How necessary are engineered components to exploration?

So I've decided to give the game another try after a long layoff. I've always been lead to believe that engineered components are a must have to do anything in this game. While I know this is not the case, how big of an advantage does engineered components give a commander? Are the advantages of them too great to ignore for someone who wants to start an exploration expedition?
 
None. The only possible 'advantage' is jump range, which is unneeded. It helps with traveling if you are going a long way and don't intend to look at anything along the way.

But folks explored just fine before Engineering was even a thing. If you have 30LY range or so you can go everywhere in the galaxy, except for a few very out-of-the-way spots along the edges, which are only notable for being hard to get to. There's nothing special there.

So don't sweat it. Get a good exploration ship, outfit it the best you can using unengineered modules, and go. That's it.
 
You should get the "double engineered FSD V1" (google how to get it), put mass manager on it, and unlock the guardian FSD Booster.

I know a lot of people say you don't need jump range to explore and they are very much correct, but many people (including me) like to explore with an end destination in mind, such as Sgr A* or colonia...or some nebula...or eventually getting back to the bubble. Eventually, after exploring for a long time, you get an itch to finally want to get back to civilization or to your destination, and having a large jump range will make that much easier. The worst feeling is knowing you are in the middle of nowhere, knowing it will take hours or days to get back to the bubble (when you really want to get back to the bubble).
 
The best advice is pick a ship you like the cockpit of . You are going to spend a long time looking out of it . Other than that go for it . Jump range isnt important unless high or low or even at the edges of the spiral arms . I've taken a 44lyr dolphin out to beagle and back and others have corvettes !!! Go out and enjoy the emptyness of the black .
 
I agree with all the above. The double engineered FSD (available at tech broker), and the guardian FSD booster might be the two most useful things to buy/unlock. I have a Dbx, an AspX, and a Phantom that I have used for quick exploring. They all have their pluses and minuses. I think my favorite is the Phantom, but that could change on any given day. Most people seem to go far the highest jump range possible to get where they want to explore the quickest. That may or may not be what you want. Others min/max their explorer builds to get more jump range (smaller PP, Thrusters, PD, Shields, etc) just to see how much they can tweak the ship. None of which you need to do. Don't forget a surface scanner, and an Srv or two and go have some fun. Finding unexplored systems is not that hard, just need to get away from the bubble and the highly trafficked paths.
 
Getting the Scanner improved ( i think it's the scanner ,been a while ) so you map a larger area of a planets surface , I also put on Heat resistance where i could .
 
how big of an advantage does engineered components give a commander? Are the advantages of them too great to ignore for someone who wants to start an exploration expedition?
They are pretty massive, jump ranges well over 70ly being able to scan par 6 planets with only 2 probes ect.

However I would say they aren't necessary nor do they enhance the enjoyment. There are only two instances I would consider them required. One is extreme gravity worlds engendered ships make this far less likely to end in death.

The second is exploring well above or below the galactic plane. There are areas (particularly between arms) where the nearest star can be so far away even ships engineered with max jump range need to use FSD boosters.

I made my first trip to the center of the galaxy in an un engineered adder. It took a lot longer but I was doing it far more for the exploration not the destination.

Honestly if you're looking for first discoveries having a low jump range will improve your chances of coming across a cluster of undiscovered systems even on common routes.



P.s this isn't really about engineering but if you're going out for your first time i recommend the asp explorer. You can fit it to be pretty survivable. However if you're going on a shorter trip and plan to land on planets I recommend the diamond back explorer. It field slower and has a limited number of internals but it's much easier to land do to its size and shape.
 
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also, only explore in trusted PGs or Solo. Rebuy screen = not turned in exploration data lost.

While a chance encounter is extremely unlikely, it's possible to track explorers (if they use tools such as EDMC) and there are griefers that would go this long mile.
 
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I am late to this party, but, the thing that occurred to me is that no one has asked you to define "exploration".

What do you want to get out of your trips? The game has changed fairly radically since the "Great Expedition" era. A lot of what made Beagle Point alluring in its time is passe these days.

Engineering can help a lot for someone that is not using a Fleet Carrier (5 Gigabucks or more of investment), but, even the most optimaxed Anaconda cannot match an FC's jump range.

That said, you can get a Dolphin on the cheap (just under 12.5 MCr) that has decent range, runs cool, will take you anywhere that is not fringe territory (extreme high/low, galactic fringe, areas of stellar scarcity) and can take a standard explorer loadout. The attached build is almost capable of running Route 33 out to Beagle with a full tank without enhancement and is completely unengineered. Drop the SRV hangar, or add the Guardian Booster, and it surpasses the 33 requirement.

It Does employ some advanced Power/Priority management techniques, and the AFMUs are to occupy otherwise empty slots in case of accidents. Empty slots don't absorb damage.


It really depends on what you what to accomplish.
 
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So I've decided to give the game another try after a long layoff. I've always been lead to believe that engineered components are a must have to do anything in this game. While I know this is not the case, how big of an advantage does engineered components give a commander? Are the advantages of them too great to ignore for someone who wants to start an exploration expedition?

This 👇

You should get the "double engineered FSD V1" (google how to get it), put mass manager on it, and unlock the guardian FSD Booster.

I know a lot of people say you don't need jump range to explore and they are very much correct, but many people (including me) like to explore with an end destination in mind, such as Sgr A* or colonia...or some nebula...or eventually getting back to the bubble. Eventually, after exploring for a long time, you get an itch to finally want to get back to civilization or to your destination, and having a large jump range will make that much easier. The worst feeling is knowing you are in the middle of nowhere, knowing it will take hours or days to get back to the bubble (when you really want to get back to the bubble).


This DBX with only the 5A FSD V1 and the Guardian FSD Booster does 69.5 ly (with 2 SRV on board)
 
Ok, seems everyone has already said it, but wrote it a few hours ago, so I add it regardless:

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Nowadays, no engineering unlock is really needed to almost maximize jump range on some of the most used Explorer Ships (AspX, Phantom, DBX).

Only grind needed is:

- Guardian FSD Booster -> adds ~10LY range to reach 40-45LY per jump

- Tech broker FSD size 5 (double engineered) -> adds ~+50% on range to reach 60-65LY per jump

Honking along the way to the Guardian sites will unlock you Farseer, where you can add Mass Manager to the FSD if you want for another ~2LY extra
 
Don't worry about maxing it, but some engineering is nice to have for convenience.
  • FSD range with Guardian booster, engineering or possibly the V1 size 5 FSD.
  • Power Plant engineering to make your ship cold and fuel scooping more relaxed. Low Emissions is preferable and you don't need to go all in with it. Even G1 does a lot and you can get that from Farseer. If you can't get enough power with LE, Armoured also makes you a bit cooler.
  • Expanded probe scanning radius for the Detailed Surface Scanner.
  • Some weight reducing engineering for various components. This typically adds just fractions of LYs to your range and isn't that necessary. You can already get far by simply making sure you use D-rated modules in everything but FSD and Power Plant. Probably better than D for Fuel Scoop too, but that has no weight anyway.
 
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