Minimizing Exploring Damage Through Different Fitting

Explorers,

I'm working on a project on this 2nd big trip out and want your inputs.

Background:
First trip out, my Asp had a 4B power supply and reinforced alloys (had lasers too. I know, hot mess). I emer-stopped multiple times (>10) due to learning fuel scooping and neutron star shenanigans. Upon return, my power supply was at 89%.
From what I've heard from you all is that, with this many crashes, I should have been around 70-75%.

Questions:
Is the damage reduction real or perceived?
If it is real, could this have been due to the "armored" power supply or the 25% reduction in damage from the armor?
If it is real, would carrying a B-class power supply be a recommendation for new explorers?

Anyone else experience this?
 
B class has more mass and more health afaik. But Idk if that means more crash damage tank tanking high I think is just percentage based since lower class A PPs don't seem to take more damage than higher class As. Could be wrong about thst haven't tested it rigorously. Class B also generates more heat, so you're more likely to need that health. Based on my own experience a lower # class A pp is better than a higher # class b pp in terms of heat damage avoidance. Go with the smallest A that you can stock is my recommendation. Just make sure you have a strategy to get home safe in human bubble (speed/shields/chaffs etc)

I'm sure the more experienced explorers will have own more nuanced take on all of the above.
 
B class has more mass and more health afaik. But Idk if that means more crash damage tank tanking high I think is just percentage based since lower class A PPs don't seem to take more damage than higher class As. Could be wrong about thst haven't tested it rigorously. Class B also generates more heat, so you're more likely to need that health. Based on my own experience a lower # class A pp is better than a higher # class b pp in terms of heat damage avoidance. Go with the smallest A that you can stock is my recommendation. Just make sure you have a strategy to get home safe in human bubble (speed/shields/chaffs etc)

I'm sure the more experienced explorers will have own more nuanced take on all of the above.

And this has been my mantra since the first trip...smallest A-class that will fit. If emer-stop damage is just a percentage, that would be great.
I do still wonder if the armor made a difference but don't want to drag that extra 20 tonnes back into the deep.
 
On a side note I found canopy to be the problem I had, Hull and PP were at 79% (A2 PP on Asp) but canopy would have only survived another 2 emergency stops (I tested once within station range of my life support).

AFAIK canopy damage on drop is a little bit RNG but im not sure on the whole principals, do all ships have identical canopy stats or are some better for avoiding that than others?
 
PP does seem to take less damage than other components. No idea if this is due to Class, Rating, Mass, or just different systems taking different hits.
My PP would be on 98%, Docking Computer in the 70s

I always fly with an A.

I might try some boiling experiments, I have a truck load of minor bounties that I would love to disappear.
 
Docking computer & cargo hatch seem to take the most % damage. But they take a lot less AFMU 'ammo' to repair than other components. So I wonder if the mechanic is that each module takes more or less the same damage and those with lesser base health values (such as the docking computer) end up with a higher percentage as a result. Conversely, the power plant has a high base value so the damage is a smaller percentage. That's just guesswork though.
 
Just addressing one thing: the 4B power plant has a Heat Efficiency of C, not B. The heat efficiency is the stat you care about in this thread. Only the 4A (and other A grade PPs) have Heat Efficiency of B (the highest).
 
To summarize, we (the community) dont know if the damage from this type of event is percentage based or set damage (RNG applied as required).

Straight damage (supported by the fact different components take damage and repair at different rates) would mean the B-class will last longer while % based damage wouldnt favor either one.

Im not as concerned about heat efficiency as damage taken from the drop out of supercruise. Any ship can suffer a stop even with a low heat % at the time of the incident; negating the heat efficiency. My use of B and A only relates to the category of the module purchased rather than any particular statistic of the module.
 
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Explorers,

I'm working on a project on this 2nd big trip out and want your inputs.

Background:
First trip out, my Asp had a 4B power supply and reinforced alloys (had lasers too. I know, hot mess). I emer-stopped multiple times (>10) due to learning fuel scooping and neutron star shenanigans. Upon return, my power supply was at 89%.
From what I've heard from you all is that, with this many crashes, I should have been around 70-75%.

Questions:
Is the damage reduction real or perceived?
If it is real, could this have been due to the "armored" power supply or the 25% reduction in damage from the armor?
If it is real, would carrying a B-class power supply be a recommendation for new explorers?

Anyone else experience this?

I am not sure if the reinforced alloys would keep your ship "colder" and truth be told, I have a hunch that it didn't...even if it did, the mass that adds greatly reduces your jump range...the function of the reinforced alloys is more visible and convenient in combat...to better take incoming laser beams and/or kinetic weapons...but almost sure it does not manage heat better -or worse- than lightweights, for instance.

So, I am not sure if you use them for any other reason besides exploration, but if so, its utility is for combat, I would say, and if anything, should be avoided for exploration in order to gain jump range.

Regardless of that point, for an Asp, and for basically most ships, you want to fit the most powerful power plant there is...the more output it has, the easier will handle all of your modules, and the heat will be kept low...

