Engineers FSD Upgrade Only Important One For Exploration/Passengers??.

Greetings Commanders,

I'm going through my ships trying to finally get some good engineer updates and the way I see it.. for exploration and passenger missions, the increased FSD range is like 95% of the improvements, right?

I don't tend to have heat or energy problems, and no weapons equipped.. and the modules to get lightweight on are already only about 2tons lol.

Just wondering your opinions.. are there any other crucial upgrades I should consider? or is just the FSD about all I should worry about? Not sure that extra 1-3 lightyear jump range is worth the effort?
 
I'm guessing you aren't in an Annie then. Reducing the lightest sensors from 64t down to 13t definitely makes a difference.

But really, it's about how much you care or can be bothered with the lightweighting. On my explorer Annie,I have lightweight mods on everything I can and secondary mass reductions on nearly everything else,but that's just me, with far too much time on my hands. Plenty of people will be happy tootling around with just a jumpy FSD.
 
Also, putting in a REALLY light powerplant and overcharging it. Lightweight on anything that can take it. Clean thrusters to make scooping cooler (overcharge PP hurts that).

Boosted FSD of 40% or better is a good place to start. AspX can hit 40+ly easy, and with some mods, run away really well (since you're probably not taking weapons).

Run the numbers on taking 2A powerplant in Coriolis. :D
 
Last edited:
Engineering a non-combat ship's armour, thrusters and shields adds no weight (with the possible exception of thruster mods necessitating a larger power plant) and significantly improves survivability.
 
I'm guessing you aren't in an Annie then. Reducing the lightest sensors from 64t down to 13t definitely makes a difference.

But really, it's about how much you care or can be bothered with the lightweighting. On my explorer Annie,I have lightweight mods on everything I can and secondary mass reductions on nearly everything else,but that's just me, with far too much time on my hands. Plenty of people will be happy tootling around with just a jumpy FSD.

Yea I'm running a DBX so everything's already pretty light lol up to almost 50ly just with the FSD. I can see the Annie needing more weight reduction though
 
A good thruster is always good to have when transporting shy passengers, to avoid the scans. I'd put a dirty tuned thruster on it. Don't bother with a clean drive mod on an exploration ship, though. That mod has no beneficial effects in super cruise compared to the dirty one.
 
In summary:

  • Best roll you can get on the highest class of extended range FSD
  • Reasonable Dirty Drive Tuning to be sure that you can flee when needed (note that a G5 D-class thruster is a great option)
  • Lightweight everything possible, within reason: D class modules where appropriate/ possible, undersizing modules is another option. My Explorer Conda (62ly) is using an overcharged 3A power-plant!). If you use shield boosters, 0E with G5 Heavy Duty is almost as strong as 0A with the same mod, but weighs a fraction and eats less power
  • Shield generator can benefit a lot from thermal resistant - again buying you more time to escape without hull damage
  • For exploration, you want either a long range or fast scanner - which is better depends on your play style
  • AFM, if you use them, can be shielded at no weight penalty (remember AFM cannot repair itself, so might be important if you have only one AFM)
  • Lightweight bulkheads can be modified with Heavy Duty mods without adding any weight
 
Back
Top Bottom