Long Range Vulture

I would stay with one afmu, cargo rack and repair limpets.
Also maybe worth testing is a 5a scoop and just a 4a booster. Less range but faster scooping if you are in a hurry ;)
Although, with that tiny tank the 4a scoop should be fast enough :)
 
Yeah, I think I'm with you on that. I should probably take the repair limpets since i'm going shieldless. I will still have the 1 AFMU so I should be fine!

The 4A scoop can fill me from empty to full in 23 seconds (at max scoop rate) so that should be good!

I'm a little uneasy about only having 2 max range jumps but hey, that's what this little experiment is all about for me. Can I handle this or will I be calling the fuel rats to come save me?? I'm also pretty much maxed out on material since DW2... did a lot of surface material runs to break up the jumping. Tons of jumponium in the holds if it comes to that.
 
New build with fixed power issues (and it has weapons again): https://s.orbis.zone/39v-
I'd recommend using lighter PD with engine-focused engineering. Like 4D with 5-th grade engine focused + stripped down. You'd get the same boost rate but save 4,4 tons. And since you use multicannons, that don't require much energy, and don't use shields at all -- engine is the only thing you are going to use your PD for.

You can also try to squeeze little more range by applying deep charge mod to FSD.
 
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I'd recommend using lighter PD with engine-focused engineering. Like 4D. You'd get the same boost rate but save 4,4 tons. And since you use multicannons, that don't require much energy, and don't use shields at all -- engine is the only thing you are going to use your PD for.

You can also squeeze little more range by applying deep charge mod to FSD.

I always just assumed mass manager was the best experimental mod for range on the FSD, I've never really considered anything else but deep charge does work out a bit better!

Now that you mention it, I don't know why I engineered the PD that way... systems are pointless on this build. Thanks for that!
 
I always just assumed mass manager was the best experimental mod for range on the FSD
Mass manager is the best for larger ships. I mean it is the ultimate mod for FSD of 5-th size and larger.

However for smaller FSD (4-th and less) there is an alternative: deep charge gives more direct range but less total, while mass manager gives slightly less direct range but more fuel economy.
 
That makes a lot of sense since deep charge is increasing the amount of fuel the FSD is able to consume to in order in increase the range, I just never really looked at it too close before now. 1000 hrs in and I still have a lot to learn.
 
I'd still use Mass Manager, rather than Deep Charge, personally. The jump range increase is pretty small, and you're already running with a small fuel tank. Deep charge will cut your margins even closer. Basically you will consume 10% more fuel per jump to gain only about 0.07 lightyears of additional range.

Also, I'd caution against using the fuel tank size as the measure of how much time you'll spend scooping, since scooping time is just a function of scoop speed versus fuel consumption, which is determined by the FSD. The tank size just dictates how many jumps you can make before refueling, if you're passing through unscoopable systems (such as neutron stars), and how much of a safety margin you have when the reserve tank decides to refill from the main tank.

Sure, a tank twice as large will take twice as long to fill, but you will also travel twice as far before you need to do so. See what I mean?
 
Also, I'd caution against using the fuel tank size as the measure of how much time you'll spend scooping, since scooping time is just a function of scoop speed versus fuel consumption, which is determined by the FSD. The tank size just dictates how many jumps you can make before refueling, if you're passing through unscoopable systems (such as neutron stars), and how much of a safety margin you have when the reserve tank decides to refill from the main tank.

Sure, a tank twice as large will take twice as long to fill, but you will also travel twice as far before you need to do so. See what I mean?

Oh yeah, I know exactly what you mean. One reason I loved the Beluga was the stock 128T tank that can give you 10 max range jumps before refueling. I could go 2K ly with neutron jumps before stopping to refuel (refueling took a while with the 6A scoop and that size of tank, still only about 2 minutes though). I managed to do about 40k ly in 10 hours of game play on my return from BP to the bubble and that included stopping to scan and map valuable targets. it was great. This Vulture is the exact opposite, and I'm excited for that in a weird way.
 
Yeah, that huge tank really helps the Beluga. It has such a poor scooping speed already (tied with the DBX for second worst), however the fact that it could go so long with only partial scooping meant that a full refuel only needed to happen occasionally, while you're scanning. I had a pretty good experience with it overall, too.
 
You still have fuel for 3+ jumps with your build. The exact opposite would be iClipper: instant refuel with 7A scoop, but tank for two jumps only
Since I decided to go with the cargo/repair limpets over the fuel/AFMU build I will only get 2 max range jumps :( 3T per jump (max) with 8T of fuel. that 2t cushion is probably enough that, along with some jumponium, I should be able to get myself out of any bad situations... hopefully.

I never really looked at the Clipper in exploration terms before... that would be the literal opposite of the Beluga. I don't even know what to do with my Clipper at the moment, I stripped some of the parts from it now it's just collecting dust.
 
