Safest exploration ship?

The Phantom, AspX and DBX are all good choices. My main exploration ship is currently a Phantom. Other good choices are the Orca and Krait Mk2. And a heavily-engineered, ultra-light Anaconda if you want extreme jumprange.

When I went to Beagle Point and back along the Sagittarius-Carina Arm, I took my Beluga. 47ly jumprange (despite being weighed down with stuff I didn't really need, including weapons, armour, and a size 6 prismatic shield), it's possible to get a Beluga above 50ly jumprange. More unrestricted internal slots than any other ship except the Anaconda (which has one extra restricted military slot, not much use for exploration), good cockpit visibility, high agility for its size, huge fuel tank, and as a heavy ship with a size 7 FSD it isn't affected much by added mass. Not cheap though.
 
And from my experience the only really 'dangerous' thing about exploring is accidentally cooking yourself.
Even this was minimized by the introduction of supercruise assist - at least I had a bad habit of alt-tabbing around when FSDing, leading to some accidents with stars, especially White Dwarves. Now even heat damage seems quite remote chance unless I specifically do something risky like land on a hottie.
 
For beginners, it has to be the Diamondback Explorer because it runs so cool. I just used one to go out to Bovomit region and back with no AFMU and no repair limpets. I arrived back with zero damage.
 
what does "safe" mean?

A safe pilot? Or a unsafe pilot and a ship that can handle an unsafe pilot? (Idiot-Proof Ship)

Safe, as I would understand by doing some "risk-management":

1. Risks: what are they?
2. Risks: how probable are they, or: what are their results

So here we go:

1. Risks

a. FSD into binary stars
b. Landing High-G Planets
c. flying in open (getting ganked by PVPer) -> different thing
d. Losing SRV
e. out of fuel
f. crash at base (at the end)
g. using unsafe gear (like the supercruise assist)
h. destroyed by aliens (whatever that means)
i. whatever...to be continued

2. Probability of Risks: when do we care?

a. FSD into binary stars: it will happen. You need Heatsinks. You should do a training
b. Landing High G Planets: it is a pilot mistake (look Starmap to clear this risk, or do a training. Add good shields to your ship)
c. flying in open: simply do not fly in open. If risk of gank in PG: fast ship, good shields.
d. losing SRV: take two or more of them. Use them careful. Do a training. If they are for mats: take a mining laser. Use shields in the asteroid fields.
e. out of fuel: pilots mistake. might be a map-problem. Never trust the navigation computer or: plan your travel; do a training
f. crash at base: very probable: do not land in open. Do a training. Use shields.
g. unsafe gear: never trust your gear. Especially if it is a supercruise assist. That thing is nice, but it is a risk
h. destroyed by aliens: never shoot at things you do not know. But then: what kind of explorer are you?

...to be continued.

PS: I use a Phantom: because it is fast. It can take more shielding that the ASP. It takes 2 SRV and a mining laser. It even has a supercruise assist. But no docking computer.
 
g. unsafe gear: never trust your gear. Especially if it is a supercruise assist. That thing is nice, but it is a risk
What are the risks with this? More specifically, are there observed risks when using the hyperspace drop brake (I don't really use the orbit feature and I only recently discovered the joys of instabraking)?
 
For safe exploration.

Id go for python, krait or anaconda.

Lots of internals for repair modules etc.

Can power many shield boosters and big shields

And still room for heat sinks.
 
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What are the risks with this? More specifically, are there observed risks when using the hyperspace drop brake (I don't really use the orbit feature and I only recently discovered the joys of instabraking)?
sometimes...this thing simply does not brake and goes orbit.
 
Not sure if it's the "safest" , but here's an older Asp X unengineered build that will get 32ly and has all safety/repair features you'd need (and with the update that added an a
extra size 1 slot a while back, you could add another AFMU if you wanted)
 

Simplystyc

Banned
The following build is of my own design. It has the ability to Two Shot a would be ganker if you know what you are doing.

60ly Jump Range
490 boost
1390 Armor
MRP
SRV
AFMU
ADSS
Heat sinks for silent running
Double Chaff
1 Large Reverb Torp
2 Long Range Super Penetrator Rail Guns

The build works. I ran into a hostile vette. He was dead within 120 seconds.

This isn't a PvP ship by far, and it won't outgun a pilot who knows what he is doing. However sometimes you get lucky and run into a noob ganker who has no idea what he is doing. Then you can take advantage of that. You can get away and highwake every time, the weapons are there if you feel lucky.
 
