Your explorer ship loadouts and jump ranges

Oops, looks like I missed your earlier post. Sorry about that! Your Asp is now on there too.
Well, I would always like to see what mods have been applied to the loadout, but the screenshot and the loadout are enough in themselves too.
Also, I originally didn't plan on including every ship in the first post, just the biggest ones in their respective categories. But there's plenty of leeway with the categories themselves, so I might as well do that too. We'll see how many people post theirs.

I have the following mods:
- G5 FSD: longer range
- G1 Shield: enhanced, low power shields with minor mass reduction as a secondary effect
- G1 Power Plant: overcharged power plant with minor mass reduction as a secondary effect
 
Finally got to see an engineer thanks to beta and self destruct :)
So far only an overclocked power plant and small FSD increase, but they cost only materials. I saw for level 2 upgrades there's other components needed that I have no clue where to find. Which leads me to a suggestion (based on what might be a false assumption)...

Could the builds be sub categorised as to those requiring aggressive sourcing versus entirely passive?
My assumption being that some components for the engineers require you to go shoot other ships.....thus requiring a weapon to be fitted in the first place. If I'm wrong and all the bits are collected without combat.....well, good....I'll be over here in the corner trying to be inconspicuous :)
 
Diamondback Explorer Star Dancer:

Maxxed out everything plus Chaff, Point Defence and Mines (just for getting back inside the Bubble when returning from long trips; it's unlikely you will encounter anything thousands of light years outside Bubblespace).

Also one SRV bay and AFMS (although I have yet to have to use the AFMS for an emergency).

Jump range is only 25LY's as I am not going to skimp on shields and I haven't done Engineers yet to amp up any specs.

Happy exploring!
 
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What the heck - I'm brand new at exploring, currently participating in the exploration CG to learn the basics (and get paid for it :)) with this -

https://coriolis.io/outfit/cobra_mk...2j0203033248v62i2f.Iw1-kA==.Aw1-kA==?bn=Lydia

Cobra Mk III
Jump range with full tank - 23.92 ly
No engineer mods

I know I could increase the jump range further by stripping out the mine launchers and the shield generator, and by downgrading the thrusters and the distributor, but I just wouldn't feel safe flying without those things. The one thing I may do before I set out on an actual trip is swap in the 3A power plant, which would save a bit of mass and get my heat levels down a bit.

I do have a general question about AFMUs though. I'm still kind of unclear on how they work and how to pick a decent one beyond "get the biggest you can afford!". How essential are they for a relatively short trip, say 2 - 3K ly from the bubble? Will they do anything to fix overall ship integrity as that degrades?
 
I know I could increase the jump range further by stripping out the mine launchers and the shield generator, and by downgrading the thrusters and the distributor, but I just wouldn't feel safe flying without those things.

Damn straight CMDR.

I do have a general question about AFMUs though. I'm still kind of unclear on how they work and how to pick a decent one beyond "get the biggest you can afford!". How essential are they for a relatively short trip, say 2 - 3K ly from the bubble? Will they do anything to fix overall ship integrity as that degrades?

I have never had to use my AFMS but I assume you can control it from panel 4. I would be using it when systems fall below, say, 25% and you are a long way away from civilisation and station repairs. Drastic emergency survival measures......
 
I do have a general question about AFMUs though. I'm still kind of unclear on how they work and how to pick a decent one beyond "get the biggest you can afford!". How essential are they for a relatively short trip, say 2 - 3K ly from the bubble? Will they do anything to fix overall ship integrity as that degrades?

2-3kly? No, you don't need an AFMU. They have no weight so you might as well have them if you can afford them and have empty slots, but they're not critical when you could be back at a station in a couple of hours. They're not absolutely essential at longer ranges - although it looks like they will be in 2.2 if you want to use the neutron surfing mechanic.

