How to build exploration ships

God that's funny and so so true. Repped when I hit PC.
By the way Akira and Neman, how are those Conda builds faring up with the expiremental fuel tank setup? If it works I'll be joining you both in trying it out on DW.

Here is my 28T fuel tank build based on what I'm reading here. I have kept luxuries like docking computer and ADS.

ISS TERRA NOVA (28tFT)

5D THRUSTERS: CHECK
5A PD FOR BOOST: CHECK
5D SHIELDS FOR MISHAPS: CHECK
ADS/DSS: CHECK
DOCKING COMPUTER FOR LAZINESS: CHECK
X2 64T CARGO FOR MICRO SLIDER ADJUSTMENTS TO RANGE: CHECK
X1 AFMU(6A) BECAUSE IM COLLECTING AFMU MATS: CHECK
7A FUEL SCOOP BECAUSE I CAN: CHECK

Taking her to Betelgeuse because I hear the landing there is 'lively', and it has good mats. Have been practicing loads on 2g worlds so I'll let you know:)

This build works perfectly by the way, thank you so much for the idea Newnann.:)
 
This build works perfectly by the way, thank you so much for the idea Newnann.:)

I've purchased 'Quo Vadis' which is similar but with additional AFMU and no Docking Computer. Also has 2 x SRV.. Have to say that the Busty Rucket (Asp Explorer) handles sooo much better but everyone has to satisfy their Anaconda lust right??
 
On fuel tanks - someone did a test that showed that if speed travel is your thing, having extra fuel tanks is quite a bit faster than smaller (simply because jump and scope is more time consuming per fuel than jump x 6-10 times and scope - it takes quite a bit of time to max out the fuel scope collecting, and then to fly away from the star to jump safely). If your goal isn't to reach the most sparsely populated areas of the galaxy, it's probably better to add up to 2x the normal fuel. You make more jumps overall (but considering most travel isn't the core, where you almost always jump near max range, it's not as bad as you'd think), but spend less time doing them.

I read that post about travelling speed (found it - https://forums.frontier.co.uk/showthread.php?t=198085&p=3277422&viewfull=1#post3277422) and wasn't convinced :-

BTW I never start the next FSD above 60% heat, which is usually the point the scoop disengages anyway.

...

With a 64t tank, I only had one concerted scoop up to full, which took over a minute, but that was consistently at the max rate. Scoops also occur incidentally whilst turning to face the next jump target, and these act as top-ups.

These comments suggest that he wasn't doing it right. An Asp with a 6A scoop can refill completely on each jump and you can engage the FSD as soon as the cool down is over. You finish scooping on the way out and won't overheat. It just takes a little practice to get the timing right. An Anaconda can do it too, but it's not as easy. The only time you need to stop is after hitting a couple of unscoopables in a row, and as long as you avoid the unscoopable plane that's 25-45 LY below Sol that's extremely rare.
 
On fuel tanks - someone did a test that showed that if speed travel is your thing, having extra fuel tanks is quite a bit faster than smaller (simply because jump and scope is more time consuming per fuel than jump x 6-10 times and scope - it takes quite a bit of time to max out the fuel scope collecting, and then to fly away from the star to jump safely). If your goal isn't to reach the most sparsely populated areas of the galaxy, it's probably better to add up to 2x the normal fuel. You make more jumps overall (but considering most travel isn't the core, where you almost always jump near max range, it's not as bad as you'd think), but spend less time doing them.

There's really no reason to go with less fuel in an Anaconda especially unless you really want to max out that jump range. That said, I am considering going with 24t in an Asp for Distant Horizons, specifically since it DOES include jumping to the most sparse locations on the far side of the galaxy.

If your goal is to go to the core, and back, and you have extra internals, bring fuel.

Please link this test, it sounds bogus to me.
 
The smaller tank capacity (28t on my Conda) still gives me 4 jumps and room for good class 5 modules and with a 7A scoop my refuel time is always going to be quick anyway.
 
