Ship Builds & Load Outs Highist Jump range seen on an ASP Explorer?

Hey CMDRs,

Just got my first ASP explorer and I was wondering what the highest jump range you had ever seen on one was? Also I am wondering what is actually needed for exploring the fartherest parts of the galaxy - Any imput welcome!
 
I've heard of 50 + on engineered Asps with a very good roll and good secondary effects, mine jumps about 41 LY but it's a heavy combat orientated build stripped out it'll jump around 48 LY (with 48% optimised mass), a 50% increase in optimal mass is the theoretical maximum but you can get over 50 and if you can get increased fuel per jump as a secondary that will push the range to over 50 LY.

https://coriolis.edcd.io/outfit/asp...AAAA2MWOSDEwPD/PwMcAACCe4FbEgAAAA==&bn=Asp Ex
 
My AspX is a touch over 50LY, with about 53LY with minimal fuel. I think 55LY is the best I have seen, on a full tank - can't remember who owned that ship, though...

Z...
 
Mine is a bit over 53ly but i've not engineered modules to get mass reductions yet or fully played with maximizing range by minimizing internals....it's mainly a good FSD roll, D rating just about everything and smaller power plant
 
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For a Stock Asp with no Engineering mods, you should be able to get 33-36Ly for 23.5Mil or less.
You can squeeze that to 37.7Ly if you don't want to land on any planets.

With Engineering mods, I got mine to 55.62Ly, (with Shields, PVH and HS Launcher), but I know there are others with a bit more range.
Stripped down to bare bones she'll get to 57.69

Check this thread for the record holders. https://forums.frontier.co.uk/showthread.php/261356-Post-your-Jump-Range
Looks like 59.24 is the best on record for an Asp.

Engineering can be time consuming. It takes a lot of effort and time to unlock individual engineers and gather needed materials.
If you decide you want to Engineer a max range Asp, take a look at the Engineering and the Exploration sub forums.
Also, this thread, this thread and this guide may be useful.

As for "what is actually needed for exploring the fartherest parts of the galaxy". It depends on where you're going.
There are really distant places that nobody has been able to reach yet.
There are some that you can reach, but you can't return from. Like Elysium (M67) which requires a 54.8Ly range and an insurance re-buy to get home.
To get to Beagle Point, all you need is ~22Ly but you'll need materials for FSD injection to boost your range on a couple of jumps.
 
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Had to tell. You MAY be able to get it far over 50 ly BUT it probably can do only one jump at a time so you will have to scoop after each jump and you will probably not arrive earlier.
 
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I love my Asp, it has a 47LY jump range. However that's not an exploration build, it's fully armed, with hull reinforcement, engineered shields, 470 m/s boost, and full utility slots etc.. It's my main mission ship and has 64T cargo space. Lightweight mod on everything obviously but it can defend its self very well.
 
I love my Asp, it has a 47LY jump range. However that's not an exploration build, it's fully armed, with hull reinforcement, engineered shields, 470 m/s boost, and full utility slots etc.. It's my main mission ship and has 64T cargo space. Lightweight mod on everything obviously but it can defend its self very well.

I have recently gotten to 44 running heavily armed with 96 Cargo but 47... Niiiiice!
 
I've got 49.something on my exploration Asp fitted with 4G planetary hanger (2 SRVs).
I engineered only the FSD.
 
My exploring AspX has a range of 50/54 ly ( full/empty fuel).
That's using reduced mass sensors, small (overpowered) power supply, 3A shields ( enhanced), no weapons, Heat Sink, and 2G hangar.
Also has 6A fuel scoop and cargo rack - which I may swap for auto-repair module for long explorations.
 
I got a particularly good 5A FSD roll, so I can squeeze 60.32LY out if I strip it down to a tin can in space: https://eddp.co/u/G2RqdMXj

I never use this configuration though, since it isn't very useful. It could possibly be useful for Buckyball runs (racing from the bubble to Colonia), but exploration is not possible with this setup (my primary time sink in elite dangerous :) ).

So when I first got this great FSD roll, I had a design goal in mind: Build the most well equipped explorer I could that would still jump 50LY+ and this is it's form today: https://eddp.co/u/wKPFLGH1

It's reasonably fast (Boost speed: 459 m/s), pretty robust (354MJ of shields, 950 ship integrity) and decently armed (2xPlasma Accelerators, 2xRail guns, 2xPulse lasers), all while being able to jump a maximum of 53.76LY.

It's worth a mention that I believe maximum jump range is very important when considering all aspects of exploration. As mentioned by Major Klutz, there are a few places that can't be reached if you don't have the jump distance to get there. In fact, I recently learned that to reach the highest point of the galaxy, I need not only 55LY+ jumping range (within my Diamondback Explorer's 60.93LY maximum), but enough fuel as well; which isn't possible with my current 16T fuel tank (Allitnil's record: https://forums.frontier.co.uk/showt...n-the-Galaxy?p=5549395&viewfull=1#post5549395).

So my AspX is the exploration ship I would love to take out for longer excursions to enjoy exploration in comfort; while the DBX is the ship I want to use when trying to find new places at the limits of the galaxy.
 
Umm...

I'm not sure if the ASP has been updated since the last post but this is my highest jump range on it. I've disassembled the ship since, but I have all the modules (I could put it back together to confirm)

5gPDfA5.png


This was about the time that the Megaship Gnosis was CG'd for Cannon research. I'd outfitted and named this ship days before that CG started.

I also remember that the ship wasn't stripped down to the beams either, it was a fairly standard D rated build, with some lightweight engineering to one or two core modules.
 
I tend to doubt it was just "some lightweight engineering to one or two core modules."
That would be a record breaker if it was real. No Asp has ever gotten to 70+ly that I'm aware of and I'm quite certain that it's not possible.
What you have there is most likely a boosted jump range from synthesis.

Check
this thread here and if you can, post your proof and your specific build in that thread.
The highest jump range of ANY ship is an Anaconda at 72.5ly
As you'll see in that thread, The current record holder for the Asp is CMDR Raiko at 60.10 ly max, 59.06 on a full tank.
That's a highly engineered build optimized down to the smallest detail.

You can't get to 70ly with just "some lightweight engineering". Not even on an Anaconda.

 
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