Ships Xplonda ...

Tinkered a while with coriolis.io while trucking on with my Cutter, planning to build a xplonda (exploration-conda)... Meaning the ship for very, very long trek - not just a weekend jaunt to the edge of galaxy and back.

Came up with this oddball: http://coriolis.io/outfit/anaconda/...0s0s482f2i24.Iw18ZAMXkA==.Aw18ZlA=?bn=Xplonda

Not sure if a trio of AMFUs is too much/too little. Heat sinks are there "just because" of the rare but not unheard of happenstances of warping smack middle of a contact binary/trinary. Cargo rack exists just because I didn't find any other use for that particular slot (and who knows, might be handy for souvenirs at some point). When the corrosion resistant rack becomes available, will resuffle the internals to fit that (=toss out the docking computer, don't need that anyway except when uber lazy).

Opinions how to modify (if at all)? If there was an option to jettison fuel when/if needed...

Was also wondering if we'll get the ability to keep our ships indefinitely/infinitely flyable, never needing stations - to just keep flying the unknown with no need to look back toward the barba...civilization :D (As it goes - I'm not exploring for credits or the rank or 1st finds, just for the sake of going to places).
 
Last edited:
Oh, it's for exporing, not exploding.

Clickbait. :p

Other than that, she looks nice and simple. Just like the explorer should.
The only thing is, as was said, if you have Horizons, you don't need multiple maintenance units.

And technically, you CAN fly indefinitely long. Just after the ship integrity falls to zero, the ship becomes very fragile. It all depends on how careful and error-less your flying is.
I am unsure of whether we should be allowed to repair our hulls and ships' integrity "in the field". It seems kind of unrealistic.
 
Last edited:
- you will want to have a class 7 fuelscoop.

- i know, fueltanksize is much of a debate. i personally run 32T + 4T on my explonda in a comfy-build (4,5 jumps)

- i see no need for more then 2 srv, but i'm actually happy about a 5D shield and 5A thrusters when landing. i'm not the best at landing :-/

- 3 AFMU is overkill with synthesis, 2 is luxury (but basically unnecessary ... a AFMU malfunctioning once in a while doesn't matter a lot... no negative effect of that).

- i have a 1D collector limpet controller fitted - in case i find something in space. a 1 D fuel limpet. who know who needs a hand. cargo and fsw-scanner ... you see from which side i'm coming ...
 
- you will want to have a class 7 fuelscoop.

- i know, fueltanksize is much of a debate. i personally run 32T + 4T on my explonda in a comfy-build (4,5 jumps)

- i see no need for more then 2 srv, but i'm actually happy about a 5D shield and 5A thrusters when landing. i'm not the best at landing :-/

- 3 AFMU is overkill with synthesis, 2 is luxury (but basically unnecessary ... a AFMU malfunctioning once in a while doesn't matter a lot... no negative effect of that).

- i have a 1D collector limpet controller fitted - in case i find something in space. a 1 D fuel limpet. who know who needs a hand. cargo and fsw-scanner ... you see from which side i'm coming ...

The fuel tank I had in mind just in case there's a deep but interesting place where there's nothing to fuel at anywhere nearby.

Well, 4 SRV is kinds of in having the coming multicrew in mind. What comes to AMFU, they weigh nothing (and cost isn't an issue), so "just in case"?

Fuel limpet, hmm - that is actually not a bad idea at all. Never know who one might come across in the deep. Might throw out one AMFU for that.

But why class-7 fuelscoop? 6's more than enough?

- - - - - Additional Content Posted / Auto Merge - - - - -

The only thing is, as was said, if you have Horizons, you don't need multiple maintenance units.

You kind of do. AMFU can't fix itself.
 
Last edited:
I am 50k LY out right now in mine, did not add any fuel to the stock, and found that 3 afmu's is one too many, since you can synthesize refills. Depending on what your goal is, you would want to keep jumprange as high as possible since I have not found too much material to synthesize FSD boosts. And going low on fuel to manage maximum jumps can be a bit scary...
Nice build.

Edit: I am VERY happy I invested in the 7A fuel scoop; the swipe-past scooping has helped a lot on my mental endurance...
 
Last edited:
You kind of do. AMFU can't fix itself.