It depends on your ship, build, scooping and exploration styles. If you have a big scoop and always scan the primary, I'd prefer to have the single jump range and less fuel, topping up on every scoopable before the scan even finishes. It also depends on the type of exploration you do as well. But, different people, different preferences. I saw an anaconda exploration build once that was basically a flying fuel tanker with maybe 25ly range. Owner claimed this is great as he does nearly 1000ly without scooping than goes make tea as he tops up with a measly class 3 (or something low like that) scoop. Hardly what I'd call optimal, as you gimp the main advantage of the conda by giving her such a range, but he likes it. I still wouldn't advise that route to people, though :)

Naturally it depends on style. As someone who only scans the primary star if the system has other bodies worth scanning, this works. Flying a tanker however is not what I'm advising at all - that's likely a lot worse in terms of travel speed. With 25 ly jump range, I have no clue why you'd bother with an Anaconda. That said, in the nearly 200k ly I've flown, I've definitely seen a pattern where even with big scopes, you don't refuel fully AND fly far enough away from the primary star, in the time it takes for the FSD cooldown to go away. This is especially true for the hotter / larger stars where it takes longer to get out of the "too hot to jump" area. Also well known for smuggling missions - it's better to use fuel tanks and jump ASAP than scope and jump.

The theory, and test results (in the post linked in this thread), matches my own experience. Also while I know it depends on where you go, and has a bit of luck involved, but when I did my Anaconda core trip with 32t fuel, I had to re-route manually to refuel on multiple occasions. Each of those adds a significant amount of time to the trip due to having to find a nearby star, and then fly there and then find the original path I was going to (or something close to it).

So I still think there's no reason at all to go with a smaller fuel tank, unless you REALLY want to max out your auto-routing jump range (since with large tanks you can manually hop longer if you let your fuel drop), and the only place you need that are in the extremely sparse populated locations, primarily the edges of the galaxy (top, bottom sides etc).

Taking a smaller fuel tank, yet running with a 5D shield in an Anaconda - use a normal fuel tank and a 4D shield instead and get the same jump capability. You don't need stong shields to land safely (although practice landing sufficiently to know how to do it withotu damage before heading out). Alternatively if you're hellbent on a smaller tank, use 4D shields + smaller tank to get even better jump range.
 
Like I said, many of this is personal preference, especially when it comes to downsizing the main fuel tank. Practice is always good, however I've done a lot of landings and can happily say I managed both Achenar 3 and that 9.7g planet with a 5D thruster-anaconda, losing less than a ring of shields on that last one, never taking any hull damage on any of the high G worlds I landed on, so I'd say I'm probably fine when it comes to having landing piloting abilities. But practicing near the bubble is one thing, assuming nothing will ever go wrong on a 6 month trip quite another - I like to have some margin of error, so 5D's stay (though I could probably downgrade them to 4D's and still be just fine). It's just too long a trip, accidents can happen.

As for single range being only useful at sparsely populated regions, that's exactly where I'm going. I've been testing my build on a small shakedown cruise for the last few days and I have to say so far I like it. I'll just agree to disagree with you on those points and we can move on :)
 
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On the subject of building a ship to explore - what is the minimum recommended individual jump range? I see people stating the Anaconda and Asp as the best as they can get 30LY jumps, but is (for example) 20LY enough?
 
Hey Newan. I figured I better say this before I forget again. This has been the most useful thread for me on the forums. Not a lot of this was stated in one place. It took a lot of reading from several places to piece this all together. I wish this thread existed before I headed out on my trip there are several changes I would have made to my kit out. thanks for the write up man.

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On the subject of building a ship to explore - what is the minimum recommended individual jump range? I see people stating the Anaconda and Asp as the best as they can get 30LY jumps, but is (for example) 20LY enough?
Whatever jump range you are comfortable with is the answer really. If you are trying to reach the furthest stars out you will want a Conda or ASP with the most jump range you can squeeze out. If you are heading to a galactic arm or the core or just taking a tour of some nebula a sidewinder will do check out Frawd's thread about going to the rim in a sidey.
 
On the subject of building a ship to explore - what is the minimum recommended individual jump range? I see people stating the Anaconda and Asp as the best as they can get 30LY jumps, but is (for example) 20LY enough?

