Heading to Sagitarius A* - What should I fit?

You guys are just AWESOME. I'm having a blast reading and re-reading all this tips. And the coolest thing about all this is that I didn't get the usual "use the search tool, tool", not even once. I'm still doing some deep research on the matter (wikis and stuff), but all this inputs are priceless. I'm glad I joined this community.

Streki, Nutter’s guide was one of the first things I've read on this matter, but it was very soon (just after installing the game) - I believe a re-visit is in order. It'll be good to check all that with the new mindset. And as weird as it sounds, the creepy aspect of the Hauler got me interested. I'm a Aliens fan you see. I'm actually hoping that this trip becomes scary. Well Duckfatther, I´ll would just hope to not hear those creepy noises and the voices simultaneously.

purplepomegranite, Gopher971 and Mysturji, thanks a lot for the input. The more I read about exploring, the more I understand that the FSD / tonage are crucial. Gopher971: loved to read your description of the space sights. That's what is getting me to hit the road man! And I'm surely joining that explorer's thread you and Kaeldian mentioned!

Kaeldian, Heatsinks sounds like something I should really consider. I already got some spooky moments with Fuel Scooping. Would love to have a "Oh " button back then. The playlist is on the menu: a collection of Epic Movies Soundtracks - at least in the beginning and at the end of the journey - the middle shall be filled with some alternative metal material. GunnerBill - I'm a TV series fanboy, so yeah, that will make me some company.

Rikk, I'm still laughting at that: "Guess what, I'm still out here"

Archvillain, that was a great reading friend! I'm deeply bored of mining. I'm real, REALLY! The idea of starting a mini expedition sounds very much appealing to me. I'm not sure if it's faster than mining for resource gathering but well, at least I'll be doing something fun (and learning about what lays ahead). The dual auto-repair idea sounded excelent. By the way, what's the ideal critical moment (ship temperature) at which I should deploy the heat sink? Undecided, thanks for reaffirming the need of a smaller expedition. It's really sounding like the right thing to do. Terrortrooper, Agreed. Like you, I'll probably be expending a lot of hours on the gear theorycrafting - I have a uncommon pleasure on that aspect of sci-fi games. After all, isn't that like a fun minigame? =)

IPL Victim and hawkenfox, how does the Type-6 fares against the ASP (exploring wise)? Being cheaper than the ASP sounded like an interesting option but I keep reading that outfitting the T6 is a millionaire enterprise.

jmp470 - yep. I fear that too! Will try to stash some cash below the pillow before leaving.

Spazduck, please share your final setup here. It'll be cool to follow a fellow new explorer on it's first steps.

Draxxen, thanks for bringing up the Heat theme in such a detailed fashion. Do you know how to conver the power plant classes (A, B...) into to actual temperatures numbers (if that is even possible)? What's up with the "pull back throttle trick"? I've read that I'm suposed to throttle back during the jump countdown, but didn't quite understood the technical reason behind it.

Puca, Raveen, Pilot Mark and Scal, would you recommend the Hauler or Adder for the min-expedition? I mean: my current assets total assets is around 1.5mil as of now (Cobra ship included) - Would it be better invested in good gear for the Hauler or average gear for the Cobra? It would be a temporary setup, before I decide (and get the credits to) how I'll gear up for the Sag A* trip. Adder and Hauler are pretty cheap, so I guess I could afford decently outfitting then.

On a side note, I've being digging about all the Rating nomenclatures and ships (I was still confused about that). Trying to compare the modules and make a more intelligent decision upon that. I think I got everything understood, except:

- Does life support matters for overheat related damage? Is it worth upgrading?
- Sensors: Are they relevant/related to scanners? (Advanced and Detailed)​

Again, thanks for all the input guys, and sorry for the wall of text - the least I could do was to get back to you! My in-game name is also junaum. I usually play solo mode and will gladly welcome any new contacts from this thread.

Last but not least, this is how I picture a meeting between this thread's Commanders:

elite.jpg
 
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- Life support: no, choose the 7min one, the lightest (you won't make it back in 25m either)
- Sensors: no, unrelated to scanners and useless in supercruise/FSD. (they're for combat: ship range, gimball tracking etc)

LE: I would also choose the Hauler over the Cobra for this trip, it will get there faster.
 
