Heading to Sagitarius A* - What should I fit?

First and foremost, A-grade power plant and A4 FSD.
Then the best D-scanner you can afford, and a DSS, (If you can't afford this so far, wait till you can), then a field repair unit, then upgrade your scanner.
Then the best shields you can afford with what's left. (You need to survive the trip back).
A heat sink is advisable.
 
I recommend you do not set off until you can afford to fit an A4 frame shift drive.

I set out for Sagittarius A* on the 27th Feb. My only regret is
a) not fitting heatsinks
b) not fitting an A rated power plant of a lower class

With a jump range of 23ly and an easily distracted inquisitive nature I arrived on the 23rd March.

Guess what, I'm still out here...
 
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Like all the great expeditions of history, the first big part of the journey is steadfastly acquiring the funding. Expeditions are expensive and it's very much the case that spending one more day earning more money for better equipment can save you TWO days of travel time due to superior gear (not to mention two fewer days descent into space madness! :) )

DO NOT LEAVE until you have an A-rated FSD. On a cobra this is about 1.6 million credits IIRC.
Do not leave without an Advanced Discovery Scanner. This is about 1.5 million credits, but it will pay for itself many times over in cold hard credits when you return. You will be throwing away millions of credits if you do not have one.
Once you have this ADS, it makes sense to equip a Detail Surface Scanner. This is $250,000, which isn't much next to the price of the ADS (I just see it as "exploration scanners cost $1.75M and fill two slots) but again greatly increases your ability to make money.
Get the biggest-class fuel scoop in one of the higher ratings (ie B-4 or A-4 for the Cobra). Fuel scooping takes forever with a small scoop, sitting there going nowhere doing nothing is a waste of your time, and a bigger scoop means you fuel faster from further away, which means you'll be less tempted to get in closer to speed things up, so you'll be less likely to have an accident... alone in deep space where no-one can help you.

So you're itching to get going, and making money is a pain? You can make money and test your gear and hone your skills all at once: just get the scanners - however you can - and mount a mini-expedition. Just 500 or 1000 LY out. That way you can do without the top-end FSD and scoop (get the best you can afford but don't sweat it if that's not much) then along the way do a lot of surface scanning of any stars and planets close enough that you don't need to fly over to them, plus any planets further out that look sufficiently valuable to justify some flight time. When you come back, depending on how much scanning you did, you could have earned a couple million, just on that little several-hour jaunt.
There's your A-grade Drive and some more upgrades.
Plus, you'll be learning first-hand about what you need and what matters to you in exploring, so you'll be able to tailor your ship to meet your priorities.

For the big trip, get an auto-repair module or two. They don't weigh anything, and can help if you graze a star and take heat damage to components. They can't help with your hull or canopy which are the most likely things to kill you, but they can help with things that are still pretty important (like your FSD). They can't repair themselves, so having two means each can repair the other, if necessary.

Heat sink launchers can help prevent heat damage in the first place if you're calm enough to use them, but they have weight and limited ammo, so explorers decide for themselves.
Shields are very heavy and don't protect from any of the dangers of deep space, but they offer safety when returning to civilized space to sell your data. Most explorers equip light shields, many equip none. If you return to a far-flung outpost like 17 Draconis, I doubt you'll need shields against other ships, but weeks in the void will have taken a potentially severe toll on both your docking skills and your hull integrity; shields can save you from docking accidents.

Good luck!

I've done a lot of local exploring in the Cobra, and I'm currently acquiring funds to equip my Asp for a trip to the core. From the local trips I learned that for anything deeper I want better jump range than the Cobra can offer, so I'm going to make money doing other things for a while. Equipping an Asp is even more expensive than the Cobra!
 
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I was going to write several paragraphs myself, but Archvillian beat me to it. Read that post.

I've been to Sagittarius and that trip is no joke. Set your sights on a smaller expedition off the beaten path (a lot of the stars on a straight line from civilized space, to landmarks such as nebulae are explored). Wait until you have an A-grade FSD and both an ADS and DSS. You might even want to think about waiting until you can afforded a kitted out Type-6 before mounting a twenty five thousand light year expedition.

The first ship to reach Sagittarius was a Cobra, but you don't see many of them making the trip anymore and for good reason.
 
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The first ship to reach Sagittarius was a Cobra, but you don't see many of them making the trip anymore and for good reason.