That depends entirely on what you want to do - if you want to reach very far destinations on the fringes of the galaxy, or go very far up or down the galactic plane, eventually the star density will start dropping, and the more range you have, the further you will be able to go. If you just intend to go to the core, you can do it with 20ly easily (though getting there will take longer). The Anaconda's jump range is well above mid 30's with an exploration loadout, heavily stripped and without SRV's it can do over 40ly on fumes. But stripping her that much isn't practical for most applications :)


Hey Newan. I figured I better say this before I forget again. This has been the most useful thread for me on the forums. Not a lot of this was stated in one place. It took a lot of reading from several places to piece this all together. I wish this thread existed before I headed out on my trip there are several

Thanks! Useful was what I was hoping for. Hope the trip is going well :)
 
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On the subject of building a ship to explore - what is the minimum recommended individual jump range? I see people stating the Anaconda and Asp as the best as they can get 30LY jumps, but is (for example) 20LY enough?

Whatever advice you choose, go on a shakedown flight of about 1000-2000 LYs to see if you're comfy with your setup. I just did a 15000 LY test of my build encompassing proper slow exploration, racing to a destination, landing, prospecting and many other tests.
 
On the subject of building a ship to explore - what is the minimum recommended individual jump range? I see people stating the Anaconda and Asp as the best as they can get 30LY jumps, but is (for example) 20LY enough?

a cmdr made it to beagle point in his cobra; so it is safe to assume you can get nearby anywhere with 25 ly - it just needs more jumps or a good route to crosd between galactic arms. with synthesis/jumponium this is more sure than before.

also, jumping/refueling is only a little time spent exploring - just jumping/scooping you can make it in 30 hours to sag a* in a cobra (or less, but that's the standing record in sag a* races taking a cobra)
 
a cmdr made it to beagle point in his cobra; so it is safe to assume you can get nearby anywhere with 25 ly - it just needs more jumps or a good route to crosd between galactic arms. with synthesis/jumponium this is more sure than before.

You absolutely need jumponium to reach Beagle Point in a Cobra. You can cross the 65k line without it but Beagle Point will be just out of reach (although it doesn't look like you need an awful lot from the route posted on the DW thread).
 
You absolutely need jumponium to reach Beagle Point in a Cobra. You can cross the 65k line without it but Beagle Point will be just out of reach (although it doesn't look like you need an awful lot from the route posted on the DW thread).

right, messed it up and stand corrected :)

you can cross the 65k in a cobra without jumponium, and with jumponium you can make it to beagle point.

but it is a good exampel that there are only a few systems/targets not to be reached with around 25 ly, isn't it?
 
but it is a good exampel that there are only a few systems/targets not to be reached with around 25 ly, isn't it?

Oh yes, unless absolute distance from X records are what you want then the Cobra makes a fine exploration vessel.

Nearing 59kly from Sol in mine and getting further :)
 
Just a note to say thanks. I'd rep but it's not available in mobile.
I followed the guide to kit out a T6 (couldn't affors an asp) and got close to the suggested build [but things like class B scoop cos i couldn't afford the A]. Around 27ly or so versus the 20 of my Cobra. Happy days :)
 
Just a note to say thanks. I'd rep but it's not available in mobile.
I followed the guide to kit out a T6 (couldn't affors an asp) and got close to the suggested build [but things like class B scoop cos i couldn't afford the A]. Around 27ly or so versus the 20 of my Cobra. Happy days :)

I have 4C scoop on my Cobra and I'm perfectly happy with that. I scoop at every scoopable star and it isn't an issue. I'd rather put my meagre funds elsewhere, and have dual heat sink launchers for the rare moments when the cat knocks the controller out of my hands during scooping. ;)
 
personally have been only RES-hunting this game mostly till full-A conded 600 mil
and tried to travel to the closest nebula and back - sad there is really nothing happaning

so after-all what is optimal minimum Jump Range for not just fastest of longest jump

does that 25 ly can get you from any to other star normally or there is a minimal gap

say i couldnt get t the nebula recent with 17-18 jump range in battle conda
ye let me see it right we are going to get that targoids pay their debts back
really there is nothing to be dangerous in this galaxy yet so far at all in long trips

and if to fly non-horizon version what else is essential except no srv-unit on board
or what if not scan planets at all and just fly through whole the galaxy and back

is here really a number you need like 26-27-28-29-30-31-32-33-34- or so
just to be able to fly to the distant stars without being able to reach one
at the point of interest if there is really one

?

thanks
 
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