Ships Making the best explore ship

crua9

C
I'm thinking about making the best explore ship, but I was wonder. How much would it cost (ship and outfit together)? Also, can someone list what they think is the best explore ship and outfit for it?
 
an asp is the most capable as it's jump range exceeds that of any other ship's so far. fit it with mostly D rated components save the FSD and the power plant if you're scooping close to stars. someone post stats.

check out this post.
https://forums.frontier.co.uk/showthread.php?t=109837&highlight=asp+jump+range
 
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an asp is the most capable as it's jump range exceeds that of any other ship's so far.

While I agree that ASP is probably the best exploration ship currently, it is not for this reason as this is incorrect.
If were purely talking jump range, and if cost is not a concern, the Anaconda has a superior jump range when properly fitted. ~40 something iirc

However at the cost of an Anaconda+fittings (16 million+ for the 6A FSD alone), and the price for repairs upon returning, it's probably not worth the cost. The only time I can see it being advantageous over the ASP is for exploring on the rim for those REALLY long jumps.

If you're planning on going to the center and into denser stars, I would actually recommend the type 6 over the ASP if price is at all a concern.
The Type 6 has excellent jump range, a great cockpit, and more than a few of them have made the trip to Sagittarius A*, at a price considerably lower than the ASP explorer.

ASP is the "best" exploration vessel for the average player doing serious, committed exploration, but there are other options that are worth looking into if price is/is not a concern.
 

crua9

C
Right now I have about 1.5 million to spend on it. So, I'm a really long ways from an Anaconda.

But, this is about finding the best ship to make it my goal.
 
Get an Anaconda with the best fuel scoop, decent shield, 6A Frame Shift, some field maintenance, scanners and lasers. You are set for your journey to Iscandar.

Anaconda has best jump range. ASP has a bit more visibility that is blocked by bars and such. Anaconda's canopy is clear and quite wide. I don't like it's pitch rate though but that can be solved by starting your fold drive before aligning to destination.

You can bounty hunt at a pristine RES and get near 4 million/hour plus there is a 16% discount for Anacondas at Zaonce for a limited time.
 
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Right now I have about 1.5 million to spend on it.
Youll need more than that for a dedicated exploration ship as you will want an Advanced Discovery Scanner, which by itself is a hair over 1.5 million.

If you're looking for a goal:
Hauler (around 2 million to purchase and fit can be more with accessories):
Standard entry level exploration vessel. Decent jump range for its size, its a set of scanners with an engine and a scoop, no more, no less. it will take you most places. May have trouble on the rim, youll have to keep an eye on your fuel gauge and not strand yourself.

Type 6 (around 5 million to purchase and fit, can be more with top grade fuel scoop and accessories)
This is a workhorse exploration vessel, more than capable of getting to the core. has a nice cockpit for those space views. Relatively inexpensive so maintenance costs are not as high, an underrated exploration ship.

ASP explorer (15 million or more to fit depending on scoop accessories and build)
The standard best exploration vessel, great jump range, great cockpit. Expensive but not as expensive as the Anaconda, maintenance is reasonable. This is the home for most explorers as it is the best practical exploration vessel.

Anaconda (142 million and up)
The highest jump range in the game, expensive, more than capable of defending itself if fitted with weapons/shields, this is numerically the best exploration vessel but the tradeoffs and costs are prohibitive for many players.


There's some goals for you, that gap between ASP and Anaconda might be filled by a clipper and the gap between Type 6 and ASP might be filled by a Cobra. Good luck, fly safe.
 
Agreed with the above post. A solid Cobra will cost you around $4 million with a jump range of around 28 or so, while the Type 6 will cost you around $4.5 million and get into the low 30's. Both include the advanced scanner and a solid scoop.
 
OP, make the asp your goal. A fully kitted best-in-slot explorer asp is actually a fairly difficult goal, the 6A scoop alone is almost 30 million. Please let us know if you want help with kitting your future asp. The community has by now pretty well figured out how to kit a long range exploration ship.
 
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It will take a long time before you can get an Anaconda.

