Which Explorer ASP to buy and use for deep space?

Which Asp Build is Best?

  • Asp with 3A Shields

    Votes: 11 91.7%
  • Asp with 5A Prismatic Shields

    Votes: 1 8.3%

  • Total voters
    12
  • Poll closed .
I have an FDL and multi-purpose Python in the locker (well, shipyard, but you know what I mean), so I'm looking at getting an Asp Explorer added to the fleet.

Messing around with Coriolis gives me two builds'

https://coriolis.edcd.io/outfit/asp...O6uAIQAAAA==&bn=Asp Explorer Build 3A shields

https://coriolis.edcd.io/outfit/asp.../gMApODzm1UAAAA=&bn=Asp Explorer Build 5A PSG


I'm not interested in SRV work when I'm in the black, but just trying to gauge what the community thinks would be my best option?

Poll to be added once thread is done and I work out how to do it!!
 
I wouldn't use a 5D powerplant - you'd be much better off with a 4A. It has slightly more power, weighs less and has far better heat management.
 
If you're not going to be using the SRV or landing on planets, you won't need strong shields out there. It depend how worried you are about being attacked on the way back to sell data. (If you are worried about that, some chaff and point defence in the utility slots will help either build)
 
5A prismatics is fully over the top in strength, powerdraw and weight. for deep space exploration.

the decision is between 3D (very weak), 3A (still weak if you are bad at landing on high G), class 3 prismatic (quite perfect) or 5D.

i know at least 1 fellow elite explorer who decided for 4D as the best compromise.

if you don't want to land at all, and have at least G1 dirty drive or G3 clean drive, you can simply go with 3D, which you will only need in very rare cases, when you don't take cargo and return to the bubble via a high security system at the edge of the bubble with a station close to entry.

___

your builds show that you haven't read up on exploration builds. 5D powerplant is a really bad decision for heat efficiency - you can run that build with a 3A or even 2A powerplant. here is a link to outfitting basics for exploration: https://forums.frontier.co.uk/showthread.php?t=219633
 
If you're going to read that guide please pay attention to the AFMU section and get rid of those B units, it's hurting my eyes :) It's explained why in the guide, but A's are better in every way except being pricier. I agree with what's been said above, and will add that I wouldn't go with prismatics for exploration ships, their mass and power draw make them more suitable for combat ships. Because an exploration ship wants to keep it's mass low, you can't really make it all that tanky, so you're better off with lighter shields and certain defense mechanisms - chaff, point defense and heatsinks in the utility slots, you can now make these lightweight and given that they can save you there's zero reason not to take them. Definitely go with the lowest class A rated power plant you can afford for heat efficiency. If you happen to have some MJ of power extra left, consider slapping off a low emissions mod - but only if you have power to spare.

On return, either return in solo going to to a system on the edge of the bubble with a starport very close to the star, or consider contacting a group like Iridium Wing which has a long and distinguished history of safely escorting explorers back. As for landing, use modded thrusters, know the planet's gravity before you attempt landing, and be careful :)
 
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Prismatic shields? Overkill! 3D would be my choice.
3 AFMs? Not needed. One is enough and in the exeedingly rare event that that one breaks down, perform a reboot to get it working again.
Always use the biggest slot for the fuel scoop when you're exploring. You're going to spend a lot of time scooping, so every second counts. Filling the tank with the 5A will feel like ages after a couple hundred times.
As Jackie Silver said, always use the smallest A class powerplant that fulfills your power needs.
Fit at least one heat sink launcher - you might never need them, but they can be a life saver.
 
Thanks for all the feedback, certainly looks like the consensus is the prismatics are OTT, my first thoughts were with that 3A shields.

@ goemon - thanks for the link to the exploration guide, I'm not a hardcore explorer but have done a few trips. Nevertheless learned a fair few things and have messed around with the 3A build to give this;

https://coriolis.edcd.io/outfit/asp...O6uAIQAAAA==&bn=Asp Explorer Build 3A shields

Any feedback on this would be appreciated as always. @ newman1702 - sorry for the offence, this build gets rid of those pesky B-rated AFMU's just for you!!
 