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I never really looked at the Clipper in exploration terms before...
It is very good, though, like other Gutamaya ships, it doesn't have the best jump range in the Galaxy.

I've managed to strip mine to 53,5ly, while the possible maximum would be about 55ly, but it would be way too uncomfortable to fly.

I should be able to get myself out of any bad situations... hopefully.
Well, it's not at all that bad (I mean, I've been flying exploClipper for a long time and haven't yet bothered fuel rats :) ), you just have to pay more attention to the class of the star you are going to jump to :)

And one more thing. Many explorers (including myself) use railguns (tuned for light weight + plasma slug) to dump fuel. It can really be useful on the edge, and I've just had a very good opportunity to understand that :)

Like I've mentioned, I have 53,5 max range, while my range with full fuel tank is 52,4. So I decided to save 0,2 tons and not take railgun with me to The Gnosis. Bad idea :) I had to fly around one system for several hours to burn fuel to get extra 0,4ly for G3 jumponium boosted jump :)
 
But... but... guns are useless! ;):D
These days, given how you need guns to activate things like the Guardian beacon and how the various space critters react to being shot, I consider weapons mandatory on exploration builds these days :)

I'd hate to be 20KLY from anywhere and find something you needed guns to activate :D
 
I've flown a Courier for a long total (enough for at least one galactic circumnavigation) with a 4T fuel tank, which is a bit over two jumps, and it was fine. Chaining neutron star boosts does get a bit onerous, but that was all. Never needed to call for help, you just need to pay attention to what you're going to jump to if it's the last jump in your tank.

Good point about needing weapons to activate some stuff. Something to think about if you want to be prepared for anything, although no xeno stuff has been found in the deep galaxy to date. Should Frontier add new stuff, they'll add it first to the vicinity of the bubble anyway.
 
More excellent suggestions and advice, keep it coming!

So, I think I have settled on a final build taking into account what I have learned: https://s.orbis.zone/3anb

I switched back to 5D thrusters from 4A, for 2T less weight they seem to provide better performance overall from what I can tell, I'll just have to take the hit on engineering thrusters that I would probably never use for anything else (not that I plan on ever getting rid of this thing, Vultures are cheap and I have a few different ones already). Also changed to 3B PA's with plasma slugs, I have a thing with maximizing module size whenever possible and overall I'm better with PA's than I am with rail guns. (Not that I really plan on standing and fighting anyone in this thing)
 
That's looking really good.

Do you plan on lightweighting the point defense too? I know it's already pretty light, and the materials get expensive (doing grade-5 in places where it's not as helpful). Taking that to grade-3 lightweight would give you a whopping 0.04 ly of additional range. Maybe that's not worth the time it takes to get to an engineer. ;) :D
 
Do you plan on lightweighting the point defense too? I know it's already pretty light, and the materials get expensive (doing grade-5 in places where it's not as helpful). Taking that to grade-3 lightweight would give you a whopping 0.04 ly of additional range. Maybe that's not worth the time it takes to get to an engineer. ;):D
lol, that's why I didn't even bother doing it in the build, it barely makes a difference. I might have one stored that I already lightweighted but if not then i'm not going out of my way to do it. Taking it to a mid-grade and not spending the rarer materials is definitely an option though, I might just do that.
 
Well, I've explored in quite a few ships, but the smallest I've been in was the DBX, mostly pre all the updates and extra slots and what not. But the DBX is just too cramped for me, excellent jump range, just enough slots for exploration modules, but no place to put the Jacuzzi. You don't even have room to stretch your legs. So now I just journey in bigger luxurious ships, for fringe hopping, I use my 70 Ly combat explorer Anaconda, that has 1900 shields, every gun port filled, although smaller sized guns, fighter bay, srv and all the amenities, and a Jacuzzi. Currently I am in an Orca just meandering around, not as big as the Conda, but now has the slots to play with, and no Jacuzzi, but it does have a nice Space Ping Pong table.....
 
I just find this thread about a long range vulture, Im late here, but I post my 44lys build.
I usually take trips with groups, so helping each other on repair. Also weapons are just visual, very rarely used when in wings we guard miners, and only on smaller, weaker ships and even its risky to fight with such a light ship. Decorative turrets. You can low wake out for a safe place.
SCA for DSS change, of course. Boosts nearly 500, but its not needed. Deep Charge on FSD I feel it better then MM. And my target was the 44lys.
40% PP - Thrusters, Sensors, PD (lock on engines 4 pips and can turn it off), LifeSup.
Costs expensive 25M, but hey its a unusual meta build (Even a Keelback is half in price with SLF+SRV and 50lys).
https://s.orbis.zone/4cgu
 
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