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I'm currently test driving an Adder about 1000ly out, she is doing well, and she feels a bit like an old split-screened VW camper van. I would recommend an adder over a hauler, but she is a bit pricier and her jump range is not quite as enormous. However a larger fuel tank, bigger scoop, and shields means I would have a much easier time out in the black.

In the end, though, it is all personal preference - my other main explorer is a Python, and she also does a fine job. Try one and see if you like it :)
 
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.
Nah, you forgot the main reason for choosing a Hauler for a long range trip - a death wish!

Seriously, the Hauler is built for short range transport in safe areas, the Cobra is built for survival.
 
Costs for selling and buying new stuff are non-destructive right? I don't lose money by selling old stuff and buying new ones (as far as I could see, that's the case, which is nice - lot's of room for testing).

Allitnil, do you mind developing a bit more on the safety aspect of the Cobra?
 
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No good for exploration should try the type 6 ... fit it up to run exploration. 200k isn't gonna cut a good exploration ship.

Remember to make it a profitable trip you will also need detail surface scanner. Avoid populated space with community

goals or famous system like sol or lave to sell your exploration data when you head back... would risk losing all data

when you get ship destruction. I would suggest you wing up with someone when you head back.

How very dare you! The Cobra is a fine machine for exploration. It's served me well for 000's of LY and still goin' strong. ;)
 
As mentioned in my prior post, I have in mind a fully kitted T6 build that will set me back a bit over 18 million. It is more expensive than my exploration cobra (sold out last night with 9% wear and tear remaining O.O ). It was a 5 million credit build. A rated fsd, a4 scoop, d4 shield, no cargo, no weapons, ads & dss. 25+ lr range. Room for field repair modules and hs, but not mounted. All other gear was d rated (even power plant) to save mass. Didn't try a downsized powerplant,

So, you would be able to mod your existing cobra for much lower investment than a new t6.

Now that I am back in settled space, I am thinking I am going to hang out until 1.3, and see what it will take to get into a courier, Assuming it will be a long range craft with a spectacular view (hoping). Or perhaps the diamondback. Plenty I'd time to think about this for now.
 
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How very dare you! The Cobra is a fine machine for exploration. It's served me well for 000's of LY and still goin' strong. ;)
Didn't realise you were in a Cobra too! I got home today after over 14,000 systems and what must have been over 200,000 LY. It's a tough little beastie and very forgiving - far too much of my journey was made when tired, drunk or tired & drunk and the only thing that finally forced me home was my own lack of perseverance. My Cobra was good for a trip three times as long!
 
Didn't realise you were in a Cobra too! I got home today after over 14,000 systems and what must have been over 200,000 LY. It's a tough little beastie and very forgiving - far too much of my journey was made when tired, drunk or tired & drunk and the only thing that finally forced me home was my own lack of perseverance. My Cobra was good for a trip three times as long!

Congrats on a safe return!
Likewise, I didn't realise you were in one either. Yep. They are tough. I'm running with an intact canopy, all modules are at 95% or higher, and my hull is at 91% (and that's only due to my own stupidity via an exit from SC at ludicrous speed.).
I'm 48,000 LY from sol as the crow flies, but I reckon so far I've travelled about 70k.

Gawd knows when I'll be back. At this rate, we'll be at ED v2.0 before I get home.
 
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Gearing-up a Python for exploration after going 30,000LY with Cobra, Adder and ASP... ;)

The Type-6 has terrible heat control, so an accidental drop at a star could kill you! The Cobra and Python are very "cool" ships which means you can get your FSD engaged sooner when pulling away from a star, don't cook when too close to one, and other things.

The size (2,3,4...) of fuel scoop is absolutely critical, not the rating. Generally speaking, the high-dollar fuel scoops are not worth the money, trivial increases in scooping rate over E and D class.

Weight = jump range, so undersize whatever can be made smaller/lighter and still work. A very weak shield is fine for escaping interdictions and accidental bumps/impacts while docking.