Why not a Cobra? Jump range? I was planning on setting out for the core myself this evening, and, like the OP, I was planning on doing it in my Cobra. It's kitted out just about to the module the way Archvillian recommends. I've done a couple of 1,000 LY (or so) expeditions with no issues. You think I should pick up a Type-6 instead?
 
Why not a Cobra? Jump range? I was planning on setting out for the core myself this evening, and, like the OP, I was planning on doing it in my Cobra. It's kitted out just about to the module the way Archvillian recommends. I've done a couple of 1,000 LY (or so) expeditions with no issues. You think I should pick up a Type-6 instead?

ASP FSD has a better jump range and a considerably bigger fuel tank. It can also hold a much bigger fuel scoop.

Let me put this in perspective..... Sag A is about 20k ilght years out. My ASP which has a rump range of about 25 lt yrs (and I'm carrying weight that most dedicated explorers probably wouldn't carry, like weapons and shields) will have to jump 800 times ONE WAY. That's 1600 jumps.

Now, do the same calculations for something with less range, let's say 20 lt yrs.... that increases your number of jumps round trip to 2000 (400 extra jumps)

At least that's my theory. Of course there was a certain guy who did it in a Sidey because he could. So if you want to say "screw it, I'm using my Cobra", no reason not to.
 
I have to agree with many of the above.
The key is preparation. Which takes investment.
Don't be tempted to leave before your sure your ready as Sagittarius A Isnt exactly a quick run around the block! You'll be alone for a hell of a long time and it would be heartbreaking to die 3/4 of the way back home.

I went down the Asp route.
I was able to undersize my power supply and shield module with some clever swapping and power management.
A class FSD is a must!
Slap a big, bad fuel scoop on in one of your unused bigger slots. Slow scooping will eat up a lot of your time otherwise and increase the chances of you making a costly mistake, (I can scoop over 700/s which fills me up in mere seconds)
Adv discovery scanner and detail surface scanner are a must, they will pay for themselves and although you may be doing it for the experience, it's always nice to make a healthy profit too.
I'm also packing 2x heat sinks and 2 x auto repair units in case something goes wrong,
I still have a 33.2ly jump range and am packing shields for collisions, (no guns however)

Literally, I spent hours in outfitting and playing with my power options to squeeze every last bit out of my drive.
 
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ASP FSD has a better jump range and a considerably bigger fuel tank. It can also hold a much bigger fuel scoop.

Let me put this in perspective..... Sag A is about 20k ilght years out. My ASP which has a rump range of about 25 lt yrs (and I'm carrying weight that most dedicated explorers probably wouldn't carry, like weapons and shields) will have to jump 800 times ONE WAY. That's 1600 jumps.

Just like to point out, the exploration cobra I'm running has a jump range a bit over 25 LR. It is lacking repair modules, and heat sink launchers, however (as well as no weapons, cargo, or other fluff). I could probably swap the D rated shield out for the HS launchers (mass) and fit the open spaces with repair modules. Also considering selling it and my other cobra (battle modded) as well to help fund either converting my combat Asp for exploration or buying a T6 and modding that (18 mil exploration build on that one)
 
Just like to point out, the exploration cobra I'm running has a jump range a bit over 25 LR. It is lacking repair modules, and heat sink launchers, however (as well as no weapons, cargo, or other fluff). I could probably swap the D rated shield out for the HS launchers (mass) and fit the open spaces with repair modules. Also considering selling it and my other cobra (battle modded) as well to help fund either converting my combat Asp for exploration or buying a T6 and modding that (18 mil exploration build on that one)

Well, I did admit that it was just a guess.

I know I could probably get more distance out of my ASP if I dropped a bunch of mass. But I like to be ready for anything.
 
I will only add, don't spend all your CR's. Keep enough for insurance plus some. You never know what you will find I the voids of space. I was interdicted 4 times heading out of town.
 
Others have roamed the outer rims and inner core in cobras before, and done it well with little or no regrets.

If you are going in a Cobra, you will spend 25% longer time on the journey (very roughly), but the journey is a big part, so why worry about it? On the other hand, you will scan 25% more system on your journey, with the added payout when you return.

The advanced discovery scanner is a must. The detailed surface scanner is another 250k investment, but if you are going to stay in the core for a bit hunting neutron stars and black holes, you will not regret that investment at all.

