Newcomer / Intro [SEEK ADVICE] Explorer Asp

It's pretty good m8, although personally I'd fit a bigger fuel scoop. The quicker you can scoop then the safer it'll be. More heat sinks if you plan a long trip as they don't weigh much. Bigger power plant is optional as it really helps with overheating issues. Shields are a personal choice. If you are doing small trips then no, if a very long one then they could save all that valuable data on the way back. It depends where you are going too. If you are heading to the core then jump range doesn't matter so max everything out but if going to the outer rim then it will matter a lot.
 
Thinking about builiding an Asp for exploring ... what do you think?

http://www.edshipyard.com/#/L=60g,0Wg0Wg,2-6Q6u7_6u5K8S6k,0PU0Nw7Q40Ke4zM2jw2UI

don't drop the size of the fuel tank, huge mistake , also your wasting jump range by having 3 x auto repair units as it only speeds up the repair time, you only need one good one this will also give you a little more jump range only using one good one

here's the wiki page on ships http://elite-dangerous.wikia.com/wiki/Ships

your notice a tab for asp explore build , have a look at that
 
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Make sure you paint a bullseye on it.

My experience with the Asp for exploration is that that number of AFMUs and heatsinks is unnecessary. I'm not the most seasoned explorer there is, but I've done about 10,000ly.

While 35LY is great for moving through the galaxy at speed, I don't think it's strictly necessary if you're not heading out to the rim or up/down off the galactic plane. Personally, I'd be happy to bump up the shield to an A5, lose some of the modules (you won't need them if you're careful - AFMUs, heatsinks), put lasers in all the hardpoints and settle for ~30LY range. You'll also be in a position to defend yourself if you garner any unwelcome attention on the way back with all that precious data.

Something like this would keep me happy. I'd certainly sleep soundly at night. Of course, if you're going on a really long voyage, then your setup makes more sense.
 
It looks fine except for the fuel scoop - I'd recommend putting your scoop in the class 6 slot and buy the best and biggest you can find and afford. (I have a 6D, and people keep laughing at me. :) ) That's the only real issue I can see.

Personally, I think two AFMUs are more enough, so I'd put an empty cargo bay in one of the class 3 slots. It will allow you to artificially lower your jump range in the route planner, so you can plot fast routes without the insanely high fuel consumption.

I know people like to fly with smaller than possible fuel tanks, but again, I personally wouldn't. One longer stretch of unscoopable stars, and you might find yourself in trouble.

edit: the100thmonkey, you're even more paranoid than me. :) But to be fair, I'm flying an armed and armoured Asp, and even the darkest stretch towards Sag A* hasn't been any trouble with a ~30 LY range for now. So yeah, unless you're going for the rim, a little defensive weight doesn't matter much.
 
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Well, thnaks a lot to all of you =) I thought that multiple AFMUs are a good idea because of the "ammo" they need ... but i will rethink that and the fuel scoop thing =)
 
@Evyl_Minkey: If you have a cargo bay, you can lower your jump range in the route planner (Well, simulate more weight, but same difference). That means you can plan a fast route while shaving a few light years of your maximum range. You can save a surprising amount of fuel, since the consumption rises exponentially towards your max range - not often necessary, but it might just get you that one jump further towards a scoopable star.
 
you can also use the untick both box's trick to get a faster/ longer jump route planned as that still works for planing routers out even since the change to the 1000lyr from the 100lyr change in 1.2 release i'm using that on the Community Goal as it knocked of 3 jump points from even using the fast route option in the galaxy map
 
6b scoop, and size 5 afmu will do.
Use the amfu on thrusters and fsd on the way out, whatever you like on the way back. You are limited by pp and cockpit damage, they will pop before you start on the 2nd amfu

Turn off everything you don't use including power dist, keeps your base temp down
 
Lose the Heat Sinks and Auto repair units.

Class A Max out: Power Distributor, Power Reactor and Thrusters. (Better to run and avoid combat than to be taking hits and repairing.)

Also Max up your Fuel Tank.

Other than that I think you're good.

If you go deep exploration you won't be seeing anyone. (and in the event you do, you can leave them in your space dust) ;)
Repair units are a waste of time, and if you manage your power properly you wont need heat sinks.


Good luck on your journey.
 
don't drop the size of the fuel tank, huge mistake , also your wasting jump range by having 3 x auto repair units as it only speeds up the repair time, you only need one good one this will also give you a little more jump range only using one good one

This is just wrong. Auto field maintenance units don't weigh anything. It has absolutely no impact on jump range how many or which type of AMU you fit into your ship.
 
