Newcomer / Intro Heading Out Into the Black

Hey all,
Early in my career I did some exploring and I've felt a longing to return to head out once again. My first foray was in an Asp Explorer, a good and trusted ship that I still have. I discovered a few new systems and had them named after me (pretty cool). But lately I've been running trade missions in my Krait Phantom and doing combat in my Krait MKII and have had some fun engineering them and they're my current favorites.

I've got a Krait Phantom explorer build put together. Any thoughts on something to do differently?

And it's been a long time since I've explored. What direction or where would you suggest would be a good place to find unexplored systems?

Thanks for any advice!
 
If it has to be a Phantom: yes

Otherwise, I'd use a Dolphin - or a Krait Mk.II and bring a SLF.

-----

Edit: forgot the lasers

Pulse laser to tickle whatever floats in a phenomenon, mining laser as emergency backup to collect basic synthesis mats.
 
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I would change your build to something like this with a lower mass Power Distributer no auxiliary fuel tank but an extra SRV I have also added a Repair Limpet controller and a Detailed Surface Scanner lastly I have reset your power priorities.
The mass savings from the PD and fuel tank get you an extra 10 Ly or so per jump.
 
D rate the shield to save weight

I wouldn't go without SC-assist, but I guess since you aren't packing a DSS you don't plan to scan any planets. Weirdo ;)

Edit: And ditch the extra fuel tank. You don't have the jump range to go anywhere where you will need it. I wouldn't bother with multiple AFMU - or repair limpets - as there are plenty of FC out there.
 
There will be differing opinions on a Phantom exploration build - and that's absolutely as is should be. Peronsally, rightly or wrongly, I've never bothered with heat sinks and I, too, don't add a tank. I've stripped down as much as I'm able and also gone clean on the drives to reduce heat - however, that's a contraversial decision :D

Bear in mind when looking at my build that I have all engineers to G5 and I'm not sure where you're at with that. I quite like the jump range although that's not as much of a point in these heady days of FC's.

Anyway, this served me brilliantly and still does. The only thing I could fit are point defence(s) if I wanted to take it to a Guardian site for blueprints but I have an AspX for that role.

 
I left your shields alone, but here is the rebuild...

or with the D rated shields...

It's about .4 LY. It took out the excess Heatsinks since you can synth reloads.
 
Dolphin all the way.

You can fit all the scanners you need to it. It never overheats, NEVER. You can fit the fuel scoop in the 5 slot, it is virtually impossible to run out of fuel if you keep an eye on your route. It's as nimble as anything. I took an SRV with mine, I could land on any planet, in the tiniest of spaces to collect mats. The view out of the front is open and lush. With just a small Guardian FSD boost you can be hitting 50ly a jump, plenty.

It's compact, caries all you want, nimble, good on fuel, good on heat.
 
I shan't comment on the ship specs as others are far more competent in ship design than I am. I will attempt an answer of the OPs supplementary question
... What direction or where would you suggest would be a good place to find unexplored systems?

In my view it doesn't matter which direction you go in but avoid the obvious tourist routes and traps and be prepared to go a long way before you start to hit virgin space. From my last trip into the black I went out about about 10,000 light years and then just about every system was unexplored. I got my name on dozens if not hundreds of planets, or would have done if I hadn't had a accident on the way home and lost the lot - seven weeks worth of data.

I think the need to go so far out is the main reason to have such long jump ranges - one doesn't want to spend more time than necessary in explored space. Once are out there where no man has gone before then 20-30ly range is usually plenty (until you get towards extreme edge) .
 
As far as directions from the bubble are concerned all the following will be fairly well travelled meaning fewer first discoveries.
Colonia
Sagittarius A*
Straight up
Straight down
Beagle point, the furthest point away on the rim
The nearest point of the rim
Well known stars
Well known nebulae and visible nebulae
The stations a few thousand light years out

If you do head for any of these move up or down a few hundred light years first and then head somewhere else for 500 light years or so before heading for your target to try and get off the obvious route.
 