They can't fix hull or power plant and do nothing about integrity. Integrity isn't important to an explorer - it will be 0% before you come home and you won't be picking fights but will be running from anyone who tries to pick one with you. They can't fix hull so that will be a limiting factor either way but, thargoids willing, it's hard to kill yourself exploring without encountering a bug or being careless. If you are careless and have an AFMU it can keep your systems out of malfunctioning territory.

You can go down to 2A power plant on your build provided you set the priorities right to ensure that the systems that get powered off when you deploy hard points are the ones that you won't need while running away dropping mines behind you....
 
2-3kly? No, you don't need an AFMU. They have no weight so you might as well have them if you can afford them and have empty slots, but they're not critical when you could be back at a station in a couple of hours. They're not absolutely essential at longer ranges - although it looks like they will be in 2.2 if you want to use the neutron surfing mechanic.

They can't fix hull or power plant and do nothing about integrity. Integrity isn't important to an explorer - it will be 0% before you come home and you won't be picking fights but will be running from anyone who tries to pick one with you. They can't fix hull so that will be a limiting factor either way but, thargoids willing, it's hard to kill yourself exploring without encountering a bug or being careless. If you are careless and have an AFMU it can keep your systems out of malfunctioning territory.
With respect I have to disagree with you on certain points:

I have rarely come back from exploration with less than 100% on everything. That being said AFM is available for a worst case scenario. Also two hours from the Bubble is not, in my opinion, deep exploration.

If you are fifteen hours out and something goes horrifically wrong you either fix it or try and get back.... or you are totally screwed and one slight miscalculation will end up with you at the rebuy screen and all your exploration data is gone.

Two hours outside the Bubble is like going to the Pleiades, Sothis or Robigo and back..... that's a trip around the block.
 
I'm not entirely sure what you're disagreeing with me about...

I never come back with 100% on anything because I always use up at least 15% trying stupid things or mucking about in ring systems but then I stop doing that for the rest of the trip. This is not compulsory so AFMUs are never essential. If you insist on continuing to do stupid things then an AFMU can, to a point, save you from yourself. I could probably come back with 100% on everything (except integrity) most of the time if I didn't choose to take excessive risks up to a point.

The question was about exploring up to 2-3klys from the bubble - that leaves you within a couple of hours of a station at all points if need be. For a seasoned explorer that is indeed a trip around the block but for a new explorer it may seem daunting - even if it won't as soon as they've done it.
 
I'm not entirely sure what you're disagreeing with me about...

My comments and opinions are my own and I didn't wish to disrespect any of your points even though I may see somethings differently (makes a change from the usual behaviour on these boards eh?).

Yeah; o.k. two hours outside the Bubble and anyone can pretty much crawl back on 0.01% of everything and risk those pesky NPCs slamming you.... it's a gamble.

Anyhow best wishes.
 
Thanks for the insights. :)

Once I wrap up the CG I'm going to make the hop to Darnielle's Progress and buy a meta-alloy (landed there tonight and they have 11 - my first planetary landing. My technique ... needs work. While I avoided destroying or even dinging my ship, it took quite a bit of time). Then I'm going to take it to Farseer, honking/scanning all the way, and gain access to her.
 
Thanks for the insights. :)

Once I wrap up the CG I'm going to make the hop to Darnielle's Progress and buy a meta-alloy (landed there tonight and they have 11 - my first planetary landing. My technique ... needs work. While I avoided destroying or even dinging my ship, it took quite a bit of time). Then I'm going to take it to Farseer, honking/scanning all the way, and gain access to her.

Nice one. The Pleiades trip is a nice little bounce outside Bubblespace. The colonials out there are pretty friendly. Have fun!
 
