T9 a mistake?

Hello Commanders,
After reading the feedback from "And the Winner is..." post, a lot of Commanders are not recommending the T9 for a deep space explorer, so now I'm reconsidering my choice.
I had thought a fighter bay would be a great addition b/c the T9 is big and heavy. Racing through canyons and getting ideal photo opportunities in a fighter is great, but if I take a medium size ship with no fighter bay I could still do the things the fighter does, but with less zippiness.
I'm really trying to take all input into consideration as I've not attempted deep space exploration.
Thanks again for all the great advice Commanders!
 
Hello Commanders,
After reading the feedback from "And the Winner is..." post, a lot of Commanders are not recommending the T9 for a deep space explorer, so now I'm reconsidering my choice.
I had thought a fighter bay would be a great addition b/c the T9 is big and heavy. Racing through canyons and getting ideal photo opportunities in a fighter is great, but if I take a medium size ship with no fighter bay I could still do the things the fighter does, but with less zippiness.
I'm really trying to take all input into consideration as I've not attempted deep space exploration.
Thanks again for all the great advice Commanders!
For deep space exploration, here are the primary considerations for me:
  • Good jump range
    Longer jumps give one far more flexibility, especially when trying to hit systems on the edge of the galaxy or in the areas with little density. For super-long jump ranges, consider the DBX, the AspX or the Conda. I personally hate the Anaconda because of the view. I like the DBX because it handles better than the AspX and because a small ship gives you more options when it comes to landing.
  • Scarab SRV
    Faster and has the scanner
  • Repair Limpet Controller
    Repairs the ship's hull
  • AFMU
    Repairs the ship's modules
  • DSS
    Scan planets
  • Cargo rack
    Limpets
  • Big fuel scoop
    Fuel up faster and stay cool
  • Point Defence
    I have this on the ship for when I decide to hit Guardian sites - the point defence goes after the sentinels
  • Heat Sink Launcher
Here's my build.
 
T9 would be the last ship I would choose for exploration. If you want a big ship use an Anaconda. Medium is Krait Phantom or Asp Explorer. Small is DBX.

But can be fun going against the meta, I took my Explorca to Beagle Point and Ishums Reach and loved every minute of it! Fully engineered however, wouldn't try as my first trip...
 
If you want a fighter bay on an explo ship, a strong recommendation would be the anaconda. There are others ship with fighter bay, but the conda is a good explorer.
Krait MKII might be OK, since it got decent range, decent amount of internals and also can have a SLF.

As for SLF and exploration, unless you want to do canyon racing and the like, it's not very useful. You can't land with them, and even less disembark (you are not even inside). THe only thing you can really do is run around at max speed going "WEEEEE !", without risk to lose the ship.

T9 is FAT (like you mean it), which make it difficult to land. It's slow and not manoeuvrable AT ALL, even with engineered engines (make it bearable I guess), making any kind of anything, really, a chore. The large amount of internal slot is overkill, as you don't need so many of them in an exploration ship. And it's jump range is not that big to begin with.
 
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Hello Commanders,
After reading the feedback from "And the Winner is..." post, a lot of Commanders are not recommending the T9 for a deep space explorer, so now I'm reconsidering my choice.
I had thought a fighter bay would be a great addition b/c the T9 is big and heavy. Racing through canyons and getting ideal photo opportunities in a fighter is great, but if I take a medium size ship with no fighter bay I could still do the things the fighter does, but with less zippiness.
I'm really trying to take all input into consideration as I've not attempted deep space exploration.
Thanks again for all the great advice Commanders!

If you have access to full engineering, i would recommend a Krait Mk2.
They can jump decently far while still having a lot of toys

This Krait Mk2 can jump 60 ly while still having a SLF, AFMU, Repair limpets, 2x SRV and solid enough shields to withstand a crash with 4 PIP in SYS (this will have to be tested before going out in a journey).
Also to be noticed that the FSD is the pre-engineered one with Mass manager added to it
 
Two lazy assumptions this thread has cured me of.

1) That SLFs would be useful to visit stations that large ships can't land on, if Devs coded some kind of landing area. Of course, SLFs aren't piloted (despite the windows).

