Ships The Long Haul - Pros and Cons of various ships

ED requires you to fly around quite a bit if you want to upgrade your ship. Never even mind galaxy-spanning expeditions like Colonia, SagA*, Beagle or whatever other goals Explorers set themselves in their personal late game. TBH, for me travelling long distances is a bit of a drag, so I probably won't head out to Beagle Point anytime soon. My expeditions outside the Bubble so far have been limited to, in chronological order:
  • 5000ly ride to unlock Prof Palin
  • Guardian unlock (one trip)
  • raw mat gathering (one trip)

So here I'd like to look at different ships that are especially suited to the task, but due to my limited experience my data is incomplete, and I welcome you to supplement and expand it.
Typically, I assume A-rated FSD, best possible fuel scoop, D-rated everything else, including a small shield.
I only consider Engineering for the FSD at this point. I am aware that a real pro build will feature undersized-and-pimped internals but I haven't bothered with it myself yet. My FSD is "only" G4 with no EE so far.
Apart from the Hauler, I'm not taking credit cost into account.

Hauler
My first Exploration Vessel. The first ship I bought after the Sidewinder. It's ugly, but it's a great little taxi and EV for the early game.

Pros:
  • Super cheap. Outfitting it for range costs less than half a million. Add another 250k for a DSS and you're golden.
  • Great range for such a small ship. Said outfit gives you 31ly, no engineering.

Cons:
  • ugly
  • weird sound
  • fitting a vehicle hangar / SRV will severely cripple the range, down to 26ly or so. So don't bother with planetary landings.

Diamondback Explorer
Got this as soon as I had gathered enough exploration data in the Hauler to afford it.

Pros:
+ Excellent range. A basic Exploration fit will take you some 36ly per jump from the get-go, thanks to an oversized FSD.
Just engineering the FSD takes you beyond 50ly. With a Guardian Booster, well over 60ly.
  • enough space for everything you may need, including SRV and AFMU, and even enough cargo space for Ram Tah's mission.
  • carrying 1 or 2 SRVs doesn't affect range much
  • Small. Can land almost anywhere.
  • cool design

Cons:
  • Class 4 Fuelscoop can't keep up with the FSD. Swooping by a star to align for the next jump is not enough time to fill her up.
  • Internals get a bit cramped once you want to fit a GFSDB. Basically you have to cut back to 1 SRV, and for that you need to drop something else (cargo rack or AFMU).
  • It sits so low that sometimes you risk getting stuck with your SRV.

Asp Explorer
The next stepping stone. A multipurpose vessel that can be fitted for pretty much anything. However, I never used mine much for exploring - not that it wouldn't be suitable. Did some mining in it and then repurposed it as a Flash Packet, but both these roles have been taken over by the Python, successively.

Pros:
  • also very good range, albeit out of the box not quite as good as the DBX's (about 5% less).
  • can fit a class 6 Fuel Scoop that will top your tanks off before you even pass the star's pole. This more than offsets the slightly lower jumprange imho.
  • Can take the best grade GFSDB.
  • good downward vision when looking for something on a planetary surface

Cons:
- again, somewhat cramped internals once you fit a GSFDB. No more room for a 2-slot garage then.

(Note: I know that the Asp gets praised for the great cockpit view, but since I don't run VR, it's not really much of a difference to me.)

Krait Phantom
I hadn't even considered this before I watched a video about it. So I got me one yesterday and took it out for a spin. I was not disappointed.

Pros:
  • ++++ great internals. Now you can have it all: Class 6 Fuel Scoop, Class 5 GFSDB, double-slot garage, AFMU, cargo - everything fits comfortably.
  • surprisingly good range for using a class 5 FSD in a ship this size.
  • like the Asp, good (downward) vision.

Cons:
  • a tad big; can be a bit tricky to find a parking spot close to the sites you want to explore. On the plus side, never get stuck underneath with your SRV. ;)
  • about 10% less range than an equally-engineered DBX.
  • the whole ship is upside down. :p

Bonus note:
DBX, AspX and Phantom all use a Class5 FSD, meaning you just need to engineer one drive and can carry it over when upgrading to a new ship if you want.

Verdict:
The Phantom is my new favourite. Great package. I'll still keep the DBX as bubble taxi or for trips that don't require much fuelscooping. Might even sell the Asp; currently I don't see any use for it in my flotilla.

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Other candidates?
I haven't really tried other possible ships for the role. Of course I know that the Anaconda is capable of massive jump ranges, but I don't have one.
So, if you have anything to add, about one of the ships discussed here or entirely other models, feel free to chime in. :)
 
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This is technically the one application this ship design is ideal for potentially:

Anaconda Max Jump range!! <-Max 2760.8 integrity

You can change the AMFU for B's for cheaper cost and probably more module HP.

Anacond Max Jump Range B!! <-Max 3661.29 integrity

Not sure if more gas tank is useful for getting neutron jumps. AMFU and Fuel scoop engineering shows max amount before it's unusable electrically. You can go with non if desired. Does maximum integrity help with exploration. Never done heavy neutron highway. Does it help with reboot repair or anything?

