Putting on a clinic -- outfitting, engineering, and planning to be an explorer

UPDATED: Putting on a clinic -- outfitting, engineering, and planning to be an explorer

VERSION 1.1

I was way into engineering and tinkering with ship builds before I got into exploring. Now that I am back from my second major deep space survey, I'd like to share some of my thoughts on how design exploration ships at a range of budgets and experience levels.

ENTRY LEVEL EXPLORING:

I'm not going to cover the early game of exploring in great detail as Beck has a full-up 'Zero to Hero' guide with lots of useful life hacks that I wish I had read up on when I was just starting out. The only thing I would add is that you can outfit Hauler with a respectable unengineered 30 light year jump range for just over 2.1 mil CR. Just grind exploration data until you unlock Felicity Farseer and build up 15 mil in cash flow. Don't worry about getting first discoveries at this point -- there will be plenty of time for that soon -- you should just focus on working out an efficient honk/scan/flight technique.

LET'S GET SERIOUS:

Before you buy your first exploration ship, you need to gather 12-15 (4-5 drops) of the following engineering materials:

Surface prospecting:
Arsenic
Iron
Phosphorus
Manganese

Ship salvage:
Chemical manipulators
Chemical distillery
Conductive ceramics
Conductive components
Salvaged alloys
Flawed focus crystals

Data:
Datamined wake exceptions
Specialized legacy firmware
Open symmetric keys

Now its time to buy and mod-up your first deep space explorer -- two of the best and most reasonably priced ships for heading out into the black are the Diamondback Explorer and the Asp Explorer (notional DBX or AspX builds). The DBX has a slightly better range, but I prefer the AspX because it can fit a bigger thrusters and fuel scoops. While topline speed doesn't really matter in supercruise -- and you will be spending 95% of your time in supercruise -- bigger thrusters will give you a better turning rate. The larger fuel scoop doesn't really need an explanation -- the less time you have to spend scooping, the more time you will have for exploring.

One thing I would note about both of my notional builds is that each is fitted with the smallest power distributor, so you won't be able to boost -- but like I said, you will be spending most of your time in supercruise where you can't use it. You need to be careful landing on high-g planets, but you will have enough topline speed to get off them without use of boost.

Head over to Felicity Farseer and fit the following core mods on your ship:

Power Plant: G1 Low Emissions
This goal with this mod is to reduce your PP's thermal load while picking up either mass reduction or boost in power output as a secondary effect -- depending on what your power budget and jump range look like.

FSD: G5 Increased range
No need for explanation here except to say that increases to your optimal mass almost always give you more range than the increase to FSD mass will take away from it.

Sensors: G3 Lightweight
This only applies to the AspX as the DBX's sensors are already very light.

In addition, I recommend two 'quality of life' mods:

Thrusters: G3 Clean drive tuning
This will give your D class thrusters the turning rate of A class thrusters. It will also reduce your thrusters' thermal load, though the effect is mitigated somewhat by the heat generated by the mod's increased power draw (see this thread for a more in-depth discussion).

Detailed Surface Scanner: G3 Long range or Fast scan
There is also some debate over which of these two mods is better. Long range scales with the minimum scan distance of the object you are targeting, so if you like scanning smaller objects (Earth-sized planets, moons, neutron stars and black holes), you would probably benefit more from fast scan. Some of this will also depend on your piloting style, so I'd recommend giving your modded DSS a quick shakedown run before heading out into the black.

If you've only just unlocked Felicity, I'd recommend doing your rolls in the following order:

G1 low emission power plant --> as many G2 fast scan DSS rolls as you need to unlock G3 mods -- G3 long range or fast scan and clean drive tuning --> as many G4 increased FSD range rolls as you need to unlock G5 mods --> G5 increased FSD range

One final thing I would note about my notional builds is that they are not equipped with AFMUs. There are enough outposts with repair services in the near-black nowadats that you shouldn't need them if you are only going 5000-7000 light years out. If you plan on going out farther than that -- 10,000 light years or more -- you should equip at least one AFMU to repair the damage from occasional bumps and bruises. A careful explorer will fit two -- a large one to repair modules and smaller on the repair the larger one as necessary.

Expedition planning at this point is in your hands at this point. One recommendation I give to new explorers is to pick a point of interest at least 5000 light years outside the Bubble (like the Crescent or Statue of Liberty Nebula) and spend a few weeks wandering out there and back. This will help you unlock Professor Palin and, if you are thorough, leave you with a couple of million CR in the bank. Make sure to sell at least 10 million CR of data in a Sirius Corp-controlled station to obtain the Sirius system permit (which you need to unlock Marco Qwent).