2) That AFMUs aren't much use for exploration, because they don't repair the hull damage, which builds up when pilots who shall remain nameless crash into stars. I hadn't grocked that the repair limpet will do that. Of course, it's another slot, and materials required, but the self sufficiency would be a heady feeling.

Exploring in a T9, though? Give that thing interiors, and you've got the set of 'Alien'...
 
2) That AFMUs aren't much use for exploration, because they don't repair the hull damage, which builds up when pilots who shall remain nameless crash into stars. I hadn't grocked that the repair limpet will do that. Of course, it's another slot, and materials required, but the self sufficiency would be a heady feeling.
You will need a AFMU if you use neutrons.

Also hull repairs are not really needed. Just visit a FC out in the black.
 
Neutron stars are something I have never got the hang of. I can get into the plume, and supercharge, but then never set a course to a system further than the usual jump range will allow.
 
And I haven't done it for a while, but I assume I would have tried setting course for a further away system, then getting in the plume..?
 
And I haven't done it for a while, but I assume I would have tried setting course for a further away system, then getting in the plume..?
You need to go inside the plume, in SC (I mean, obviously, otherwise you're likely dead), with a scoop. I suggest going nearly parallel to the plume itself, moving outward. You'll get shacken and all, with some warning about being unsafe or whatever. But eventually you'll have a "FSD supercharged" or something message/alert. Then you can plot a course or leave the plume, you are charged until you next jump (or relog ?).
 
I like having a SLF when deep space exploring. It's not super useful, although I do like using one to scout for general location of biologicals (speed and view are nice here). But really the main thing is for a change of pace, one more activity you can do out in the black when you feel the need to change things up.

Do a test run, try out your build on a shorter exp trip. A lot of people will tell you what you must have for exploration, but everyone is wrong about everything. :)
 
i use the anaconda, it has the biggest jump range and can fit everything you need and then some


Neutron stars are something I have never got the hang of. I can get into the plume, and supercharge, but then never set a course to a system further than the usual jump range will allow.
there is a "use boost" option in the route plotter on the galaxy map(my game is in german, so not sure about the name)
it´s where you can choose between the fastest and the most efficient route.
 
You need to go inside the plume, in SC (I mean, obviously, otherwise you're likely dead), with a scoop. I suggest going nearly parallel to the plume itself, moving outward. You'll get shacken and all, with some warning about being unsafe or whatever. But eventually you'll have a "FSD supercharged" or something message/alert. Then you can plot a course or leave the plume, you are charged until you next jump (or relog ?).

That sounds like exactly what I did, especially with the buffeting, but when I try to set a longer course, on 'supercharged', the navigation panel just won't let me.
 
i use the anaconda, it has the biggest jump range and can fit everything you need and then some



there is a "use boost" option in the route plotter on the galaxy map(my game is in german, so not sure about the name)
it´s where you can choose between the fastest and the most efficient route.

That might be the problem.

There are lots things in the galaxy map that I don't seem to get the use of. Like, carriers are apparently visible, but I can never find them, or the bridge stations (an actual highway has signs for that).

Erei, I think I watched Exigeous' tutorial, and it didn't seem to address my problem, but may have assumed 'use boost' was enabled.
 
Which mean you are also wrong !
Which brings a big conundrum as you can see.

It was exactly my point. What's right for the OP to bring exploring isn't really a question anyone but OP can answer definitively. Some would have said, in the pre-engineering days, that it was wrong for me to go to Sag A* in an Imperial Clipper. And they would have been just as wrong as I'd be to recommend that others do as I did. I had a blast, but that's only me. Maybe a T9 is the perfect pick for the OP, and by listening to others tell them that only certain ships are "correct" for exploration they will be missing out?

It's silly how we sometimes discuss exploration as if the parameters of the activity are as hard-and-fast as telling someone to make sure they aren't bringing a T9 when their destination is an outpost.
 
i used to use t9 for mining,the t 10 defender 3 lasers better job for minining,for exploration the diamond explorer be my choice can get srv on it too,id luved an extra slot, i used to cruise about my imperial cutter realised 30ly jump range not cutting the mustard,but can have fun,4 years or 1 to get to beagles point:) plus my t9 very slow compared others flying towards stuff,only thing t9 has alot of is cargo space imho
 
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