Let me clarify. Which ship am I less likely to crash. When I say 'out of the box', I mean using 'A' rated as the comparison. I just want a big jump range, and needed a benchmark. Budget, I can probably get an Anaconda, although I would prefer under 100 million, just to keep rebuy down (I would stress less, and yes, I know that makes little sense, it's just me).
If you do not want to buy an Anaconda and still want to go exploring, I suggest an Asp-Explorer (Asp-X). For years the Asp-X has been the go-to ship for exploration in Elite Dangerous. o7
 
Much of this comes down to your actions....

You have been given several ship recommendations, and you have got links to the Coriolis tool that let you build ships on paper without having actually build them in game to test out....

Some things you need to test ingame to get a feel for it. Do you like the cockpit view? As that can be a real big deal breaker, as Anaconda has a notorious bad view from the cockpit, if you are after some nice cockpit view of the scenery, especially compared to DBX, AspE, etc. Also Krait with its underside cockpit offers a distinct feeling and in most and cases a great view. In general, ships with their cockpit in the front offers the best views, and the further back the cockpit is located the more restricted will the view be. But the great view in AspE/Type 6 etc, can also make you feel more exposed, ie more unsafe... so that could be another factor to consider.





Cost can be a factor aswell! Do the size of the ship matter? (small, medium or large)








I do understand that the no engineering thing,, etc. Unless you only have the base game, the requirements to unlock the any of the entry level engineers in the bubble that do FSD upto grade 5, are fairly easy. Some exploration rank or distance from your starting position.. and then go and fetch some specific cargo. Trying to figure this out in the game can be a challenge, but there are plenty of resources to walk you through this to make the effort easier.

The second thing to consider is the Guardian FSD Booster, pretty straight forward to unlock as well, works well as a mini exploration trip, as the Guardian ruins are a some distance away.... but in most cases, going after the Guarding stuff, also helps alot with the unlocking of engineers...


Both or either of these options allows you more options for what ships to choose from!
My experience in what affects jumprange the most

1. FSD engineering, and even just some G2-G3 have a significant impact on range
2. Guardian FSD Booster
3. Smaller modules, like 4 instead of 5 (Thrusters, Powerplant, etc) , D-rate anything except FSD, that only have one option when it comes to jump range, A-rated.


And with either or both 1-2 available, that will open up even more ships or to bring more nice to have stuff...


What do you want to bring with you?
SLF?
SRV?
etc?


  • If getting boored, having a SLF with you can make for some fun flying around in Rings/Asteroid belts, on planets, etc. I brougth a SLF fighter with me and never used it...
  • SRV, atleast two if you want to land on planets. The more the better, as accidental destroying an SRV by tumbling down a ravine etc can happen.... and having a second one good.
  • AFMU, most useful if you intend to use Neutron Star Boosting, if you skip this, the biggest risk you suffer are face planting stars and rough landings on planets. both of which are pilot errors.... Training and practice is the key to avoid this.... Neutron Star boosting will damage your FSD on every boost, and thus you need to repair at some point...
  • Repair Limpets, to repair windshield/hull, damage to these are often caused by bad landings or crashing into asteroids...
  • Heat Sinks, these are for the event that you jump into a system with two orbiting stars, as that could put you in the middle between the stars and that is like an owen... can get pretty toasty fast.... popping a heat sink can save your ship from alot of damage.... FDev have fixed most of these situatios so that you do not end up in absolute danger zone. So the risk is now lower than it used to be.
  • Mining laser, if you need to gather resources, for example using FSD injections (synthesis) to boost jump range, then you could find yourself without material to jump back. having a mining laser could in that case save you to get that missing material, also SRV can be used, but that requires landable planets, and this requires rings/asteroids belts
So what of the above is important to you, it all depends on what kind of explorer you want to be... and how much stuff you can bring and still achieve your goal of atleast 30 LY....
I am the sort of person that want to be prepare for most things, so I went with all of the above and then some...And remember, back in the days, we did not have most of these fancy things and people still went out exploring in stock ships and went as far as Beagle Point and then back and their ships was fine... and all damage I sustained was all from Neutron Star Boosting! Avoid that and you should be fine... and there are some stations scattered around out there, so there are more options for repairs/restock out there.


Just some careful flying and having a bit of luck will be enough for most explorers.


So I wish you good luck in finding your exploration ship and a good journey that brings you back home in one piece.
 