For that reason, B class is one of the worst options an explorer could take mainly because: performs very closely like a C and weights more than any other power plant.

TL;DR: go with lightweights instead, a 4A power plant, and a heat sink for heat management of your ship. AFMU is advisable to make any repairs (and they don't add mass to your ship)
 
I just set out to do indepth boiling experiments.

Stock Adder, with added DC just to make things easy.
Use Silent Running to get temp to 200% then return to normal
Compare Damage % of PP of various Classes and Ratings
Compare Damage % of various modules to see if damage is Weight, Class or Rating related

Results :
1 : PP Standard 3E - PP still at 100%, best of the rest was FSD at 88%, DC 0%, Modules of same Class and Rating have wildly different damages

At this point I gave up as PP damage was the main point of the experiment. Dont you just love science !

Conclusions :
PP do not suffer heat damage. Thats news to me !
Weight cannot be the main factor. AMFU have 0 weight, and they DO get damaged
We still dont have a scooby doo
 
Did you only do this once? I suspect RNG is playing a significant role, so you may have just got lucky...

Just tried it again with the Adder A Graded for smuggling up to 250% heat.
Double Canopy crack

Thrusters 3A 64%
Shields 3D 28%
Sensors 3A 66%
Cargo Hatch - DEAD
PD 2A - 48%
LS 1A - 52%
FSD - 71%
FS - 56%
DC - DEAD
Heat Sink - DEAD
PP 100%

Confirmed - PP immune to heat damage
However - running a reboot took 5% from the PP
 
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Time to consider emergency crash testing. Not going to be so accurate as I doubt I can be bothered to do lots of crashes to even out Randmonius
 
Emergency exit from SC would be the easiest way of doing that and repeatable if you always do it at a set speed.
 
I am currently in the COL 359 Sector collecting data on Earthlikes. I am in a Clipper with an A-grade power supply and rarely get over 65% heat while scooping. Can someone please point me to the nearest Neutron Star field so I can do a test run?
 
My advice is simple.

- Damage from emergency drops is percentile based.
- Damage from heat generation is additive.
- Thermal Protection from armor addons helps alleviate heat damage. (at least I perceive this to be true based on experience)
- A Class Powerplant is a must due to its bonus to heat dissipation.
- A Class Fuel Scoop is a must due to its decreased generation of heat from scooping when compared to lower classes.

With an A-Grade powerplant, 6A fuelscoop, and milspec armor (50% thermal resist), I have yet to find a scoopable star that will overheat my ship before I get within emergency drop range. I fly a Python and will be doing the Buckyball A* run with it sometime Soon(tm).


EDIT: While exploring, disable all non-essential modules completely. Anything consuming power, generates heat. Period. My shield is the only "non-essential" module I keep on because well... If I need it... the last thing I want to do is wait for it to charge up.
 
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My advice is simple.

- Damage from emergency drops is percentile based.
- Damage from heat generation is additive.
- Thermal Protection from armor addons helps alleviate heat damage. (at least I perceive this to be true based on experience)
- A Class Powerplant is a must due to its bonus to heat dissipation.
- A Class Fuel Scoop is a must due to its decreased generation of heat from scooping when compared to lower classes.

With an A-Grade powerplant, 6A fuelscoop, and milspec armor (50% thermal resist), I have yet to find a scoopable star that will overheat my ship before I get within emergency drop range. I fly a Python and will be doing the Buckyball A* run with it sometime Soon(tm).


EDIT: While exploring, disable all non-essential modules completely. Anything consuming power, generates heat. Period. My shield is the only "non-essential" module I keep on because well... If I need it... the last thing I want to do is wait for it to charge up.

good post, except I disagree with the shields thing.
With it off, in an Asp, I am quicker to scoop(I can use scoop to near max without going much over 75%) and quicker to being able to start FSD(turning away, waiting for heat to go down).

In over 5000 systems I have never been close to danger ,as I am an invisible needle in the proverbial haystack because of the size of our Galaxy(unless you go to SAG A*, in that case you start charging shields before you get there)
 
Thermal Protection from armor addons helps alleviate heat damage. (at least I perceive this to be true based on experience)

Any backup for that at all ? Last I heard it had been confirmed as NOT protecting from Scoop Heat damage at all. That was probably before the component heat damage came in, but I have seen nothing regarding that since.
I find it impossible to get scoop heat damage in my Asp as well.
 
- Damage from emergency drops is percentile based

This is the crux of my original post and the thing to test.

We all agree on the value of A-class power supply. My goal was to try to find a purpose for the B-class. If it can take more hits from neutron star crashes, it MAY be useful.

So far it seems the heat damage will render your ship useless prior to power plant failure while exploring.

While a 6A scoop would be great, the 28mil price tag is too steep for me. I get along with the 6B just fine and havent had overheat issues while scooping since the learning stages. But then i skim and jump instead of nose-in to scoop.

Good luck with the Buckyball in a python with milspec armor. We'll see you back at christmas. :)
 
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