Not sure if the fuel scoop is good enough to get past the bad heat efficiency. If anything you want an A with low heat: Anaconda Efficient!

Not sure if thermal spread or stripped down is better on the PP. With PD and boost ability: ABoost

You can add a lot more stuff to the anaconda though. I keep mine as far above 80ly's as possible. It can be fully kitted out to some extent in this configuration. Although at more limited functionality in some cases like only having a 1d repair limpet that can barely heal you.

Oh, I forgot the amfu health can help reduce damage to other modules.

If you could do all neutron star jumps without refueling you could make 5k in no less than 15 jumps hypothetically.
 
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Adder is good, similar to the Hauler but better internals and a bit stronger. Engineered it can get 45+ jump, and even with just FSD engineerd it will get 34+.

Juliette

Juliette only FSD engineered

Juliette took my alt to Exploration Elite, so it's a good explorer and scavenger.

ETA: I'm currently out on the other side of Sag A* in an Eagle. Just FSD engineered, with no SRV gives 35+, and the views are great (engineered I get 42+)
 
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I actually went from my base ship to a dolphin and then did a big trip and then bought my first anaconda. Dolphin is good for various stuff. But then again I jumped from it to big ships, so I might have missed stuff.

Dolphin Explorer!

I think I bought it originally because it's price was 1,337!! 8p
 
Those are some interesting builds! ^^
However, those Condas seem to be a tad over-specialized to me. I remember once (accidentally) outfitting a ship that couldn't boost and I almost died of boredom just from getting from one station to the next. Also, I get that the AFMUs are supposed to repair any damage incurred by not having shields, but personally I'd rather have a small shield that recharges for free. Ofc I'm aware that this adds some mass, just like a garage.

Perhaps most importantly, I don't think it's wise to fit such a small fuel tank that barely holds enough gas for a single jump. I'd definitely want to avoid the risk of getting stranded just by not paying attention for a minute and landing at a nonscoopable star. According to the utility, the conda can spend up to 8t of fuel per jump, so I'd definitely want at least a 16t fuel tank.

Just fiddled a bit with it -- the Boostaconda with bigger tank plus shield and double garage still has exactly 80.16ly jump range, which still isn't too shabby. Might get me one of those after all! ^^

At this level of outfitting, the Phantom seems to max out at just unter 70ly (with shield and SRVs). So there's quite a difference below the line.
 
You can bypass the fuel problem with using the route plotting tool in the galmap and refuelnig at every star. But yea, I run 16t fuel(sometimes 24 with a fuel tank.). I think both tend to not pic up any/many neutron star jumps in the route plotting tool though. I think you need more fuel for that. Or manually plot. I haven't figured out what does or doesn't make the route plotter do maximum neutron stars. They should make a setting in game to use neutron stars at maximum intervals.

Here is my AnaRaxxla design. Not sure what the most optimal utilities and whatnot are. The repair is very lackluster and takes a huge amount of resources. It's for very emergency situations.

Little trick. Always stick the lander on priority 5. When you land your thrusters turn themselves off and the power decreases exponentially. this allows things to auto turn on only needed on the ground. I also have a priority setup to keep shields up. I think it's something like this: AnaRaxxla Shields <-Note: you don't need auto docking while shields are up. I usually use it for shields down or a no shield setup like maximizing tourist beacon missions.

BTW, the PD are on priority 5 so when I go to guardians sites they help protect from their missile attacks while gathering mats and blueprints. Just have to find a site that can land an anaconda close. Which there are several. Not sure what the ideal utility slots are for them though. I may have accidentally stuck them on the correct slot, but I'm not certain.
 
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Other candidates?

Check this site: https://sites.google.com/view/edexplorationships/exploration-ships

IN the 50ly range: Chieftain, Clipper and Cutter can be nice contenders
In the 60 ly range: Orca, T6, T7, Beluga and Dolpin
over 65: AspX, Phantom, DBX and Anaconda

Clipper is an absolutely fabulous Explorer.
It's maneuverability in both SC and normal space is awesome and it can do 51ly with a 7A fuel scoop, shields, dual srv and AFMU plus repair limpets.
 
I wonder if anyone else knows about the priority 5 thing for SRV bays. They list it as priority 3. But you can only use SRV when landed and that means the thrusters are off when on the ground. I'm not sure I've ever seen anyone else reference this. Edit: Unless of course that is because they are only using up to priority 3 and it's the same thing. >< Wait, that doesn't make sense because you need the GFSB on for normal travel...
 
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My personal choices:

Python - mining
Asp Explorer or Krait Python - Exploration
Imperial Clipper - Thargoid scanning
Asp Explorer - hauling passengers
Cobra - wake scanning
Cutter - Trading
Corvette - killing
DBX - quick trips to Jameson to buy another ship (DBX is cheap to have transported back to my home base)
Krait MK II - just fun to fly

I'm sure other CMDRS have their own preferences but that's part of what makes this game fun. You have lots of choices.
 
