Wake scanning

Can it be done in my AspX outfitted with a wake scanner? Or do I need something faster? Also, you don't need a cargo rack for this, right? Just checking...

Also, can I assume that there are a variety of wake scans and I need the disrupted ones, specifically, for Farseer? Never done this before.
 
You can fit a wake scanner to any ship that has spare power and a utility slot, the asp is fine.
No cargo rack needed either.

Note that utility modules scale differently to internal modules - the usual "D lighter, B heavier and tougher" scale doesn't always apply. In the case of scanners, their range increases linearly from E to A, while power usage doubles with each grade. Don't bother with an A-rated scanner if you don't have the power for it: C-rated is fine and will use a quarter of the juice. It's not like wakes run away from you or anything so range isn't really a problem.
 
You can fit a wake scanner to any ship that has spare power and a utility slot, the asp is fine.
No cargo rack needed either.

Note that utility modules scale differently to internal modules - the usual "D lighter, B heavier and tougher" scale doesn't always apply. In the case of scanners, their range increases linearly from E to A, while power usage doubles with each grade. Don't bother with an A-rated scanner if you don't have the power for it: C-rated is fine and will use a quarter of the juice. It's not like wakes run away from you or anything so range isn't really a problem.
I was watching the D2EA video and he uses an Imperial Courier since it's faster and I guess can zip around and get closer... not necessary? The AspX can handle it?
 
I was watching the D2EA video and he uses an Imperial Courier since it's faster and I guess can zip around and get closer... not necessary? The AspX can handle it?

They vanish after a while, so the sooner you get in range the more you will be able to scan, but that's about the only reason for a fast ship as a dedicated wake scanner.
 
I gather you've seen the video about distribution centres in famine systems. That's a good way to get a variety of materials, including Datamined Wake Exceptions.

Don't forget they have a real use besides material gathering, namely for pursuing ships between systems. The materials are really just a bonus.

They can be engineered for increased range or scanning speed, but that's probably not necessary just for material farming.
 
I was watching the D2EA video and he uses an Imperial Courier since it's faster and I guess can zip around and get closer... not necessary? The AspX can handle it?
I just strapped one onto my exploration-fit DBX last time I filled up. If you had a ship with a ton of power to spare you could get a long-range A-rated one and just not have to move from one spot while scanning outside a distro centre or starport, if you felt like something even more sedentary than flying towards the ones you've not scanned, but a distro centre spawns new ones fast enough that you'll basically never run out.

The other strategy is not to bother farming at all and just have a wake scanner on your ship at all times and just scan them here and there when you see them - or to be even lazier, just trade for it. You don't really need a lot of wake scan data, it's not like core dynamics composites where you can need a stack for multiple module slots per ship. I get most of my encoded data by just cycling targets whenever I'm just flying around, passively picking up shield and emission data that way until it starts flashing up notices about being full, then trade it out to empty the bins.
 
You can do it in an Asp. You will just find yourself cursing more often when a wake blinks out just before you finish scanning or counting the time while your drag it's nose around. 😄
 
Also, can I assume that there are a variety of wake scans and I need the disrupted ones, specifically, for Farseer? Never done this before.
All ship engineering data and manufactured materials come in five grades (for historical reasons, raw materials only in four). The higher the grade, the more powerful a modification it's able to produce. A wake scanner will pick up all five, with the lower grade ones being much more common.

Something to note: most engineering advice you'll find on the internet or in videos is written by and for people who have substantial material reserves already and are looking to absolutely maximise their ship performance.

If this is your first time doing engineering, you will have a much more pleasant experience if you don't do that. The reason is that ship engineering has five grades, and each grade gives roughly linear performance improvements ... but has incredibly rapidly rising costs [1].

For an example, let's say you take Screemonster's advice not to bother farming, and just fit a wake scanner and scan whatever's at each station you leave for a day or so. At that point, you'll almost certainly have enough data collected to upgrade your FSD from stock all the way to G4, and even add the Mass Manager experimental. Picking some numbers...
- let's say your Asp currently has a 30 LY range (lightweight but not optimised for travel)
- G4 Increased Range FSD, plus the Mass Manager experimental which you'll also have the bits for, will get you to 45 LY. That'll save you a jump on many mid-range trips, and cut by a third the number of jumps you need to travel a long distance. That's really good, and you can probably get the data you need with minimal added effort over the course of a day or two's play
- Pushing the FSD to the top of G5 will only get you 48 LY range ... but will cost you around 10 Datamined Wake Exceptions (the highest grade materials), which will take quite a bit more collecting.

The practical difference between 45 LY and 48 LY range is tiny: it's rare on short or medium range trips that it'll make any difference at all to how many jumps you need to make (you'd need your destination to be exactly 45-48 LY away, or 90-96 LY away, and so on. If you're travelling further out, you'll save 3 jumps (i.e. about 3 minutes) for every 2000 LY travelled. See how long it takes you to actually get your first Datamined Wake Exception, multiply that by four (because they come in blocks of 3 when you scan), then multiply that by 600: that's how many LY you'd need to travel at the limits of your ship's performance before the time taken to get the highest-grade modification is actually worth it.

(On a ship you intend to take on long-range expeditions across the entire galaxy, or to poke around the sparse areas of the galactic rim with? It's worth it. On something you're just wandering around the bubble in you will probably never get the time you spent collecting those materials back [2])

[1] For an example of how rapidly, you could engineer every module on your ship to Grade 3 (which would be a massive all-round performance boost) for roughly the same material cost as upgrading a single module to Grade 5 (which would be good for that module only, and not that much better than Grade 3 in most cases). You could engineer every module on an entire fleet of ships to Grade 1 (which would still be a noticeable improvement over stock) for the same cost as a single Grade 5 module for one of them.