This is my loadout, transfered to the equivalent on the Cobra. I always go for the lowest tier A-graded power plant for its better heat management, but it is optional. You don't need the A graded fuel scoop if you need to distribute your credits a bit; only big enough so you don't spend too many seconds scooping each time. Test it out with a couple different before you go, maybe. I have a B6 scoop on my Asp, and it scoops fast! I could probably have done well with a C. Auto field maintenance unit is optional; it will not repair your power plant or hull/canopy, so if you don't feel like spending the credits, you can probably do just as well without. I am heading home now, and my hull is still at 90%, and the canopy has a few cracks; I'll be fine.
Just make sure you pull that throttle all the way back between jumps, to minimize dents in the hull and cracks in the canopy... ;)
 
Ditch the cobra and get a hauler. Fit the best FSD and fuel scoop you can, plus scanners. If it's your first trip out a heat sink may come in useful. Hauler has a much better range than the cobra meaning you will do the journey in far less jumps, probably almost half the time.
 
Ditch the cobra and get a hauler. Fit the best FSD and fuel scoop you can, plus scanners. If it's your first trip out a heat sink may come in useful. Hauler has a much better range than the cobra meaning you will do the journey in far less jumps, probably almost half the time.

Hauler and cobra, when both are equipped for maximal jump distance, has the same jump range.
The only reason to choose a hauler would be the lower cost.
 
Hauler and cobra, when both are equipped for maximal jump distance, has the same jump range.
The only reason to choose a hauler would be the lower cost.

This is not quite true. A cobra can push 26.19ly with a full tank, whereas a hauler will leap to around 30ly. When you are rearranging modules and making decisions over every spare ton, 10% jump range is a big difference.

On the flip side, the cobra has a bigger fuel tank and fuel scoop - the hauler's 4t tank is quite frankly a pain, and was enough to make me abandon my journey 1000 ly out and change ships.
 
The hauler makes scary noises....that would freak me out in deep, deep, deep space.

You won't make it home if you fall victim to space-madness.

Sounds like the OP is on a budget though, so it might be a better choice if he has a cast iron mental disposition.
 
The hauler makes scary noises....that would freak me out in deep, deep, deep space.

You won't make it home if you fall victim to space-madness.

Sounds like the OP is on a budget though, so it might be a better choice if he has a cast iron mental disposition.

Ha! This post made me smile :)

You are also absolutely correct re budget - a fully kitted hauler costs just 3m, vs nearly 13m for the equivalent cobra. That cabin fever though...
 
http://www.davidreneke.com/wp-content/uploads/2013/12/Tourist-580x387.jpg

The trip to the center of the galaxy (and beyond) was one of the main reasons I bought this game. Sounds like a very interesting way to expend time on it.

I have a Cobra MK III, a decent mining gear (can sell it) and 200k CR. What should I fit (aside from a good Fuel Scoop)?

Please advise.

http://www.edshipyard.com/#/L=602,,2-3I6u6Q5K2C5K6k,4-E0Mg7Q40JY2jw2UI

This is what I would fit on a cobra on a moderate budget. But I would take an adder over a cobra, honestly. It is cheaper to fit for exploration and a bit better. If you get more money than above, upgrade the scoop. This is a safe build to take to Sag A* for someone who hasn't done deep space exploration before (so 2 heat sink launchers, giving up a little bit of jump range):

http://www.edshipyard.com/#/L=60f,mpV0Wg0Wg,2-3I3m4s2C2C5K5A,4zW0Ko7OW2jw2UI

About 3 million. I would personally upgrade the scoop to 3A from above before a long trip.

The problem with the hauler is it has no room for the 2 scanners, scoop, shield and AFMU. 2 scanners and scoop are mandatory, which means you must give up either AFMU or shield. I don't like to do either. No shield means if you are unlucky an NPC can kill you on the way back. No AFMU means you have no margin of safety if something goes wrong far from Sol. The adder is the cheapest ship with good jump range that has 5 utility module slots, allowing you to fit everything. The adder has a bit of a problem with canopy visibility, but with the addition of a debug camera it is no longer an issue for taking screenshots, and for day to day piloting it does not matter at all.
 
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Make sure you fit a good stereo and have a few weeks worth of music to play on it. It's lonely out there and you'll be thankful for the link to home. It also has the added advantage of drowning out the voices :eek:
 
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