TIME TO GRADUATE

After that first serious trip out into the black, I'd recommend spending some time unlocking the Dweller (G5 power distributor mods), Lei Chung (G5 sensor, DSS and shield mods), Professor Palin (G5 thruster mods) and, ideally, Lori Jameson (G5 sensors, DSS, and life support mods) as they will help you tweak your ship's performance even more. Once you have Lei Cheung unlocked, I would strongly recommend putting an Enhanced Low Power mod on your shields as this will reduce their mass and power draw. The only thing I would flag with this mod is that it also reduces your shields' optimal mass and if that figure dips to far below your ship's dry mass (without fuel), your shields won't work. In my experience, you can put a G5 mod on a Class A shield, but be careful putting more than a G2 or G3 mod on a D class shield.

Since you need to unlock the Dweller en route to the Lei Cheung, I would also recommend using this opportunity to think about your power distributor setup. If you stick with the 1D distributor, I'd recommend rolling the G1 systems-focused mod until you get reduced mass or power draw as a secondary effect. This will have the added benefit of decreasing the amount of throttling your will experience recharging your shields once the capacitor is fully drained. If you want to fit a distributor that is large enough for boosting, a G3 engine-focused mod or G5 high charge capacity mod should allow you to fit a D class power distributor that is one size smaller than D class thrusters (e.g. 5D distributor for 6D thrusters).

At this point, you now have all of the tools and resources needed to do your own thing. For those interested in upgrading into an Exploraconda, you will need about 200 million in the bank to afford the ship and requisite modules. You will need to mod a larger FSD, thrusters and (probably) power plant, but you should be able to harvest the modded shields, distributor and scanner from a modded DBX or AspX. This is a bit of a controversial opinion, but I strongly recommend pursuing the G5 clean drive tuning mod as the Exploraconda's base turning rate and topline speed aren't great.

Now you should be ready to head out to the galactic core and beyond. I hope this was useful -- let me know what you think.
 
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Useful to me mate. I'm actually on my first foray into exploring at the moment to unlock Palin and I just reached Statue of liberty nebula last night. Bit of a slog with my available time online but nevermind. Scanned quite a bit while on the way and hopefully have enough to buy an anaconda and fit it out for some more trips.

One thing though I wanted to ask. In terms of deciding whether a previously unexplored system is worth scanning please. When you jump into a system and you do the obligatory honk you open the system map and I'm wondering what thoughts go through your mind about whether things are worth scanning or just move on?
 
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Thanks for the guide, well written and easy to read !

One question : why G1 system-focused mod on the power distributor instead of engine-focused ?
 
I second Jethro`s question and also want to mention that

In supercruise the Thrusters are not used. There is not benefit from using Clean Drive Tuning. I highly recommend Dirty Drive Tuning. And I found that long range on the Detailed Surface Scanners is faster because you start to scan from much higher distances.

o7
 
Thanks for the guide, well written and easy to read !

One question : why G1 system-focused mod on the power distributor instead of engine-focused ?

The short version is to improve shield regen rate, but it appears I totally forgot to mention shields in my write-up. I will go back and add that in.
 
I second Jethro`s question and also want to mention that

In supercruise the Thrusters are not used. There is not benefit from using Clean Drive Tuning. I highly recommend Dirty Drive Tuning. And I found that long range on the Detailed Surface Scanners is faster because you start to scan from much higher distances.

o7

The benefit from Clean Drive Tuning is the reduced heat generation which is essential for both scooping and starting hyperspace process while still close to the scooping star. Dirty drive tuning is too hot for exploration ships.

Additionally, the high grades of clean drive also have reduced mass applied to the drive.

Edited for additional information, spelling, and clarity.
 
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With regards to fast versus long range Detailed Surface Scanner, it depends on the ship used and the scanning style (and of course personal preferences). Ships that turn slowly in supercruise benefit more from long range scanner than fast scan because you can stay at a distance without getting caught in the target's gravity well. For smaller ships it's probably a matter of personal preference, although the bonus of scooping while scanning the close enough planets and gas giants seems to throw the favour towards the long range scanner.

I fly an Anaconda and I'm an obsessive scanner. Having tried both versions of the scanner I definitely prefer the long range over the fast scan for all of my ships.
 
