Too....much.....choice.....

I'm about to head off into the vasty black once more and need a second (third, fourth) opinion on the best loadout for my Cobra MkIII in the internal bays. I've read the excellent How to build Exploration Ships but it doesn't really deal with the dilemma of too many 'essential' modules, and too few internal slots...

I'm happy about needing a Detailed Surface Scanner, an Advanced Discovery Scanner, a Fuel Scoop and a Shield Generator - those are pretty much non-negotiable.
So, competing for space in the remaining 2 internal bays are:
extra fuel tank
cargo rack
AFMU
Vehicle Hanger.

Last time I was out for a couple of months, and managed well enough - I thought. I'd forgotten to put in an AFMU, and when I finally got round to checking the status of my modules I nearly had a heart attack - they were all down at 3-4%, so I crept back very very carefully. So, I think I need to take one this time! and I guess I can manage without the extra fuel tank.

I just can't decide between the cargo rack and the vehicle hangar though. Sure, it'll be nice bumbling around on distant planets, but if I can't retrieve anything is there any point? And at that point isn't the SRV just mooching around using fuel so that it can pick up the components to synthesise, well, more fuel? Seems a bit circular, so what am I missing?

OR - and here's the other option - I go back and retrieve my Cobra Mk IV from where I dumped it in disgust and try to tool that up a bit. It's got more internal space, certainly, but I was having trouble finding a power supply big enough to manage everything. Also, it drives like a slug and I don't love it as much as the Mk III.

Thoughts?
 
I would take cobra mk 4. Then you can take vehicle hangar with you. If you take cobra mk 3 and not vehicle hangar you can´t land on planets. Planets are only place you will be in normal space. Outside of planets you will only use sc so benefits of cobra mk 3 aren´t that big. With srv you will have more things to do and in deep space you won´t need mk 3´s normal space benefits.

I would take something like this:

http://coriolis.io/outfit/cobra_mk_...i2i2f.Iw18SQ==.Aw18SQ==?bn=explore cobra mk 4
 
Unless you're heading out for the explicit purpose of landing on planets you find (For which there is no REAL motivations, besides the view). I don't see what use the SRV is. You can still fly over planets with out the SRV, so it's not like can't get down there if you REALLY wanted to.
 
I'm about to head off into the vasty black once more and need a second (third, fourth) opinion on the best loadout for my Cobra MkIII in the internal bays. I've read the excellent How to build Exploration Ships but it doesn't really deal with the dilemma of too many 'essential' modules, and too few internal slots...

I'm happy about needing a Detailed Surface Scanner, an Advanced Discovery Scanner, a Fuel Scoop and a Shield Generator - those are pretty much non-negotiable.
So, competing for space in the remaining 2 internal bays are:
extra fuel tank
cargo rack
AFMU
Vehicle Hanger.

Last time I was out for a couple of months, and managed well enough - I thought. I'd forgotten to put in an AFMU, and when I finally got round to checking the status of my modules I nearly had a heart attack - they were all down at 3-4%, so I crept back very very carefully. So, I think I need to take one this time! and I guess I can manage without the extra fuel tank.

I just can't decide between the cargo rack and the vehicle hangar though. Sure, it'll be nice bumbling around on distant planets, but if I can't retrieve anything is there any point? And at that point isn't the SRV just mooching around using fuel so that it can pick up the components to synthesise, well, more fuel? Seems a bit circular, so what am I missing?

OR - and here's the other option - I go back and retrieve my Cobra Mk IV from where I dumped it in disgust and try to tool that up a bit. It's got more internal space, certainly, but I was having trouble finding a power supply big enough to manage everything. Also, it drives like a slug and I don't love it as much as the Mk III.

Thoughts?

With 2.1 around the corner I'd take the hangar, unless you have already loaded up on materials.
 
Extra fuel tank is not advisable as it will decrease your jump range. A range of 4-5 jumps is fine, if you're stuck you can always use 'economical route' plot option and it will get you to a scoopable star. There is a CMDR on the exploration sub-forum who got to Saggy A in a sidewinder with max 2.8 jumps.

Cargo rack is pointless - unless you are very into UA and Thargoid theories. Otherwise what benefit is 2k CR of Tea (or Gold) when it will cost you 1Ly per jump and make you a target for NPC pirates when you come 'home'.

AFMU is a great choice as it has no weight and you will have a scooping accident at some point - or a rough landing.

Vehicle hangar - lifestyle choice. Its main in-game purpose at the moment is collecting stuff to keep itself going. The only exploration benefit is the jump range increase boost, which you can stock up on before you go (if you have 20hrs spare to look around for the materials). That and ... selfies. I would leave it and explore surfaces with the ship itself. Nothing like being able to come home in 10 hrs real time rather than 20 hrs when you're bored of exploration.
 
I fly a MkIII and have explored and smuggled plenty in it. I would ditch the shields, that's mass and power consumption. You can run this ship light and clean with an A2 power supply.

Speed is your defense. You can outrun anything. Now if you are just a little clumsy flying around things, that's another issue.

Ive been smuggling long range and exploring plenty without shields for several months now. Just got used to it.
 
Well that's certainly given me second third and fourth opinions. Pretty darn good ones too.
More thinking now scheduled., but I'm thinking that the vehicle hanger is going to get ditched.
 
Take vehicle hanger.

Without a SRV you won't be able to pick cargo up from planets and even if you could it would just be tea or something.

AFMU is fairly useless as far as my experience. It doesn't repair hull damage. It could repair canopy cracks but the easier thing is just to not fly into stars when exploring.

1. wait for count down to start
2. throttle down
3. sip scotch
4. leave AFMU at home
 
Forget the cargo rack. There's nothing to find that will be worth carrying back you you.

Now you only have to decide between 3 things for 2 slots :)
 
If you're not landing, ditch the shields, the Cobra can pretty much outrun any danger.
AFMU is handy, no weight, can fix multiple things.
http://coriolis.io/outfit/cobra_mk_iii/02A4D4A3D1A3D4C----02-320n-012i2f.Iw1-kA==.Aw1-kA==
Is what I would do, and decide on whether you want 2,3,or 4 fuel tank, a 2nd AFMU, or cargo racks.
The 2nd tank gives you more jumps, but longer refuel times.
Cargo racks are helpful if you want to play around with your route planning, by using the slider.
 
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