perfect canyon you just found while staying cool. Power Distributors have in most cases some leeway, you can still downgrade them further but I don't think it's worth it.

I don't claim these to be the perfect, top spec, highest possible optimized builds in the galaxy, but they're great bases for you to mess around and get your own personal build.

Extra tip (for those who don't know yet): after clearing the bubble, turn off your shield and shield boosters (if any), it will keep your ship a lot cooler while scooping fuel. Turn it back on before landing.

So here we go (didn't do all the ships, only the ones I would consider myself to take on such a journey, can do more on request):

Orca (65ly)

Type 7 (57ly)

Type 6 (58ly)

Krait (60ly)

Krait Phantom (67ly)

Diamondback Explorer (72ly)

Cobra III (50ly)

Python (56ly)

Dolphin (61ly)

Asp Explorer (69ly)
 
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None of these builds features a docking computer - rep.

On a more serious note, with the new 'tingz' to find mechanics for my next build I consider a research limpet and a xeno scanner to be mandatory.
 
None of these builds features a docking computer - rep.

On a more serious note, with the new 'tingz' to find mechanics for my next build I consider a research limpet and a xeno scanner to be mandatory.

I noticed that too, and consider it a flaw.
After 300 days without Docking manually, in a Swiss cheesed ship with minimal shields (if you remember to turn them back on), a dc just might prevent a rage quit.
 
I noticed that too, and consider it a flaw.
After 300 days without Docking manually, in a Swiss cheesed ship with minimal shields (if you remember to turn them back on), a dc just might prevent a rage quit.
Especially when you take deep space docking atrophy into account.
 
didnt check all of em but the cobra would be better of with a armorerd size 3 pp sinc you dont need to keep the afmu powered at all time :p

edit : checked some more and oversized powerplants wih no module powers managment seems to be a theme, not that i agree with these build styles but some more ly's could be squeezed out of these builds

https://s.orbis.zone/1nds

this is what a real exploration vessel looks like :D
 
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No heat sink launchers on the AspX ..... are you crazy?

Only takes that one moment of inattention while jumping and 'oh look 150% on the heat guage....."

Bill

<<happy with his Asp's 61 ly jump range
 
No heat sink launchers on the AspX ..... are you crazy?

Only takes that one moment of inattention while jumping and 'oh look 150% on the heat guage....."

Bill

<<happy with his Asp's 61 ly jump range


Well I did say I intentionally left hardpoints, utility slots and extra slots empty on purpose, so each can choose the extra gear...
 
No heat sink launchers on the AspX ..... are you crazy?

Only takes that one moment of inattention while jumping and 'oh look 150% on the heat guage....."

Bill

<<happy with his Asp's 61 ly jump range


Way back when I did my Sag A trip, one particularly bad moment of inattention cooked off half my heat sinks and amfu.
 
I'm stuck between ASP or Diamondback, simply because high jump range and good handling is a must on such an expedtion (reason: real life duties). The only real competitor here is the Anaconda, but I used her in many expeditions and got bored (hello slow turn rate).

I like the Diamonback a lot more than the ASP, but since DWE2 will be a loooooong journey the 4A fuel scoop can be a pain in the .
 
You can get almost a 40ly jump in a non-engineered DBX. I'd forgo the guardian FSD booster and install a size 2 cargo rack. If you find something interesting to pick up while out in your SRV you can take it with you to sell later. Might even consider getting a corrosion resistant cargo rack instead in case what you find is a tad nasty. Here is my DBX, MSS Rattler. I wouldn't hesitate a second to take her out exploring in the unknown. Remember too, a 4A fuel scoop is a 1:33 to fill the tank when it's empty. If you are scooping at every scoopable star along the way it only takes 10 maybe 15 seconds to top your tank off for the next jump. You can scoop and honk at the same time so no time is wasted. DW2 recommended minimum jump range is 33.4 I believe.

https://s.orbis.zone/1ne1
 
AMFU's are overrated for exploration loadouts. They aren't necessary, especially after they added the ability to synthesize heat sinks.
 
Why would you ever neutron jump if you are exploring? Neutron jumping is for getting to Colonia faster.
 
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