I wonder if anyone else knows about the priority 5 thing for SRV bays. They list it as priority 3. But you can only use SRV when landed and that means the thrusters are off when on the ground. I'm not sure I've ever seen anyone else reference this. Edit: Unless of course that is because they are only using up to priority 3 and it's the same thing. >< Wait, that doesn't make sense because you need the GFSB on for normal travel...

I have my hanger switched off unless I'm actually on the surface. Apart from needing less power, it also reduces heat generation. In my explorer builds, I set PD as 3-3-0 and power it of too.
 
also a fine site to compare exploration builds :

I wonder if anyone else knows about the priority 5 thing for SRV bays. They list it as priority 3. But you can only use SRV when landed and that means the thrusters are off when on the ground. I'm not sure I've ever seen anyone else reference this. Edit: Unless of course that is because they are only using up to priority 3 and it's the same thing. >< Wait, that doesn't make sense because you need the GFSB on for normal travel...
afaik it makes no difference if prio 3,4 or 5.
When landed, thrusters are shut down, and if there is now enough energy to power up another "priority category" ( or even more than one ) within the 100% PP output, it will.

I usually categorize sth like this:
  • Prio 1: Thruster, FSD, LifeSupport (within 40% power usage as a PP with 1% integrity drops down to 40% output)
  • Prio 2: everything else
  • Prio 3: GFSB (if necessary when short in power output so that just this category will be disabled when hardpoints are deployed )
  • Prio 4: AFMU, SRV ( disabled until used, still, if I forget to disable them again after use the priority will shut them (and just them) down )
 
Other candidates?
The Dolphin can get around 60LY if engineered properly, fit a massive fuel scoop for the ship's size, and it can now charge the FSD while scooping, making it the fastest "hopper" of all ships. You might be pressing J more than you would a Conda, but you can also press it quicker. The view out the window and maneuverability of the Dolphin more than make up for the difference IMO.
 
I went to Colonia to unlock my last engineers. I'm on the way back. I'm currently at 34% thru Pioneer, figure I'd finish that off on the way back to the bubble. I'm using my DBX.

Dealing with the 4A fuel scoop definitely requires a tad bit of patience, especially when your up too late.
 
Hopefully you don't get hit by the pinning bug. You may be flying back! 8)
I've seen this bug being talked about. As a rational individual, the only reply I can give is: I hope I don't run into this. Anything else will leave me open to the Irish prankster.

I'm not planning on selling the DBX though :)
 
I've four ships for different exploration needs.

Dolphin - Small Solo Explorer and current ship for the upcoming Perseus Reach expedition.
57 Light year jump range with dual SRV's, Dual AFMU's and repair controller with 4 tonne cargo rack.

Krait Phantom - Medium Solo Explorer, successfully circumnavigated the galaxy.
63 Light year jump range, Really good shields but, can be a bit hard to park.

Krait Mk II - Armed Escort Explorer, completed DW2, used for bounty hunting during the Explorer's Anchorage CGs.
54 Light year jump range, full set of efficient oversized pulse turrets, fighter bay and class 4 prismatic shields.
I might not win in PvP but, I can certainly distract enough to let unarmed explorers escape.

Type-10 Defender - Fleet Support Explorer, my first successful run to Beagle Point
48 Light year jump range, fuel & repair controllers, healing beam laser and mining laser.
 
Update,
I now also have a Dolphin, and I think that's my favourite Bubble taxi now. ^^ The Jumprange is a tad worse than DBX or Phantom, but it scoops fast and, as you said, runs so cool you can recharge the FSD while still scooping.

Also, for starters I took it down to the Pleiades and helped out a bit in the rescue effort for Taygeta. Granted, the DBX looks a lot more like a rescue ship, but anyway. ^^ I kept a 3D shield on board and refitted everything else with coach cabins. The actual evacuation gig is super easy with the Dolphin. Even if I just sit around idling in the docking bay the heat never goes above 68%. Neat.
(Nevertheless, next time a starport needs to be evacuated, I'm gonna try something bigger.)
 
I've four ships for different exploration needs.

Dolphin - Small Solo Explorer and current ship for the upcoming Perseus Reach expedition.
57 Light year jump range with dual SRV's, Dual AFMU's and repair controller with 4 tonne cargo rack.

Krait Phantom - Medium Solo Explorer, successfully circumnavigated the galaxy.
63 Light year jump range, Really good shields but, can be a bit hard to park.

Krait Mk II - Armed Escort Explorer, completed DW2, used for bounty hunting during the Explorer's Anchorage CGs.
54 Light year jump range, full set of efficient oversized pulse turrets, fighter bay and class 4 prismatic shields.
I might not win in PvP but, I can certainly distract enough to let unarmed explorers escape.

Type-10 Defender - Fleet Support Explorer, my first successful run to Beagle Point
48 Light year jump range, fuel & repair controllers, healing beam laser and mining laser.


That is a well thought out and excellent mix of ships.
 
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