(based on that last build)

If you're not taking an SRV, 5D thrusters are overkill - take 4D instead.
Take 6B over 5A fuel scoop (cheaper and better) and 5A AFMU instead of 6A. Obviously, if you can afford it go for 6A scoop.
I'd trade out a 3A AFMU for a Docking Computer, but that's just me ;)
With those changes, 4A PP is overkill - go for 2A (possibly 3A if you engineer some of the modules and they require extra power - remember to power down AFMUs when not in use though!)
If you have access to the relevant engineer, go for engine focused 2D PD. If not leave it 2A.
 
All brilliant feedback, got to love the community in times like these!

https://coriolis.edcd.io/outfit/asp...O6uAIQAAAA==&bn=Asp Explorer Build 3A shields

Think I am going with the build above. I reside in a quiet part of space and rarely get interdicted so I can gamble with the lower shields. Thrusters I'm keeping at 5D so that docking isn't an issue, and I'm planning eventually a long-term deep space exploration so the 3 x AFMU modules are an insurance policy. The 6A fuel scoop should minimise time wasted refuelling.

Circa 50LY average jump capacity, and I think I have material for a few jumponium boosts so surely I can't ever get lost down a rabbit hole I can't get out of...... can I?????
 
Any feedback on this would be appreciated as always. @ newman1702 - sorry for the offence, this build gets rid of those pesky B-rated AFMU's just for you!!

Your concern for my pet peeve with B AFMUs is much appreciated and repped :) That's looking like a good build now, I'd just add heatsinks and chaff and you're good to go. Maybe some PD though I'm personally not enamored with their effectiveness, but like I said all of the above can be lightweight modded now and as such have a minimal impact on your range, but could potentially save many months worth of data.
 
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The advantage to filling all empty slots with AFMU's is that they are weightless modules that can absorb module damage points in the event of overheating, and stuff like that. They are weightless and can be turned off, so essentially they are good damage sinks that help minimize damage to other more critical modules.
 
Oh, you don't need any AFMU's on all the time. It's a good habit to drop out of super somewhere safe before engaging repairs anyway, otherwise it's really easy to accidentally start repairing thrusters or fsd while still in SC which will result in an emergency drop and further damage. So as long as you're dropping out to engage AFMU, it's easy to turn stuff off to temporarily free up power for them, so there's no real point in factoring them into your power equation. So with this build he could even go with a 2A without problems.
 
I took 3A shields on the distant worlds expedition. On one occasion I got a surface descent wrong and lost half my hull. So these days I'm more comfortable with bigger shields even if it restricts my SRV capacity.

That being said, if you're not carrying SRVs or landing, aren't worried about winter coming or interdictions when returning home, then 3A is ok.
 
My Asp has flown around 250,000 light years with 3D shields in (relatively) perfect safety. I do use an analog control for my vertical thrusters when landing (see my sig), which lets me touch down in a controlled fashion, and I'm sure that helps.

This is my current fitting. It's a good middle-of-the-road explorer fit, optimized for utility.
 
I have an FDL and multi-purpose Python in the locker (well, shipyard, but you know what I mean), so I'm looking at getting an Asp Explorer added to the fleet.

Messing around with Coriolis gives me two builds'

https://coriolis.edcd.io/outfit/asp...O6uAIQAAAA==&bn=Asp Explorer Build 3A shields



https://coriolis.edcd.io/outfit/asp.../gMApODzm1UAAAA=&bn=Asp Explorer Build 5A PSG


I'm not interested in SRV work when I'm in the black, but just trying to gauge what the community thinks would be my best option?

Poll to be added once thread is done and I work out how to do it!!

Welcome, Commander!

I would like to offer a different viewpoint, but first, I'm going to tell you a true story.

There was this pilot (we'll call her Riôt to protect her privacy) that was running cargo for the Tutumu system. This pilot, with her hold laden with over 400t of Gold, was approaching North Ring station without incident, as she had so many times before. Less than 30ls out, she gets Interdicted. This, in and of itself, is usually not a problem, but she was soon to find out that this Interdiction was not going to be like any she had encountered before.