Here's an optimized set-up, but you need to turn off the Cargo Scoop and AFMU (not an issue, they are only relevant in "normal" space)

http://www.edshipyard.com/#/L=602,mpW0Wg,2-3m6u6Q5K3m5K6k,4-Y0Mg7Q4mpT2jw2UI

Yes, it costs a lot, but you really should work your way to at least this level before setting out.


Good luck!
 
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Power coupling (power distributor): is it relevant for exploring?

** Edbubba - yeah, I'm giving up on the idea of sailing out with a cheaper than 4 million rig. Feedback on this thread is pointing in that way. Mini explorations will be the path until I get there.
 
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Congrats on a safe return!
Likewise, I didn't realise you were in one either. Yep. They are tough. I'm running with an intact canopy, all modules are at 95% or higher, and my hull is at 91% (and that's only due to my own stupidity via an exit from SC at ludicrous speed.).
I'm 48,000 LY from sol as the crow flies, but I reckon so far I've travelled about 70k.

Gawd knows when I'll be back. At this rate, we'll be at ED v2.0 before I get home.
I was 89% hull & power plant on my return. I cracked the canopy when I ran into a black hole on the far side of the core, looked pretty bad but when I got home it said the cockpit (which I assume means the canopy) was still at 88% so no real worries. So even though the rest of us may be onto ED2, I'm sure you'll still be alive :)
 
OP, seems like you already have a myriad of things to look at for the trip as per the suggestions already made by other CMDRS in the thread.

Only thing I wanted to add, is to remember it's mean to be fun!! I see suggestions ranging from Cobras, Haulers, Adders, Sidewinders, Asps, T6, etc.

To be fair, in my opinion, ALL OF THEM PROPERLY FITTED COULD DO THE RUN TO SAG A*, SO TAKE THE ONE YOU LIKE THE MOST OR FEEL YOU WILL HAVE MOST OF THE FUN WITH!

In all honesty, when it comes to jump range, you want to keep it equal or above 25ly just to not make it more tedious than it really needs to be.

But the truth of the matter is that many variables come to play when considering jump range. And even if you lock down the specs of your ship, you need to consider plotting route and algorithm used by the map, plus the variable mass of your fuel tank into account-your full tank doesn't necessarily equals to max range as it is also more massive than when half full.

At the end of the day, whatever your max jump range is, you will only use it on a few occasions and only experienced explorers going to very specific locations in the galaxy need to tailor every jump manually as to effectively use the max jump range.

I guess, my point is, that the most important things you need to carry with you is fun, and patience. Just pick the ship you like the most, slap good scoop, FSD, scanners and get going. Having those, nothing else should really worry you. ;-)

Safe travels! and who knows? maybe meet in there? (Out on exploration myself and will be hitting Sag A* in a few weeks)



P.S. I use Sidewinder Radio in my explorations. Keeps me immersed and the music is pretty good. Check it out. Might work for you too. And add friends to chat to when in the deep dark!!! That too keeps me relatively sane.
 
Power coupling (power distributor): is it relevant for exploring?

** Edbubba - yeah, I'm giving up on the idea of sailing out with a cheaper than 4 million rig. Feedback on this thread is pointing in that way. Mini explorations will be the path until I get there.

Only marginally. Might be useful when you are trying to boost out of a sun's corona after getting yanked out of supercruise (your larger Power Plant comes in handy here - the better your engine the better it bleeds off heat which makes fuel scooping safer). Cheap upgrade though, I don't see why one wouldn't have it done anyway.
 
Well I'm still rather new to exploration and the game in general. I finished a mini exploration run in a Cobra yesterday - my first stint was just a day long, this was my second. Found and mapped out about 10 virgin systems in three days and earned 2.8mil credits. Saw my first black hole and first earthlike (already mapped out by someone), and discovered a gas giant with ammonia life on it.

Based on experience from that, I sold my Cobra and outfitted the Adder for purely exploration. If I am going to do an expedition for a week or two for my second (third) time, might as well fly something with a stylish cockpit and creature comforts. Plus, the best and biggest fuel scoop just speeds up the tedium of fuel scooping, and I had failed to grab one for my Cobra on my previous stint. Imo, it is important to just grab a ship you like piloting, you'll sitting in it for a while if you head out that far. Maybe try out doing a few shorter runs first? I am going for that approach before I head out to the core of the galaxy.