While this is true you still don't need more than two, in my opinion because:
a) AMFU also cannot repair other AMFUs, afaik
b) 50% of the time you take module damage, you also take hull damage, plus sometimes you take hull damage right of the bat. That means that (if you are really that reckless, or you are away for SO long) you run out of hull much sooner than you run out of AMFUs.

(my opinion. Don't shoot)
 
Last edited:
You kind of do. AMFU can't fix itself.

let us assume, you have only one, which you refill by synthesis. on a very, very long journey it gets down under 80% ... you have some malfunctions with no effect. a log long long time later, you are down to 0%. you do a reboot, ship cannibalizes your constantly repaired moduls to get 1% back... rinse and repeat... so, 2 AFMU are comfy, but not necessary :)

and yes, 7A fuelscoop is definetly worth it.
 
I have been using the exploraconda build in my sig block since Jan on Distant Worlds and it is serving me extremely well. On my way back home in it as we speak and I believe it has the perfect balance for deep space/planetary exploration going off personal experiences in it. Here it is for you to look at: http://coriolis.io/outfit/anaconda/...Rj4yvZb0TCA===.Aw18ZlA=?bn=ISS TERRA NOVA (E). 7A scoop is definitely worth it, so are two good AFMUs.
 
Last edited:
Agreed but if you can afford to get a 7A I'd still recommend it, those few seconds make a lot of difference on thousands and thousands of potential scoops.
 
For the sake of a few seconds per refill you can save 70MCr by using a 7B fuel scoop instead.

if you are out exploring, you won't need that 70 mio for anything else - and you don't loose money selling it after your trip. assuming you have the money. if not - even a 7D will be better then a 6A.
 
Yeh I couldn't afford the 7A scoop for DWE, so I took a 7B.. and it is quite annoying. Every time you jump without quite managing to top off your fuel, you are reminded of your choice of scoop. My advice would be to always take the biggest scoop you can afford.
 
There is actually a very good reason for putting in multiple AFMUs. Apparently when your ship overheats, it delivers damage to random systems. The more systems you have, the more spread-out the damage. AFMUs thus become a sort of damage sponge, soaking part of the damage without taking up more weight. This doesn't matter all that much if you're making a leisurely stroll through the galaxy. But if you're trying to get somewhere quickly, it helps.

At first, I couldn't afford a 7A fuel scoop, either. I just wanted to get away from the bubble for awhile, so I went out with a 7B fuel scoop. I then did some neutron star farming. When I got back... I could afford a 7A fuel scoop. :)

Here's the setup I use for my exploration/racing Anaconda.

http://coriolis.io/outfit/anaconda/02A5D6A5D1D8D4C----------------3h1414140s0sf124432i2f.AwRj4yVTjqxA.Aw18ZlA=


I don't land on-planet - call me old-fashioned - so I don't have the SRV and the like. I have a token shield to get me through dock. Other than that, there's not a lot of extra weight on this vessel, which gives it a nice, broad jump range.
 
After cruising around inside the bubble a while in this Xplonda, am starting to like it a lot.

Not a scratch on paint yet, even after a few dozen interdictions - them D4 shields are surprisingly solid, no interdictor so far has managed to ping even first shield ring off (low-wake out, continue scanning :D ). Maybe something to do with the heat signature, or more like lack of it - operating at 20% heat at all times (except right next to a star).

Will switch the scoop to 7A when heading out of the bubble.

- - - - - Additional Content Posted / Auto Merge - - - - -

let us assume, you have only one, which you refill by synthesis. on a very, very long journey it gets down under 80% ... you have some malfunctions with no effect. a log long long time later, you are down to 0%. you do a reboot, ship cannibalizes your constantly repaired moduls to get 1% back... rinse and repeat... so, 2 AFMU are comfy, but not necessary :)

Ahh, right - I forgot we can do that (reboot-fix).
 
Last edited:
Apparently heat sinks are dead weight for this. Operational heat down to 16% and seems zip nada can bring it above 75-80.
 
Apparently heat sinks are dead weight for this. Operational heat down to 16% and seems zip nada can bring it above 75-80.

on the other hand, 1 heatsink will reduce your jumprange very minor ... in case you end up in sime binary-trinary-neutron-whatever-system :)
 
Back
Top Bottom