Before going into numbers, let me say there are 3 levels of exploration.
The Advanced Discovery Scanner is a must if you really want to know what's out there, and sells for 1,545,000.
Then there is the Detailed scan for the extra cash when selling your data. I don't know if the Intermediate Scan is the third one, but some one might give a better answer.
I've included it in the ships below because I know there are three levels of scanning.

The ASP is a great exploration ship for the money. A fully kitted out ASP is worth 14,887,291.

http://www.edshipyard.com/#/L=60g,mpW5QH5QH5QH5QH5Rr5Rr,2-8S8S7_6u6u8S8I,52W7TCmpU2US2jw2UI

Other than that, don't underestimate smaller ships if money is of concern. This link shows a Cobra Mk III suited for exploration for 6,207,268.

http://www.edshipyard.com/#/L=602,5Rr5Rr5QH5QH,2-6u6u6Q5K5K4s6k,4-OmpT7RA2jw2US2UI
 
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Collider that's a terrible exploration asp. Why do you have lasers? Why do you have both an intermediate and an advanced scanner? Why are you using heavy components? Why are using a cargo rack? Where is your fuel scoop? If you don't know how to kit for exploration, don't confuse people.
 
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I use a Cobra for short exploration trips (300 - 400 LY outside of known space), the Discovery scanners just vary in range 500 LS, 1000 LS and infinite for the Advanced (shouldn't that mean you just have to use it once and it's mapped the whole galaxy/universe ;)).

Auto field repair units are needed if you're going out for several weeks (two because they can't repair themselves)

Top end Cobra build

http://www.edshipyard.com/#/L=602,5Rg5RgmpU0mI,2-4s6u6Q5K5K4s6k,0MW0MW7Re4xo2jw2UI

Affordable Cobra buld

http://www.edshipyard.com/#/L=602,5Rg5RgmpU0mI,2-6u6u6k5K5K5K6k,0Ky0Ky7Re4yGmpT2US
 
OP, make the asp your goal. A fully kitted best-in-slot explorer asp is actually a fairly difficult goal, the 6A scoop alone is almost 30 million. Please let us know if you want help with kitting your future asp. The community has by now pretty well figured out how to kit a long range exploration ship.

While I don't doubt a 6A scoop is the best, in practice I'm not sure it is really necessary other than to say you have the best possible. I can only afford the 6B and am using it on my slow trip back to the core. If you frequently scoop-while-scanning the star after a jump, I find the scoop finishes before the scan does, so it doesn't really slow you down. Unless you don't scoop for a long run of jumps perhaps.
 
CMDR Porina,

The 6A scoop is absolutely not necessary. I did the Sag A* trip with a 6C scoop. However, with 1.2 patch changes, module cost either does not affect repair costs, or affects it in a minimal way. Given that you can get a 100% refund on any module you buy, there is little reason not to get the 6A scoop for exploration once you can comfortably afford it.

I was mostly pointing out the 6A scoop as a best in slot kind of thing, if someone wanted "the best explorer possible" set up to aspire to as a goal.
- - - Updated - - -

Change the cargo rack for the fuel scoop. My mistake. Other than this I would explore in that setup.

I am sure you would, but it's still a bad setup. You are basically losing over 3 light years of jump range for no reason whatsoever. You are also introducing unnecessary heat issues by using a D rated power plant. You also have a pointless intermediate scanner.
 
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I'm gonna go for a top end explorer Cobra and go out as far as I can to the bottom right of the galaxy :)
 
Currently in a Asp but it was my explorer-fitted Cobra that got me there. That ship are a solid one that can handle all your explorer needs. Sure if you are targeting something way way off then it will take longer then an Asp (due to max jump range). But if you want to do some general exploring in the neighborhood the Cobra will get you there, no problem. Solid mid-20 Ly for just a few mill. Large FSD, good fuelscoop, Detailed Surface Scanner and Intermediate Disco Scanner (highly recommend Advanced but it is 1 mill more), a Heat Sink or two and you are golden.

// G
 
For the OP, here's my friendly advice: Start in an adder or hauler or even a cobra (pick the cockpit you like best, you'll be looking at that cockpit a lot) with a detailed surface scanner, an intermediary discovery scanner (and the best fuel scoop you can, of course), D-class equipment to save weight, dump the guns, improve the frame shift drive and go out there, give yourself a little trip around 500/700 light years away for practice.

