The new star in the explorer sky

Krait Phantom : https://s.orbis.zone/15di

Tuesday the Phantom will be my new Explorer.
The build includes the complete tuning, including armored power plant and shielded AFMU (the only two modules that can't be repaired).

Power management is set so that it still flies with 50% power and you only have to intervene while using the AFMU. The hangar becomes active after landing because the thrusters are switched off.

In addition it has tuned 5A thrusters for maximum performance for High G planets. (6A brings no more performance because the light build doesn't even reach the minimum weight of the 5A thrusters.)
The power distributor is Engine Focused, and allows boosts every 6 seconds.

The armor has an upgrade without additional weight.

Since FD eliminated the Discovery Scanner, you can also take a repair limpet controller with you if there are any cracks in hull out there in the black.

Mining laser for the absolute special case that you can only find a missing material for jump boost in a ring. (There was already the cool rescue action, story in the web, since then i take always one with me)

2 SRVs... you never know.

2 point defenses for visiting the Guardian ruins. (Should be attached at the top)
 
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The thinking behind armoured PP is probably to protect it against accidental collision damage on planets, etc. I don't know if it makes any difference, but worth a try.

I cant see why it wouldnt help as its supposed to increase integrity, anyone with some insider knowledge care to chip in?.

Altough i would go lightweight as possible and stock up on 2 AFMU's if the build permits it.
 
After fitting out a Krait for exploration when they first came out, I decided to test the Phantom in the beta, I am very pleased with it, and the additional plus is it looks much nicer from the rear than the regular Krait, making it better for those screenshots. So yes a big thumbs up from me, fortunately all the gear I need is already engineered, just need to swap them from my Krait to the Phantom. Just over 50ly, I could probably get a few extra light years out with a bit of tuning but it will do me fine for now.
 
Krait Phantom : https://s.orbis.zone/15di

Tuesday the Phantom will be my new Explorer.
The build includes the complete tuning, including armored power plant and shielded AFMU (the only two modules that can't be repaired).

Power management is set so that it still flies with 50% power and you only have to intervene while using the AFMU. The hangar becomes active after landing because the thrusters are switched off.

In addition it has tuned 5A thrusters for maximum performance for High G planets. (6A brings no more performance because the light build doesn't even reach the minimum weight of the 5A thrusters.)
The power distributor is Engine Focused, and allows boosts every 6 seconds.

The armor has an upgrade without additional weight.

Since FD eliminated the Discovery Scanner, you can also take a repair limpet controller with you if there are any cracks in hull out there in the black.

Mining laser for the absolute special case that you can only find a missing material for jump boost in a ring. (There was already the cool rescue action, story in the web, since then i take always one with me)

2 SRVs... you never know.

2 point defenses for visiting the Guardian ruins. (Should be attached at the top)

Better version for more range and exploration: https://s.orbis.zone/15gh

You shouldnt be getting cracks in the hull so repair limpet is un-needed (plus anaconda fuel rats are always a call away, they now usually carry repair limpets). Armored powerplant is useless, went overcharged and stripped down for less mass, downsized more components. Replaced point defense (just dismiss your ship at a guardian site) with 2 heatsinks both lightweight modded, and a xeno scanner on the off chance Frontier has put new things far in the black or around the galaxy that aren't human for scanning.

Overall more range and improved your build, even fitted a second AMFU to repair the first one should something like that happen (old school exploration trick since AMFU cant repair itself).
 
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A few of my thoughts: 4D power distributor gives you more power and is lighter than 3A. Why 1A repair limpet controller? 1D is lighter and only difference is limpet's range - not so useful if your main target is your own hull. You can put lightweight mod on PDs and heat sink.

Think about adding lightweight rail gun with plasma slug special effect in case you want to "dump" some fuel. ;)

I'm going to get Phantom too: DSE Polska. [heart]

Replaced point defense (just dismiss your ship at a guardian site)
If you leave your ship with PD it will help you with sentinel's missiles. Nice Krait, but 5D thrusters are better then 4A. :)
 
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The thinking behind armoured PP is probably to protect it against accidental collision damage on planets, etc. I don't know if it makes any difference, but worth a try.

This.

You can't repair your PP cos the AFMU only works with offline modules and with the PP offline there's no juice to run the AFMU.
That being the case, some people like to make the PP as robust as possible.

Personally, I just light-weight everything and it's always gotten me where I wanted to go.
 
A few of my thoughts: 4D power distributor gives you more power and is lighter than 3A. Why 1A repair limpet controller? 1D is lighter and only difference is limpet's range - not so useful if your main target is your own hull. You can put lightweight mod on PDs and heat sink.

Think about adding lightweight rail gun with plasma slug special effect in case you want to "dump" some fuel. ;)

I'm going to get Phantom too: DSE Polska. [heart]


If you leave your ship with PD it will help you with sentinel's missiles. Nice Krait, but 5D thrusters are better then 4A. :)

Didn't realize I missed the thrusters, 4d is the best you can do and then strip that. Unless you intend to do HIGH G landings you don't need thruster speed at all.

Sentinel missiles are only a problem if you don't know how to counter them with SRV (holding the brake does help it seems most of the time). Also if you do that next to the sentinel itself the missile heavily damages it or kills it outright while barely scraping your shield.
 
The armoured power plant is helpful because it does increase the integrity by 120%, but at grade 5, it runs a bit cooler, 12%, than stock, and has a small increase, 12 % in power output.

Personally, I have never really worried about PP integrity because I have never had a situation where it has ever been close to failure. I typically go for cool running builds, so will bump up a size, and go grade 5 low emissions, stripped down. A 3A PP is plenty big enough for a fully kitted explorer with a guardian FSD booster, with careful power management.
 
This.

You can't repair your PP cos the AFMU only works with offline modules and with the PP offline there's no juice to run the AFMU.
That being the case, some people like to make the PP as robust as possible.

Personally, I just light-weight everything and it's always gotten me where I wanted to go.

AFAIK the armoured mod also runs pretty cool which is probably a nice side effect.
 
Lost me at armoured PP on an explorer build

Armored PP, best PP.

Ultimate endurance is determined by PP integrity as it's the only ship component that cannot be repaired without docking. PP integrity is also cannibalized if you are ever forced to reboot/repair without a working and loaded AFMU present.

The Armored mod also adds power, improves thermal efficiency, and doesn't really add that much to mass.
 
The Armored mod also adds power, improves thermal efficiency, and doesn't really add that much to mass.

Exactly. Also, thanks to the increased power output one can potentially fit a smaller power plant, i.e. 4A instead of 5A and actually save mass in some cases.
 
Krait Phantom

I'm quite happy with the Krait Phantom too. At the beginning I had serious concerns about the maneuverability but with G3 dirty drive thrusters it was much better. The problem is that I don't rememeber the size I was using in the beta.... if they were 4A or 6A...

I had a jump range of 61LY with everything equipped and the FSD booster.

I look forward for tomorrow evening!
 
You know i hadnt even considered the PP cant be repaired while out galavanting , good to know gents. Cheers.

This is something that would require an improvement. FD should allow to repair it when landed on planet for example and AFMU should have a battery to operate on its own in this case.

Anyway to be honest I've never had issues with a broken PP (it's never been below 90%).
 
I understand the reasoning behind armouring a PP, but for an explorer I think it's wasted mass to haul around. I know exploring isn't all about jump range but how many exclusion zones do you hit that it's a consideration?

Rough landings on planets only do hull damage so as mentioned above a 1d repair isn't a bad call as you can synth limpets as required

Though as I said before it's your build so go with what works for you, I just found ot a curious mod for an explorer build and not something I personally would consider
 
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