planning an expedition

I’m planning my first expedition into the black – currently have an asp explorer that I can refit for exploring relatively cheaply. Also nearly have enough saved for a conda any advice on how I can improve on this build? https://coriolis.io/outfit/anaconda...-----2f2i.Iw18ZlA=.Aw18ZlA=?bn=Conda explorer I hope to make it to Sag A first and may keep going to beagle point

I’ve included a 5a shield, as I’m just massively paranoid about aggressive AI on my return to the bubble! Will that be sufficient or should I also pack a few other deterrents?

I’ve tried to reduce weight as much as possible to give a 36 ly jump range. Is it worth carrying an extra fuel tank? Also are 3 auto field maintenance overkill?

Or would you just go in the asp? It would look something like this: https://coriolis.io/outfit/asp/04A4....Iw18WQ==.Aw18WQ==?bn=GamesMasta Asp explorer I feel that the conda would be way more versatile and you’ll be able to stay out much longer compared to the asp.
 
Love the build, love coriolis.io

My thoughts:
1. I also run a huge fuel scoop. Most dangerous part of exploring for me is heat when scooping. A large scoop means you limit the time to scoop for full tank. Great idea. Doesn't impact jump range or other performance numbers from what I can tell.

2. I would throw on there two heat sinks and put them on the same fire group as discovery scanner.... for the same reason. Hampers you a bit but worth it IMNSHO.

3. Also, you gotta take a landing craft... especially if you have already committed to running shields. You would hate yourself if you discovered something on a planet and found yourself unable to explore. I know that will impact your performance.

4. Probably would need to run a cargo rack. Correct me if I am wrong, but adding cargo rack empty changes NOTHING of fuel usage or jump distance... so why not use empty slots for racks?

5. Take some rares. Imagine the payoff if when you find Jacques station 18,000LY from the bubble and you have a few rares in your hold!

I am fairly new to the game, so take that with a grain of salt. Would love to have some insight from experienced players.
 
Thanks for your suggestions – I’ll definitely add a vehicle hanger on the conda. Good idea about the cargo and rares, worth a little gamble!
 
i have flown AspEs for exploration for a long time, now flying DBE or anaconda.

if you ask me, i'd recommend taking an AspE on your first trip, because the ship is more easy to handle in sc and for landings. but anyway i recommend a short try out trip for your build, so you can adjust it - something like eskimo nebula or veill nebula.

your anaconda build:
- 6D shield less weight less power than 5A.
- 5D with d-class boosters for the same MJ and even less weight
- anaconda can make 4 jumps on a full tank, AspE 6,5. if you ask me, 4,5 jumps is comfortable - so if you have space fit an additional 4T tank
- unpower unnecessary moduls. e.g. afmu, power distributor ... you will be able to run your build with a class 3 or 4 powerplant, less weight, less heat
- cargo leads to interdiction. rares profits cap out at 150 ly. only take some if you want to take the risk
- cargoracks are great to change yiur fuelusage
- 7B/7A fuelscoop is worth it. you don't need cr out there.
- 1 heatsink.
- 1 or maximum two AFMU. they can't repair hull or powerplant.

check out the exploration subforum stickies for some great posts on outfitting exploration ships.
 
to add - docking computer. you don't want to dock an anaconda with weak thrusters after some weeks in the black. it doesn't weight anything.
 
I’m planning my first expedition into the black – currently have an asp explorer that I can refit for exploring relatively cheaply. Also nearly have enough saved for a conda any advice on how I can improve on this build? https://coriolis.io/outfit/anaconda...-----2f2i.Iw18ZlA=.Aw18ZlA=?bn=Conda explorer I hope to make it to Sag A first and may keep going to beagle point

I’ve included a 5a shield, as I’m just massively paranoid about aggressive AI on my return to the bubble! Will that be sufficient or should I also pack a few other deterrents?

I’ve tried to reduce weight as much as possible to give a 36 ly jump range. Is it worth carrying an extra fuel tank? Also are 3 auto field maintenance overkill?