I've started engineering a Python to be a mission ship out at Jaques, and on the second try on the FSD, I got the following:


If I transferred that to an Asp, it could well take a record there. However, I'd find it dishonest to make a ship for a record that I wouldn't actually use - I don't like the Asp. So instead, I made something I would use, a stripped-down explorer Python with nice cargo space: the build is here.
Screenshot of the jump ranges:


So this can carry 240 cargo, and still make 28.28 ly when fully laden. I wouldn't use it inside the bubble though, because of the lack of boost and minimal defences against interdictions. I'll continue modding it to be an explorer ship fit for missions too, and I'll post the end result, with the same FSD mod - should be interesting to compare.
 
Hello CMDRs,

At the moment Iam about 5k ly away from sol with my AspEx. My original plan was to visit Sag A and a alot of neutrons and one other blackhole on the way. But I decided to come back for three reasons.
1: Selling all my exploration data at the current cg station befor it will end tommorow.
2: Befor I visit all the -at the moment boring looking- neutrons, I will wait for 2.2
3: Improving my Jumping range (34ly atm)

Till now Iam completly new to the whole engineer thing. Thats why I have a few questions to you.

Did you got that 50+ ly range only by improving the FSD range?
Or is it possible to reduce the mass of other heavy modules (with other engineers) to increase the range?
And any other tweaks I dont know?
 
Did you got that 50+ ly range only by improving the FSD range?
Or is it possible to reduce the mass of other heavy modules (with other engineers) to increase the range?
And any other tweaks I dont know?

A good roll on the grade 5 FSD will get an explorer-build AspEx to 50LY - but you can increase it a bit more with some other tweaks. See goemon's list here for some examples. 2.2 will also add lightweight Life Support to tweak range a bit more. Be warned, there's a fair amount of grind to unlock all the engineers required for every mod, and the gains are small - though maybe worthwhile cumulatively.
 
If I transferred that to an Asp, it could well take a record there.
.


you could win most ships with a class 5 FSD with that, although that just becomes a number game by sticking 1d modules in all the slots to get a nice figure on the right hand panel for each class.

im more interested in usable (& enjoyable) ships than ones which go 1.2 ly further, that 1.2 ly was important pre-horizons, but with jumponium and engineers there is another way.


That said it's a very good roll at 51.8% :)
 
If I transferred that to an Asp, it could well take a record there.

I'll have to check... but my spare Asp might beat that ;). Not posted my builds yet because I'm back in the bubble grinding the engineers to add a few tenths of a LY to them... but I've had some nice rolls. Every time I'm back here, I'm reminded how much I dislike it... but there's no point leaving until after 2.2 now, and shaving another tonne or 2 off the Life Support.
 
Yeah, in my opinion, the best part of engineering your explorer ship isn't that you can squeeze 50+ ly from them, but that you can make the ships much more capable while still keeping, or even improving on the original jump range. For example, before Engineers, my barebones Anaconda would do a bit over 40 ly. Now I could make an Anaconda that's quite good at combat, and still jump along at 46 ly. Then come 2.2, I'll be able to add a fighter bay to it and mess around on planet surfaces without risking crashing the ship.

Fun fact: with the life support mod, I should be able to shave off 22T from my Cutter. Maybe that does sound much, but that translates to a whopping +0.39 ly base jump range increase. New exploration is OP.
 
I'll leave this here. My combat-capable Conda. It could have slightly better FSD (with current being at 49.6%) and lighter weapons but I'm trying to max out the range while being able to smash NPCs if they decide to bighaul.

Category: Space-rated (but can be planet-rated with ease), Stock fuel tank, Heavier shields, Standard boost, Fully armed
Submitted by: Railispeople
Jump Range (full tank / max): 48.13 ly / 49.87 ly
Post link (with screenshots): https://forums.frontier.co.uk/showt...-owners-club?p=4573863&viewfull=1#post4573863
Build link: https://coriolis.io/outfit/anaconda/0pftnFklndpsxf57l7l7l1f1c1c1313070707070707-02063c4f05040404030n2i2f.Iw18RAMxTpA=.Aw18ZlA=?bn=Raili%27s%20"Lohjalainen"
 
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