Ships Traveling long distances faster

This topic may actually be trivial for most of you... but I only realized it after some 400 hours of ED so maybe there are other folks who can use a pointer. ^^

At some point (last year) I realized, jump range isn't everything when you want to go places quickly. My DBX had the biggest jump range in my arsenal at the time, but 1000+ LY journeys still turned into a drag bc the 4A fuel scoop just couldn't keep up. So every couple 100 LY or so I had to stop and park at a star to fill up.
So, we want a ship that can carry a big enough scoop to top up the tanks without slowing down.

Then, someone here pointed out that the Dolphin has a hidden benefit, by virtue of running extremely cool, so you can hit Jump the instant your waypoint rises above the current star's horizon without overheating. So that also cuts a bit of time off each jump.

Oh and just for completeness' sake, at one point I also made the noob mistake of downsizing all the core internals (power plant, thrusters, distributor) as much as possible to increase jump range. It looked good on paper (well, Coriolis) but in reality (well, game) it was a disaster. Not enough power to boost --> getting out of the station and masslock, as well as accelerating to engage FSD, takes forever! Ugh.


So, long story short... I guess that for best results, you want to combine all four: long jump range (but not over-optimized), large fuel scoop, good cooling and enough thrust power. And it's worth accepting a few extra tons of dry mass (thus cutting into raw jump range) if it means you run colder.
So I've optimized my Krait Phantom a bit. For instance, 4A Armored PP /w Thermal Spread -- a few tons heavier than a 5D, but much better heat efficiency. All in all, the ship's running at something like 23% Heat in deep space. First tests seem to confirm that even when scooping a star it remains sufficiently cool that you can engage the FSD much quicker. :) Jump range is still around 63LY iirc (with 2 SRVs) so still not too shabby.

I'll test that more thoroughly the next time I do a Raw Mats run, but I'm quite confident. ^^


Note that I haven't experimented with Neutron Stars or Jumponium yet. But somehow I doubt that either really effectively cuts down your travel time, since collecting Jumponium eats time and plotting NS routes and doing the whole jet dance probably also eats more time than you save. Just my suspicion though.

What are your fastest traveling ships and what's special about their setups?
 
Here's a different approach, use a 5C FSD in a Krait P build shorter single jump range but longer unrefuelled range and super fast scoop time (3.3T per jump instead of 5T), it certainly wouldn't be as fast a traveller as a 5A build but after 100 jumps or so who's counting! ;)

https://is.gd/cqlZE3
 
As far as I know the best ship to jump is the Anaconda, second place is the Phantom, third place is the ASP.
Unfortunately I'm a fan of the ASP (since Frontier, military fuel + 20 megawatt laser) and therefore use the ASP with a 65 jump.

 
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Yeah in Frontier the AspX was my favourite ship by a long shot. :) But I ran it with a 4MW laser and lots of shields, worked like a charm. ^^
In ED I haven't used my AspX in a while, I think there was a snag somewhere with the setup, but I can't remember what it was.

As for the Conda, tbh I haven't tried it, I just don't like large ships. They lock you out of like half the starports in the galaxy and make it hard to land on interesting planetary sites. Also, I know that a Conda can be trimmed to jump furthest of all ships, but how does it behave in the other two disciplines, "scooping fast" and "running cool"?
 
The Anaconda can scoop fast (class 7 scoop with class 6 FSD), it can run decently cool although nothing like the dolphin. The biggest problem the Anaconda has is atrocious supercruise handling, I use a Phantom or Dolphin for exploration over the conda for this reason.
 
As far as I know the best ship to jump is the Anaconda, second place is the Phantom, third place is the ASP.
Unfortunately I'm a fan of the ASP (since Frontier, military fuel + 20 megawatt laser) and therefore use the ASP with a 65 jump.

Some errors here,Anaconda is first but DBX close by...then the other two distanced.
 
As for the Conda, tbh I haven't tried it, I just don't like large ships. They lock you out of like half the starports in the galaxy and make it hard to land on interesting planetary sites. Also, I know that a Conda can be trimmed to jump furthest of all ships, but how does it behave in the other two disciplines, "scooping fast" and "running cool"?
Scoop is way faster than most of the others and it runs cool as well, on par with DBX and surely cooler than Phantom and AspX,about landing on planets I have had no big problems unless you wanna really try for a small spot in horrible rough terrain.
 
Note that I haven't experimented with Neutron Stars or Jumponium yet. But somehow I doubt that either really effectively cuts down your travel time, since collecting Jumponium eats time and plotting NS routes and doing the whole jet dance probably also eats more time than you save. Just my suspicion though.