Or would you just go in the asp? It would look something like this: https://coriolis.io/outfit/asp/04A4....Iw18WQ==.Aw18WQ==?bn=GamesMasta Asp explorer I feel that the conda would be way more versatile and you’ll be able to stay out much longer compared to the asp.


if you have never been into the black, i would practice a few high G landings, there is a good 6.7g planet - achenar 3 in Achenar system - try this in a small ship first something you can afford to replace easy.

i dont know too much about anaconda exploration builds to be honest, but i would recommend a small trip to the veil nebula or similar distance so you can "test" your ship out, nothing worse than being 10kly out thinking ... i wish i had bought x,y,z with me.

But good luck :)

dam it i've been ninja'd... but advice still stands
 
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Been running this (or similar) since 17th December http://www.edshipyard.com/#/L=706,mpa0Wg0Wg0Wg,2-6QBa9Y8SBaD88I,53c0PA0PA7UImpT1LU08c0nE5fa2jw2UI

Not let me down yet even on those tricky 2G + worlds. I think the highest I've risked so far is 3.5G which took a bit of patient flying but didn't cause any undue issues at all. I'd maybe fit a point defence if I had chance for the 2.1 buff to missiles.
Otherwise I think the build is pretty overkill and great for flying pretty much forever :)

Obviously money isn't a restriction for me at the moment as it may or may not be for you. If you are scanning planets I'd take the ASP, if you are long term exploring/landing/distance jumping I'd take the Conda.
 
This is my AspE, which I use currently out there: Asp Explorer

My comments from personal experience are:

  • D-rate equipment is the lightest. I don't do combat so I don't carry weapons.
  • I have a shield because landing on planets without a shield almost always results in hull damage.
  • Having an A-rate powerplant handles heat better.
  • Obviously, A-rate FSD and the biggest fuel scoop you can afford. I was sceptical until I verified that a big fuel scoop is the safer option.
  • AFMs cannot fix themselves so having two AFMs means you can use one to fix the other if necessary.
  • Taking cargo means decreasing your jump range. I am not sure though what the mentioned rares are.
  • I turn off all unnecessary equipment unless I have to land. That means shields, cargo scoop, sensors, etc. There are two reasons for this. The first is it reduces the heat generation in super-cruise and the second is that it reduces the fuel consumption (1.18/h as opposed to 2.24/h). But the heat is number one reason and with the A-rate power plant and the A-rate fuel scoop, I can refuel in seconds while the heat is around 60%.
  • If you even have an emergency dropout from supercruise while close to the star, keep calm, point the ship away from the sun, and engage supercruise (remember to assign a key to enter super-cruise separate from the key to enter hyperspace). Engaging super-cruise will not build up heat (unlike hyperspace jump) and will take you away from the star. When you are sufficiently away, drop your speed, drop out of super-cruise and do repairs. Remember that repairing turns off the systems that are being repaired so (unlike me) never try to repair your thrusters or your FSD while on super-cruise as it will damage the ship even more on an emergency exit.
  • If you plan to land having an SRV is necessary. Larger SRV bays means more than one SRVs (which means in the case of an accident you have a spare) but also means extra mass and thus reduced jump range. SRV fuel, repair, and ammo is easy to generate from prospecting on planets and the SRV hull health regenerates when you get back to your ship. Just remember that after dismissing the ship when you recall it back, it cannot land anywhere (i.e. not inside canyons etc.) so be careful not to get stuck in canyons or tight places.
Asp is easy to handle in landings and has a good range (my Asp has 34.34 LY range with full tank and a grade 1 engineer FSD upgrade). I don't know about the Anaconda as I can't afford it.

The one thing I can say is that accidents happen no matter how careful one is. What cannot be repaired is the hull and the power plant and they do take damage during accidents. If you have only one AFM it also takes damage and cannot be repaired. So doing a few test runs outside the bubble is the best way to get your bearings on how to run the ship, and refuel.

Hope this helps.
 
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in the unlikely case your AFMU gets to 0% before your hull or powerplant, you can reboot your ship, so it gets back to 1% and repair your other moduls... so, you really don't need two AFMU ;-)
 
in the unlikely case your AFMU gets to 0% before your hull or powerplant, you can reboot your ship, so it gets back to 1% and repair your other moduls... so, you really don't need two AFMU ;-)

Oh, that's a good point actually, didn't think of that. :D
 
Thanks for the really useful tips from everyone. Extremely helpful! Think I'll go out in the asp first, perhaps not too far and then test out the anaconda before going on a long voyage with it.

Just a few more delivery runs and I'll have the credits needed. See you out there commanders
 
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