+1 for the Imperial Clipper, just for the sheer joy of flying one. The Krait Phantom may be the most rational choice balance-wise, and I own one for short trips like visiting the guardian ruins, but for a long journey across the galaxy, i'll always choose the Clipper. It just feels like home.
 
My 37ly jump range 9000mj (absolute) fully armed cutter is pretty safe to explore in. Granted I dont get to my destination as quick as some other ships, I definitely know I'll be getting there alive. And yes from time to time I do take the "Providence" out deep into the black.

However my cutter isnt my main exploration vessel.
 
For first time, Asp-X. Not too expensive, good jump range. if your paranoid about face planting then I would not skimp on the thrusters/PP so you have a decent thrust with boost.
 
+1 for the above. OP - you, sir, sound like an Asp Explorer pilot.

Many a galactic explorer has taken their first faltering steps into the wider galaxy in an Asp; big enough to carry everything, small enough to keep you awake and the best view of anything other than a T-9 (which I don't personally recommend for exploration since you can jump 100LY in anything else whilst you're waiting for it to turn.) Jump range can be got to around 30LY with no engineering at all, 40LY if you have access to the guardian FSD boosters.

An Asp Explorer with a 30ish LY jump range was what I used for my very first trip outside the bubble over three years ago and it's just as viable today as it was then.

These days I usually use a 75LY Anaconda for long range but that's a luxury purchase, engineered to the teeth and in no way required. I definitely wouldn't recommend an Anaconda for a first timer because it's a bit of a dog to fly in supercruise. Another advantage of the Asp is that it you're going to be doing some planetary landings and surface exploration, the Asp can land pretty much anywhere due to it having a much smaller footprint than the Anaconda.

Somebody will no doubt be along soon to tell you to buy a Dolphin. Just ignore them and they will go away 😁

I took a Type-9 to Beagle point as part of DW2, once you tune into it, it becomes a much better experience than most people portray.
I love the Type-9 for it's inertia and heft. You don't get that with some of the smaller ships. It's a proper captain's ship. You need to plan your trajectory well in advance or you'll go splat.
With engineering and Guardian FSD boost, I was able to get the type-9 upto 40Ly, + Fighter bay, + 128t of cargo.

But you are probably right, it's not a first time explorer's ship - that'll be the ASP in my opinion.
 
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ASPx is the best exploration ship in most cases. I used to have a ~80 ly Conda, but even though it's a magnificent spaceship that cockpit becomes as inspiring as your parents furniture after a while. The size of the Conda also makes it difficult to land on some planets.

Safety wise robbyp is right. DON'T be too stingy with the thrusters. Good thrusters can get you out of a lot of trouble, unless someone talked you into trying to land on a very high G moon or planet. I have brought AFMUs and repair limpets on some trips, but fly carefully, and you won't need them, unless you take the Neutron Highway. I haven't been further away than the core, but I've never had a rebuy screen when exploring. Exploring is safe, unless you carry large amounts of gold etc.

The Phantom is more "classy" than the ASPx, but the cockpit in the ASPx is way better than the Phantom, especially in VR. Jump range wise they are pretty similar. Many of us used the ASPx early in the game to get credits for a Conda, and therefore we kind of hated it, also because it was unengineered back then, but now it has become one of my favorite ships.

If you want to explore, go get the Guardian FSD booster! It's a nice small trip out there, and even though getting the blueprint is annoying, with all those things shooting at you, and the stress of the time limit, it's not difficult. Bring a point defence (mounted on top of your ship). You'll love that one :)
 
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I took a Type-9 to Beagle point as part of DW2, once you tune into it, it becomes a much better experience they most people portray.
I love the Type-9 for it's inertia and heft. You don't get that with some of the smaller ships. It's a proper captain's ship. You need to plan your trajectory well in advance or you'll go splat.
With engineering and Guardian FSD boost, I was able to get the type-9 upto 40Ly, + Fighter bay, + 128t of cargo.

But you are probably right, it's not a first time explorer's ship - that'll be the ASP in my opinion.

I like the T-9 myself as a ship, it has real character. I just wouldn't want to fly more than a few hundred LY in one. I know a couple of people that use or used them for exploration and I can see that the Lakon cockpit would be an attraction, as well as obviously being able to pack in any and all gear you could ever conceivably need.

I said the other week, the beauty of the game is that we have totally free choice in terms of what we use ships for so if you like it, that's great.
 
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