I did exactly that in an adder, gave myself a little nebula to explore, came back and made about 3-4 mil. That'll give you the funds to move on to the next best thing: An exploration-pattern type-6. I explored the Cat's Paw nebula (5000 LY away) in mine, had a few adventures that had me nickname mine the 'Sundiver', and you know what? I bought an Asp and only use it for trading (bigger hold than a type-6). The Sundiver's 30 LY jump is enough for me as I'm not an 'edge-runner'.

I do have a trick to offer for weight-saving: Not only should you dump the guns on a pure exploration vessel, but you can downgrade the CLASS of the power distributor and reactor to save even more weight. Here's an example with my 'Sundiver' setup:
http://www.edshipyard.com
/#/L=60W,,2-3m6u6Q3m3m3m6k,50y0OE05U05U7Q42jw2UI


-Dump the guns/Best scanners/Best frame shift drive/good scoop/most equipment is D-class for weight saving. (the basics)
-I downgraded the reactor and power dist, that distributor is just strong enough to give me afterburn at full charge. :p
-I find the field maintenance unit to be useful, after one restored my ship from heavy heat damage.

The caveats to this design:
-I did allow myself a .4 LY sacrifice to keep the shield, would hate to be interdicted and shot down after returning from a long trip. The shield helps escaping those.
-I do keep the cargo holds, empty they don't take weight, and if, if I happen to find a signal source way out there and it's some sort of alien artifact, or other fun find, I won't beat myself up for NOT having cargo space. :)
-The reactor is so weak I really have to tweak what modules I turn on or not. Cargo hatch is always off, power dist and shield are only on while in inhabited space and I think i have to turn off the fuel scoop, could be the fault of that heat sink launcher I experimented with. Anyway: low power warning, but it saves weight.

Best type-6 I can wriggle LY out of, the theory for an asp would be similar.
 
I do have a trick to offer for weight-saving: Not only should you dump the guns on a pure exploration vessel, but you can downgrade the CLASS of the power distributor and reactor to save even more weight.

+rep since I dont usually see people mentioning this, and it's exactly my strategy too.
There's simply no reason to run big power plants and distributors on a ship that has no guns and only occasionally runs its shields or utilities.
The goal should be the lightest supply/distributor that will just BARELY make everything run after disabling non-necessary components.

The only thing I will mention is that since we spend so much time scooping, an A rated supply (of any class) is going to do a better job of getting rid of your excess heat, which means you can move to the next system faster (and helps when getting overheated when you play chicken with stars/NS/black holes).

I run AFM units, heat sinks and shields, and all of those and the cargo scoop get shut off when not immediately in use allowing me smaller power systems, it lets me save a good bit of mass. If your ship has power to spare with everything turned on, you're not light enough! :D

EDIT: You DO want to make sure you have the ability to boost though as that and/or shields will be your only defense for the short period youre still in the bubble, so dont skimp TOO much.
 
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http://www.edshipyard.com/#/L=60g,,2-3I6u7_6u3I8S8I,5220Nc7Q405UmpT2jw2UI

This is my personal target ASP although the scoop will be the last to get fully upgraded as having a 6A is a luxury, the best you can afford at the time is good but it will just take a little longer to refuel.

This gives a jump range of just over 37 ly and has still got boost capability.

Two things I would mention, one is a possibly useful tactic, I have not tried it before but will be giving it a go and the other is a question.

The question is simple, does sensor grade affect the range you can initiate a DSS from?

The tactic is a work around for the fact that you can only plan journeys in either MOST economical or FASTEST. By having an empty cargo space I will be able to adjust the "max range" used for planning a route slightly and thereby have a third option of "still pretty efficient but fairly quick too"
 
Right now I have about 1.5 million to spend on it.

Make a short trip (1 kylie) in a hauler with the best scoop and FSD you can afford. You won't be able to get a surface scanner with that, so when you get back, make that your first purchase then go back out again. If you can get ~12kylie trip down you ought to be able to afford an Asp when you get back, but you'll probably be tired of exploring for a while. ;)
 
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