What I really want is to make money for an exploration Imperial Clipper and explore in style. Perhaps when they add additional fuel tanks?
 
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Power coupling (power distributor): is it relevant for exploring?

Yup! Can't leave home without one! ;) It is what distributes the power to the various sub-systems, and although it is technically irrelevant while in supercruise (99.9% of exploration), your ship won't operate without one.

That being said, it along with the power plant, can be made much smaller/lighter than the default.
 
Costs for selling and buying new stuff are non-destructive right? I don't lose money by selling old stuff and buying new ones (as far as I could see, that's the case, which is nice - lot's of room for testing).

Allitnil, do you mind developing a bit more on the safety aspect of the Cobra?

Whenever selling or downgrading components in the outfitting screen you get 100% of the value back. Selling a ship returns only 90% of the value of the hull and all component installed.

The Cobra has a very strong hull for its size, but that doesn't matter for exploring. Heat damage and unsafe FSD dropouts both apply hull damage on a % basis. Beside the chances of running out of hull points before your canopy shatters are slim at best.

Here's some builds for the common exploring ships. Two important notes:
1) I've used fairly expensive fuel scoops and AFMs in all of them. Don't take the price I give at full value, you can downgrade. AFMs and Heat sinks are optional for short expeditions, but on long hauls the chances of being screwed over jumping into binary systems is not insignificant.
2) All these ships use shields as well as larger than necessary power distributors. I have been ambushed by NPCs on my way back before and it's a good idea to be prepared.

Hauler: http://www.edshipyard.com/#/L=60V,mpT0Wg0Wg,2-3m3m3I2C2C2C3c,4zM2jw7OW2UI
Jump range: 25.22 ly
Cost: 2,920,416 credits.
Fuel tank size: 4 tons
Time to fill: 22 seconds

Adder: http://www.edshipyard.com/#/L=60f,mpV0Wg0Wg,2-3I5K4s2C3m5K5A,4zM7Q40Iw2UI2jw
Jump range: 24.60 ly
Cost: 4,930,815 credits.
Fuel tank size: 8 tons
Time to fill: 45 seconds

Cobra: http://www.edshipyard.com/#/L=602,mpW0Wg0Wg,2-3I6u6Q5K5K5K6k,4_w0MC7Re0JE2jw2UI
Jump range: 25.49 ly
Cost: 8,581,494 credits.
Fuel tank size: 16 tons
Time to fill: 46 seconds

Type-6: http://www.edshipyard.com/#/L=60W,mpU0Wg0Wg,2-3I6u6Q3m5K3m6k,50e0Nw0MM0MM7Q42jw2UI
Jump range: 29.22 ly
Cost: 8,821,604 credits.
Fuel tank size: 16 tons
Time to fill: 32 seconds

Asp: http://www.edshipyard.com/#/L=60g,0Wg0Wg,2-4s8S7_6u6u8S8I,52C7TC0Ko0Ko0Ko2jw2UI
Jump range: 33.07 ly
Cost: 22,227,240 credits.
Fuel tank size: 32 tons
Time to fill: 42 seconds
 
...I see suggestions ranging from Cobras, Haulers, Adders, Sidewinders, Asps, T6, etc.

Your only enemy when exploring is heat (pretty much the only way to die other than running out of fuel). Be it stupidly engaging your FSD too soon, scooping to close to a star or getting pulled out of supercruise near a white dwarf or neutron star.

That being said, the type of ship is very significant. Heat "accident" survivability is an important feature of exploring, and that's where the Cobra and Python shine, and correspondingly the T6 and Hauler are quite bad.


Jump range is moot to a small degree, but if you have a destination in mind, it is nicer to get there fast, and if you get tired of exploring, you'll get home faster!

The comment about the route planner not utilizing maximum rage is misleading, as long as you're not in an incredibly sparse area of stars, it will probably route most of your jumps over 90% of your maximum (fully-fueled*) range.

*The route planner can only assume you always have a full tank, so the listed "empty" range is somewhat irrelevant.
 
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