As always, she did a quick scan of her aggressor, to determine whether she was going to fight, or escape. Even though she is skilled at combat, she doesn't partake in it all that much, and her certification says Novice as a result. You can understand how she might have been both surprised, and alarmed, that her attacker had an Expert certification, and was in an Anaconda, to boot. Surely, a pilot of her stature should not be drawing the attention of such a pirate, regardless of her cargo? Unfortunately, the surprises didn't stop there, as she was soon to discover.

After assessing her opponent, she decided to extend, and escape - a maneuver she had done many times in the past when she deemed the fight not worth her time. She could likely have defeated him, but the risk/reward ratio just wasn't appropriate. The Interdiction had pulled her into real space about 46ls from the station, which meant that she could be Interdicted again before reaching it, so she set her focus for making an optimal approach. The FSD cooled down just as the lasers started battering her shields, so she hit the switch to start spooling it up for the FTL jump, confident in her ability to escape. Immediately, the klaxons gave warning that there was an inhibiting mass, and the rate of her FSD charge slowed dramatically. She looked around, and there was nothing that should have caused this to happen, and yet...it was. She went evasive, to give her FSD the time it would need, and did a quick calculation as to whether or not her remaining shields would hold - it was going to be close.

Just as her flight computer was about to start the countdown, both her FSD, and her thrusters were knocked offline. She couldn't believe this was happening; first, the pirate who should not have even noticed her, then the mass inhibition caused by seemingly nothing, and now, just as she was about to make her escape, she found herself tumbling in space, with no hope of recovery. She made it to the escape pod just in time to see her ship, and over 4M in cargo, erupt in a blaze of flaming gases and metal. In total, her loss would end up being around 13M credits. As she floated away, with nothing but the repeating image of her ship exploding before her eyes to keep her company, she realized that she had a decision to make; quit, or refit.

Understand that the ship in question here is not a flying gas can (as some recommend as the *correct* way to build an exploration ship), but if it were, then this story would have been a lot shorter. Also understand, that nothing like this had ever happened before...but now it has, and it won't again. The real issue here was not the attacker himself, nor his ship - it was the sequence of events (none of which, arguably, should have happened) that caused this Interdiction to end in the worst way. Now, this was just credits, which can be recovered; what if it were days, weeks, or months worth of exploration data?

I do not present these builds as any kind of ultimate (or *correct*) version - they can certainly be tweaked or improved upon in various ways, or to suit your needs/preferences, and are merely meant as a view of what could be. This version, however, is one mean Asp...Asp. In light of the recent epic rescue of Commander Macedonia (performed by Commander Chiggy), I have included a mining laser on both.

The Asp:

https://coriolis.edcd.io/outfit/asp...PIVTx5v///5wQigtCcUMoHgj1n4ECAADdAzKnZwAAAA==

Since you already have a Python, you could look at something like this, which also includes a mining laser in the under-the-nose slot:

https://coriolis.edcd.io/outfit/pyt...mYPjPIVTx5v///5wQihtC8UCo/wwkAwCPpJNCVgAAAA==

Both builds have some Engineering tweaks (50% FSD, (50%) weapon mass), but those are only the beginning of the tuning that can be done, should you wish to invest the time.

I'm not saying that any of the advice that you have gotten so far is wrong - because it isn't. I just wanted to offer a different viewpoint in reference to safeguarding what might be months of invested time. You can try for an escort, certainly, but that doesn't mean it will be available, and it's also possible that when you need it, it might not be any safer.

I hope you enjoyed the story, at least - good luck, Commander, and fly the ship and build that suits your needs first, and then your preferences.

Riôt
 
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5D for me.

https://goo.gl/PfFYpx

Alot of careful debate and design with friends, but utilizing Lightweight mods and the 5D shields it makes for a good run I think.


However... I have yet to take it on an earnest "deep space" trip. I did make it up to one of the highest points I could find atm but that's only about 5k Ly or so.
 
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