Agree with @aRJay but I would throw in some additional thoughts.

If you want to retrace any historical expeditions, and are following waypoints, you could do them using angles, like so; Start whereever the expedition launched from, run the first couple of WPs straight (they are still closish to the Bubble).

At... WP 6, instead of plotting to WP7 find a point about halfway, then run your Gal Map left or right about a thousand, maybe 2, LY from the straight line. Plot to a random fuel star where you stop. Look at the route, see if there is anything you want to obviously stop at, reconfigure, and go. Since you are not pointed at anything in specific, odds are fair that you won't be following someone else's path.

Once you get done with that leg, plot to the WP. They were usually chosen to be visually spectacular.

It is not as quick, or as direct, but it will be Yours.
 
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Hey all,
Early in my career I did some exploring and I've felt a longing to return to head out once again. My first foray was in an Asp Explorer, a good and trusted ship that I still have. I discovered a few new systems and had them named after me (pretty cool). But lately I've been running trade missions in my Krait Phantom and doing combat in my Krait MKII and have had some fun engineering them and they're my current favorites.

I've got a Krait Phantom explorer build put together. Any thoughts on something to do differently?

And it's been a long time since I've explored. What direction or where would you suggest would be a good place to find unexplored systems?

Thanks for any advice!

1; You don't need Overcharged on this. You already have enough power, overcharging just makes it run hotter, and is bad for scooping. If you want to engineer it with anything, go either Low Emissions or Armored, depending on power requirements. Both add a small amount of mass, but increase efficiency for cooler scooping.

2; You really don't need 4 heatsinks. 1 is more than enough, 1 and an extra ammo capacity mod if you're really worried. Take mats for synthing more if you're totally afraid of everything. I've only ever used mine once, and it probably was an overreaction anyway.

3; You need a Detail Surface Scanner. No point exploring the black if you can't scan things. Engineer for Expanded Probe Radius to make life extra easy.

4; You currently have your FSD Stripped Down. Switch to Mass Manager for an extra 1.5 lightyear range.

5; You don't need that extra fuel tank. Phantom already has superb fuel economy. Remove it for another 2 lightyears on your jumps.

6; You don't need 2 AFMU's. 1 is more than enough. Removing the other 2 and dropping down to 1 heatsink launcher after removing that class 5 tank frees up space and power for a 5A AFMU. It has more capacity and is faster.

7; Consider also a Repair Limpet Controller. With this you will be immortal.

8; Your PD is quite large. Consider downsizing a bit, or at the very least, D rating. You will be in supercruise most of the time, so boosting is not as important. It's a lot of extra mass to carry around not doing much. Engineer for Charge Enhanced or Engine Focused, either works.

9; You may consider engineering your shields also. Go with Enhanced Low Power. Reduces mass and power draw, whilst boosting strength. Everything you need for exploring.

10; Consider also a small mining laser. You'll probably never use it, but like a heatsink, it could one day save your life (or at least, save someone else the trouble of rescuing you).

11; Consider also, a small railgun with Plasma Slug. Depending on where you're planning to go, dumping fuel can increase your range, and get you out of tricky places.
 
Heres is my suggested load out. Ask me if you have any questions. It's all max engineerd and not all of it is necessary but I included it anyway in case you're like me and overengineer everything.

 
11; Consider also, a small railgun with Plasma Slug. Depending on where you're planning to go, dumping fuel can increase your range, and get you out of tricky places.

Never considered such a thing. Nice one.

For those with a single pulse laser, what is it used for?
 
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Thank you everyone for your suggestions and advice. Combining a lot of it, I think I've come up with a build that feels "right." I've upped my jump range to 69.68 and have a reasonable range of emergency equipment to make me comfortable if I get myself in trouble. I also included a DSS (which I thought I did originally), wouldn't leave home without it. The addition of the SCA is also welcome. I have never used one when I trade or combat, so I hadn't considered it, but on a journey such as this, I think it will help me out.

Again, thank you all for your help, I really appreciate it :)
 
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