It's pretty good m8, although personally I'd fit a bigger fuel scoop.

I agree with this. As an Explorer you will be scooping a lot. I would recommend getting the biggest one you can find and put it in the biggest compartment you have. I use a D6, for example. The higher end ones are expensive (and the very high ends ones are exceptionally expensive), but it will save you so much time while scooping.

That also has the effect of lessening the chances of making a mistake. Errors while fuel scooping are probably the biggest danger you will face. (There are always the dreaded close binary pairs - but, as far as I can tell, those are extremely rare.)

Personally I also don't bother with heat sinks. I do have an AFMU, though. But in general, as long as you are careful - that is, don't let your concentration slip at certain moments - you can go very long distances with no damage.
 
I'd recommend THIS

Yes, close binaries are very rare, and in my exploration travels, I have never actually needed my heatsinks. But if you happen to get caught right in the middle between two close binaries, you are going to desperately need them. The minimal increase in jump range that you get from ditching them won't get you that much further.
 
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I'm currently underway to the core.
33ly asp.
No weapons. You won't need them because there's nothing to shoot at.

Brought a 6a fuel scoop. It's expensive but I love the sucking power it has! It fills the tank before the fsd has cooled down. It's awesome!
Did a timed run today. Flew 1000ly in under 29 minutes. Just discovery scanning the systems. So no detailed surface scans.
But you need a big scoop for that.

Also got 2 afm's. So they can repair each other.

Apart from that it's just a basic D-rated underclassed asp.
You won't need more. Just a big scoop to save you a lot of time!
 
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I'm currently underway to the core.
33ly asp.
No weapons. You won't need them because there's nothing to shoot at.

Brought a 6a fuel scoop. It's expensive but I love the sucking power it has! It fills the tank before the fsd has cooled down. It's awesome!
Did a timed run today. Flew 1000ly in under 29 minutes. Just discovery scanning the systems. So no detailed surface scans.
But you need a big scoop for that.

Also got 2 afm's. So they can repair each other.

Apart from that it's just a basic D-rated underclassed asp.
You won't need more. Just a big scoop to save you a lot of time!

Congrats on making 2kly/hr. Once you can do that, you are at least travelling right

I would much rather have more cargo space than more than 1 AMFU so you can run efficiently. A 33ly Asp limited down to 30ly and a 6b (or 6a if you are rich) will run forever without you having to bother even thinking about scooping unless you hit 3 or 4 browns. However, I run with a docking computer cos I like to, so dont listen to anything I say ;)
 
Lol, why a docking computer??
Havent seen a single station the past 300 jumps.
And why cargo?
Theres nothing to haul. And nowhere to haul it to.

About my trip, I want to get my ass as fast as possible to the centre. If I still have some motivation left I will do some extra scanning on the way back.
But its so insanely boring out there!
Im at 8600 from sol now, so still a very long way ahead...
 
Lol, why a docking computer??
Havent seen a single station the past 300 jumps.
And why cargo?
Theres nothing to haul. And nowhere to haul it to.

About my trip, I want to get my ass as fast as possible to the centre. If I still have some motivation left I will do some extra scanning on the way back.
But its so insanely boring out there!
Im at 8600 from sol now, so still a very long way ahead...

Docking computer because when I have not docked for 3 weeks and am coming in all excited with 30% hull and tiny shields, I dont want to spray my data against the side of a station.
Empty Cargo holds can be used to reduce your range a little, but increase your fuel efficiency a LOT (I think it was explained above).

If you are bored after less than 9 kylies, I am not sure exploring is for you :O
 
The only thing I would add to what everyone else has said is to max out your power plant to A grade, either 5A if you have the cash, or 4A to save a couple of tons and get an extra 0.25ly range.

A grade power plants are more heat efficient, so help with your heat management.
 
This is just wrong. Auto field maintenance units don't weigh anything. It has absolutely no impact on jump range how many or which type of AMU you fit into your ship.

yeah i made a mistake on the AFM units as was thinking of something else weight wise , but i'm not wrong about the fuel tank as your be screwed when you find 3-4 stars in a row that you can't scoop from and have to kill yourself as you can't jump anywhere to fill up as i've had that happen to myself when i was ing about in a adder , then again hopefully that will be fixed when we can carry extra fuel and use drones to top up
 
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