Useful to me mate. I'm actually on my first foray into exploring at the moment to unlock Palin and I just reached Statue of liberty nebula last night. Bit of a slog with my available time online but nevermind. Scanned quite a bit while on the way and hopefully have enough to buy an anaconda and fit it out for some more trips.

One thing though I wanted to ask. In terms of deciding whether a previously unexplored system is worth scanning please. When you jump into a system and you do the obligatory honk you open the system map and I'm wondering what thoughts go through your mind about whether things are worth scanning or just move on?

I tried not to be too prescriptive about how to explore, but if I could make one recommendation for your first time out into the black, it would be to make sure you come home with lots of high value scan data. With 2.3, the easiest way to do that is to focus on systems that have the highest chance of containing terraformable planets. Two ways to do that (1) set your star class filter to just A and F class planets (as they have the largest habitable zones) or (2) do surveys of 'd' mass code systems (explanation of what that means: https://www.reddit.com/r/eliteexplo...ngs_sector_subsector/?st=J59HPQPD&sh=0c8b39de).

Habitable zone charts: https://m.imgur.com/r/eliteexplorers/lM6PU

Don't spend too much time with the star class filter on though or you will miss awesome stuff, like giant stars and undiscovered real world systems.
 
I second Jethro`s question and also want to mention that

In supercruise the Thrusters are not used. There is not benefit from using Clean Drive Tuning. I highly recommend Dirty Drive Tuning. And I found that long range on the Detailed Surface Scanners is faster because you start to scan from much higher distances.

o7

agree with this 100% - fast scan is pants compared to long range, and dirty drives are the way forward tests show the difference is approx. 1-2% heat

my only disagreement to the guide is *there are other ships to go exploring in and that's the best part about exploration because any ship is capable on any budget. i.e. you don't need 200mil credits and a conda to be "ready to head out to the galactic core and beyond"
 
The short version is to improve shield regen rate, but it appears I totally forgot to mention shields in my write-up. I will go back and add that in.
There's a distinction here: increasing your PD's system capacity and recharge rate won't touch your shield regen rate, the two are separate. However, it might still help you by having your Sys capacitor run dry slower. To elaborate a bit:
Shields have a fixed regen rate (and a different one for when they are broken), and once they are regenerating, they drain your Sys capacitor at a fixed rate. Shunting more pips into Sys will increase the capacitor recharge rate, so it will take longer to run dry - or even not run dry at all. Once the capacitor's empty, then the shield generator won't have enough power to recharge at its full rate, so it'll recharge at a (often severely) reduced rate - which does depend on your PD's sys recharge rate. But this only applies when your capacitor's at zero.

Whether system, engine or charge mods are better for your PD depends on your ship in my opinion. We're talking about "take fire and run away" builds here, so if you have a fast ship, you might be better served with being able to boost more often.


The benefit from Clean Drive Tuning is the reduced heat generation which is essential for both scooping and starting hyperspace process while still close to the scooping star. Dirty drive tuning is too hot for exploration ships.

Additionally, the high grades of clean drive also have reduced mass applied to the drive.
As far as I know, thruster heat generation only comes into play when you're actually using your thrusters. In supercruise, you aren't, although you still need to keep them powered - but the amount of heat they generate then depends on their power draw (and the power plant's heat efficiency).


my only disagreement to the guide is *there are other ships to go exploring in and that's the best part about exploration because any ship is capable on any budget. i.e. you don't need 200mil credits and a conda to be "ready to head out to the galactic core and beyond"
It's true though. Any ship that has a jump range of even 35 ly can go explore the vast majority of the galaxy. You might have to use basic FSD boosts to cross the more sparse inter-arm regions, but otherwise, the only region inaccessible then would be the extreme edge. With enough engineering, many ships can get to 40 ly full tank jump range, and for most of them, you really don't need hundreds of millions of credits. If you coloured the Milky Way green and red based on what a ship can reach and what it can't, you'd get a relatively narrow part of the edge(s) coloured red, and the rest of the galaxy green.
 
It's true though. Any ship that has a jump range of even 35 ly can go explore the vast majority of the galaxy.

You can explore the vast majority with a jump range of a lot less than that 35ly perhaps even as low as 15ly especially if you stick to the core (and take a stock of jumponium). Look at the ships that went to BP in the Distant Suns expedition (Before engineering) -Frawd's Sidey was only about 20ly.
 