Well, the neutron boost increases your jump range 4 times while it does not increase 4 times your jump time.
So it is well recommended to use neutron jumps when you need to go to places really fast (hope you are well aware of Spansh neutron plotter)
 
Yeah in Frontier the AspX was my favourite ship by a long shot. :) But I ran it with a 4MW laser and lots of shields, worked like a charm. ^^
In ED I haven't used my AspX in a while, I think there was a snag somewhere with the setup, but I can't remember what it was.

As for the Conda, tbh I haven't tried it, I just don't like large ships. They lock you out of like half the starports in the galaxy and make it hard to land on interesting planetary sites. Also, I know that a Conda can be trimmed to jump furthest of all ships, but how does it behave in the other two disciplines, "scooping fast" and "running cool"?
I have two Condas on my main account.
'Tijuana Taxi II'
'Hexenkopf Kurier'
Both excellent jump range, run cool, fuel fast.
But if you are out in the black for long periods, not to everyone's taste because of the view and manoeuvrability.
Getting from A to B fast? Superb.
Moving Beryllium to Witch Head Sector? Fantastic. 🤓
 
Some errors here,Anaconda is first but DBX close by...then the other two distanced.
I posted a specific assembly, if you see something wrong with it, please let me know.

If you are sure that Anaconda and DBX are first and next, it would be good if you put your builds, and in general I think in this thread it would be good to put builds as one mind is good and many is better.
 
I posted a specific assembly, if you see something wrong with it, please let me know.

If you are sure that Anaconda and DBX are first and next, it would be good if you put your builds, and in general I think in this thread it would be good to put builds as one mind is good and many is better.
It's not because I say this, you can easily check your answer working with Coriolis,Anaconda can go beyond 80,DBX can go around 75,then Phantom in the late 60s and then Asp X.
 
It's not because I say this, you can easily check your answer working with Coriolis,Anaconda can go beyond 80,DBX can go around 75,then Phantom in the late 60s and then Asp X.
I gave out a full build of my ASP above, it's 65 years old. Can you give working builds on what YOU wrote above?
 
I gave out a full build of my ASP above, it's 65 years old. Can you give working builds on what YOU wrote above?
Are you lazy or what? :cool: Conda DBX and this is your bilud according to your text AspX now tell me what you do with a Small Rail Gun and a 1D Engine focused PD,blow up your ship on the first salvo?
 
TBH I find the Conda's super cruise handing really annoying (although the T10 is worse), the DBX's undersize scoop painfully slow and the Asp X flatulent engine noise a real pain so I go exploring in a Phantom https://s.orbis.zone/b4-8 or for a bubble taxi a Dolphin https://s.orbis.zone/b4-h

In my experience trying to maximise jump range over everything else will seriously compromise an exploration vessel, e.g. fitting a decent sized power plant engineered armoured G5 + double braced adds 20% mass but adds a lot of integrity hit points (remember the PP can only be repaired as a base).

Also fitting undersized thrusters will limit you to low G planets, even with 6D engineered thrusters on a Krait P expo build landing (and taking off!) from a 9G planet (Achenar I think) wasn't easy, the decent took ages and I had to stand the ship on it's tail and boost to get off the ground.
 
I always favor medium / small ships over Conda when it comes to far destinations. For several reasons.
Conda is still a big whale who cannot land at will in any places, Conda love to "eat" a lot of fuel/jump, and the extra jump range sacrifice a lot ;

Any ship in the range of 60-65 yl is ok if can boost fast, can land in small / medium , can carry an SRV and at least 4 tones cargo.
I favor my Dolphin and / or the Phantom over the Conda for these reasons. Jump range is not everything if you deplete your tank each 2 jumps, or you cannot land at that outpost, so a ship who can pass the mark of 60-65 yl AND still land anywhere, can carry an SRV, an AFMU, a grade 5 or bigger fuel scoop, and some cargo, is worth more,, imo, than an extreme Conda buffed ONLY for jump range.
We all saw the vid with the Conda record jump range, AND how ridiculous ended up with an empty tank after just one jump...
IRL one need a decent, good compromise between jump range, maneuverability, internal compartments, fuel consumption, thermal spread and scooping time.
Achieve a good balance between all these and pass the mark of 60 yl and is a good long travel ship.
 
In my experience trying to maximise jump range over everything else will seriously compromise an exploration vessel, e.g. fitting a decent sized power plant engineered armoured G5 + double braced adds 20% mass but adds a lot of integrity hit points (remember the PP can only be repaired as a base).
Generally spoken you are right, but not with this example, cause (afaik) your pp will only get percentage based damage while exploring , so more integrity won't help ;)
 
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