Because of how engineers introduce you to other engineers, in practice you'll need to do at least one Grade 3 module at every engineer, so that's probably a good "starter" level to aim for (if you happen to have the materials to do a higher grade, go for it, but don't - yet! - try to collect those materials deliberately)

[2] Unless, as again in Screemonster's advice, you find a way to collect the materials as a by-product of something you're doing anyway. I've been playing for years, so over time my material reserves have filled up. Now I don't need to care about any of this. But early on? Early on I definitely did!
 
Can it be done in my AspX outfitted with a wake scanner?
Yes.

Or do I need something faster?
A fast ship can be better for getting in range before the wake evaporates but isn’t vital and there are alternatives.

Also, you don't need a cargo rack for this, right? Just checking...
No cargo capacity required.

Also, can I assume that there are a variety of wake scans and I need the disrupted ones, specifically, for Farseer? Never done this before.
There are a variety of wake scans and the ones you don’t need can be traded at an Encoded materials trader.


The alternative to speed for getting more wakes is engineering the scanner for either Fast scan which will bring the time it takes down from 10 seconds but at the cost of slightly decreased range or Long range which lets you start scanning from further away but reduces the angle so you have to be aimed better.
Long range is probably better if you want to go that route.
 
Do not forget that PoIs such as crash sites (ships), impact sites (sattellites) and distress sites (often ships), there will be the stuff to scan via the SRV. Not much, but builds up over time.

Steve
 
I think it is diminishing range returns for literally doubling the megawatts each step up. C = attractive!

I get most my data from regular ship scans - but, for variety and enjoyment, find it pleasant and meditative exercise whipping out that wake scanner at the station.
 
All ship engineering data and manufactured materials come in five grades (for historical reasons, raw materials only in four). The higher the grade, the more powerful a modification it's able to produce. A wake scanner will pick up all five, with the lower grade ones being much more common.

Something to note: most engineering advice you'll find on the internet or in videos is written by and for people who have substantial material reserves already and are looking to absolutely maximise their ship performance.

If this is your first time doing engineering, you will have a much more pleasant experience if you don't do that. The reason is that ship engineering has five grades, and each grade gives roughly linear performance improvements ... but has incredibly rapidly rising costs [1].

For an example, let's say you take Screemonster's advice not to bother farming, and just fit a wake scanner and scan whatever's at each station you leave for a day or so. At that point, you'll almost certainly have enough data collected to upgrade your FSD from stock all the way to G4, and even add the Mass Manager experimental. Picking some numbers...
- let's say your Asp currently has a 30 LY range (lightweight but not optimised for travel)
- G4 Increased Range FSD, plus the Mass Manager experimental which you'll also have the bits for, will get you to 45 LY. That'll save you a jump on many mid-range trips, and cut by a third the number of jumps you need to travel a long distance. That's really good, and you can probably get the data you need with minimal added effort over the course of a day or two's play
- Pushing the FSD to the top of G5 will only get you 48 LY range ... but will cost you around 10 Datamined Wake Exceptions (the highest grade materials), which will take quite a bit more collecting.

The practical difference between 45 LY and 48 LY range is tiny: it's rare on short or medium range trips that it'll make any difference at all to how many jumps you need to make (you'd need your destination to be exactly 45-48 LY away, or 90-96 LY away, and so on. If you're travelling further out, you'll save 3 jumps (i.e. about 3 minutes) for every 2000 LY travelled. See how long it takes you to actually get your first Datamined Wake Exception, multiply that by four (because they come in blocks of 3 when you scan), then multiply that by 600: that's how many LY you'd need to travel at the limits of your ship's performance before the time taken to get the highest-grade modification is actually worth it.

(On a ship you intend to take on long-range expeditions across the entire galaxy, or to poke around the sparse areas of the galactic rim with? It's worth it. On something you're just wandering around the bubble in you will probably never get the time you spent collecting those materials back [2])

[1] For an example of how rapidly, you could engineer every module on your ship to Grade 3 (which would be a massive all-round performance boost) for roughly the same material cost as upgrading a single module to Grade 5 (which would be good for that module only, and not that much better than Grade 3 in most cases). You could engineer every module on an entire fleet of ships to Grade 1 (which would still be a noticeable improvement over stock) for the same cost as a single Grade 5 module for one of them.

Because of how engineers introduce you to other engineers, in practice you'll need to do at least one Grade 3 module at every engineer, so that's probably a good "starter" level to aim for (if you happen to have the materials to do a higher grade, go for it, but don't - yet! - try to collect those materials deliberately)

[2] Unless, as again in Screemonster's advice, you find a way to collect the materials as a by-product of something you're doing anyway. I've been playing for years, so over time my material reserves have filled up. Now I don't need to care about any of this. But early on? Early on I definitely did!
Wow, lots of great advice from everyone, many thanks.

I'm sure I'll have more questions once I start trying to do this.
 
I think it is diminishing range returns for literally doubling the megawatts each step up. C = attractive!

I get most my data from regular ship scans - but, for variety and enjoyment, find it pleasant and meditative exercise whipping out that wake scanner at the station.
Can you get in trouble with the authorities for wake scanning ships at a port... or anywhere for that matter?
 
Can you get in trouble with the authorities for wake scanning ships at a port... or anywhere for that matter?
Only at an odyssey surface port. They don't like hardpoints being deployed at all regardless of firing and powered scanners count.
Anywhere else, the traffic controller might complain at you but as long as you don't fire a gun you're cool.
 
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