I have a philosophy that outfitting is tied more to your individual play style than the ship mission itself.
If you play the game as a singular focused task IRL (in real life) than push the limits of your ship.
If you play the game while the real world tends to interrupt, then be careful with outfitting.
I have done long runs in a Sidewinder, Type-6 and the ASP.
A type 6 is a great tool to use when your budget is a concern. It allows for a smooth transition to the ASP.
I have 4 heatsinks on my ASP, but I place each one as trigger #2 on it's own firegroup with the ADS on trigger #1. I have seen far too many CMDR's place all of them in a single firegroup. That wastes multiple heat sinks at once.
Shields are always with me. And I have A rated thrusters and distributor. It helps with heat and I can do the Brave Sir Robbin with ease on my way back with all that data. I have 3 auto maintenance units. They are always turned off.
AND most importantly NEVER EVER EVER EVER EVER !!!!!!! navigate the menu in THE RIGHT PANEL SCREEN except in normal space.
Fuel scoop size, I think is personal preference. I only use a 5A not a 6 (I carry a big auto repair kit in the 6 bay). I skim the top of the star on entry at low speed and honk at the same time.
The scoop time is most of the time the same as the honking.
After the ADS reveals the system I maneuver to go vertical above the orbital plane at slow speed and then check out the System Map to see what I want to do. When I close the map out, I end up abot 50-80 ls above the orbital plane and have an easier time picking my path for detailed scans.
The max range is a bit of overkill from my experience. Just shy of 30LY is going to get you to almost everyplace you want to go. But if you want to jump between spiral arms or wander through a forrest of T Tauris then you should consider MAXING range in an anorexic ASP.
I have all my slots filled with things and A rated stuff and I still get 31LY.
If you play the game as a singular focused task IRL (in real life) than push the limits of your ship.
If you play the game while the real world tends to interrupt, then be careful with outfitting.
I have done long runs in a Sidewinder, Type-6 and the ASP.
A type 6 is a great tool to use when your budget is a concern. It allows for a smooth transition to the ASP.
I have 4 heatsinks on my ASP, but I place each one as trigger #2 on it's own firegroup with the ADS on trigger #1. I have seen far too many CMDR's place all of them in a single firegroup. That wastes multiple heat sinks at once.
Shields are always with me. And I have A rated thrusters and distributor. It helps with heat and I can do the Brave Sir Robbin with ease on my way back with all that data. I have 3 auto maintenance units. They are always turned off.
AND most importantly NEVER EVER EVER EVER EVER !!!!!!! navigate the menu in THE RIGHT PANEL SCREEN except in normal space.
Fuel scoop size, I think is personal preference. I only use a 5A not a 6 (I carry a big auto repair kit in the 6 bay). I skim the top of the star on entry at low speed and honk at the same time.
The scoop time is most of the time the same as the honking.
After the ADS reveals the system I maneuver to go vertical above the orbital plane at slow speed and then check out the System Map to see what I want to do. When I close the map out, I end up abot 50-80 ls above the orbital plane and have an easier time picking my path for detailed scans.
The max range is a bit of overkill from my experience. Just shy of 30LY is going to get you to almost everyplace you want to go. But if you want to jump between spiral arms or wander through a forrest of T Tauris then you should consider MAXING range in an anorexic ASP.
I have all my slots filled with things and A rated stuff and I still get 31LY.