You can explore the vast majority with a jump range of a lot less than that 35ly perhaps even as low as 15ly especially if you stick to the core (and take a stock of jumponium). Look at the ships that went to BP in the Distant Suns expedition (Before engineering) -Frawd's Sidey was only about 20ly.
Oh yeah, I meant that as area, not as number of systems. He did say "the galactic core and beyond", after all. The core has the highest number of systems, yes, so if you're looking at how many systems you can visit, even combat builds (engineered) can go to most. What I meant was that a 35 ly full tank jump range will get you to the vast majority of the galaxy's area.
 
And I found that long range on the Detailed Surface Scanners is faster because you start to scan from much higher distances.

I think this depends entirely on your scanning habits. I've tried both, and my overall impression is that for me, the fast scanner is better. So I think some people will do better with one, and others with the other.

Here's my reasoning:

Long Range scanner is better for scanning objects that are so far away, that you can complete the scan before getting inside of the range where your scan would have begun otherwise. This includes secondary stars that are 10+ kls away, and gas giants that are 5+ kls away, and so forth.

Fast scanner is better when you're scanning a bunch of things at close range, such as the arrival stars, and planets that are close enough to scan without moving a whole lot from arrival. Also for scanning moons around a gas giant, where you get in range once and scan things one by one.

And for most regular/terrestrial planets, I found them to be about the same. If I followed the same approach pattern, as if I were going to rendezvous or land (that is, throttle back when at 7 seconds), both scanners would complete around the same time. I'd close to about the same distance before they finished.

For anyone who doesn't want to chase down longer distance, large objects, they may not see as much benefit from the long range scanner. People who don't like to scan lots of moons, or tiny inner planets might not do as well with the faster scanner. YMMV. :)
 
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Check this thread regarding thruster mods
https://forums.frontier.co.uk/showt...ing-is-useless-and-needs-a-fix-(Math-inside!)
and thrash your clean drives ;)
A better, more informative thread: https://forums.frontier.co.uk/showthread.php/354115-Clean-Drive-Tuning-is-Pointless

Bear in mind that in supercruise, thruster thermal load doesn't matter. If you wish to minimise your baseline heat in SC, you want lower power draw, so you'd be better off with stock thrusters. Alternatively, you could also spam the cheap G1 mods until you get one with a mass decrease secondary effect, and hopefully no power draw increase.
 
Wow, this thread generated some strong opinions. I will ensure they are reflected in an update to my write-up.

Thrusters: I will have to investigate this clean drive thermal load business further, but the main reason I do engine mods is to increase turning rate (optimal mass).

PD: Apologies for the oversimplification -- the systems-focused mod is intended to minimize shield regen rate throttling, which is inevitable with an undersized module.

DSS: Fast scan is more beneficial for scanning smaller objects, which is why I favor it over long range scan.

I think I am taking a little unfair heat for my 'Conda comment. My first out to galactic core was in an AspX and, frankly, I prefer flying to it to a 'Conda, but it is hard to argue with the 10-15 extra light years of jump range you can squeeze out of a 'Conda when you are traveling more than 10,000 light years into the black.

That said, I didnt intend for this to be the definitive write-up on explorer outfitting -- more like a collection of life hacks.
 
but it is hard to argue with the 10-15 extra light years of jump range you can squeeze out of a 'Conda when you are traveling more than 10,000 light years into the black.

Nah, it's really easy :p

Whatever you fly out into the black if you're going tens of kylies then you're spending a lot of time in that ship with no opportunity to swap it out and fly something else.

2,000 jumps in a ship you hate will feel like a lot longer than 2,300 jumps in a ship you like flying. Even if the clock says you're objectively wrong one will make your experience of exploring a lot more fun than the other.

We're not getting paid for this, efficiency and speed bring no intrinsic benefit. If those are what you're after take the 'conda. If you love your 'conda use it. If you want to reach a particular out of the way place then make sure you've got the jump range.

But always remember, you'll be flying it for hours on end. If the turn rate winds you up or you hate the cockpit view the knowing that you'll be home 5% faster than you would've been in a ship you'd have enjoyed the trip a lot more in is cold comfort.
 
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This shows perfectly how difficult it is to make an "ultimate guide for an exploration vessel" ...

Scanner Mod: depends on playstyle
Thruster Mod: depends on playstyle
...
even
Ship Choice: depends on playstyle :)

Ntl, I like this kind of threads - always learn something new from the discussions :)
 
This shows perfectly how difficult it is to make an "ultimate guide for an exploration vessel" ...

[snip]

Ntl, I like this kind of threads - always learn something new from the discussions :)

I definitely didn't bill this as an ultimate guide, just some thoughts for builds at all budget levels. That said, I've definitely learned a few things over the last 24 hours myself.
 
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