Your explorer ship loadouts and jump ranges

My Asp called Barny uses 10 of fuel tanks (two full jumps and a bit spare in case). Ive got it to 54.44LY (55.58LY) and I think I might be able to squeeze the .42 I would like to round things off to (56LY) when I'm feeling particularity obsessive. Will post a screen shot some time.
 
[Type-6 Transporter]

2A Power Plant
4A Thrusters
4A Frame Shift Drive


5C Fuel Scoop
2G Planetary Vehicle Hangar

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Range : 40,54 LY unladen
37,70 LY laden

Could get another 3-4 LY if I really wanted by changing the thrusters to D and leaving out the SRV, but I like to have a buggy and last time I went out with 4D's I found the performance during acrobatics over 2G+ planets unsatisfactory (Hey, I meant to do that barrel-roll...). Also missed my tuned and perfected 4A's during lift-offs from surface. Under 400 boost speed is for skate boards.
 
Ship: Beluga Liner (Guilded Venture)
Category: Planet-rated (Single SRV bay), Stock fuel (128T), Light shields, Light weapons (a mining laser & Single Fighter Hanger)
Submitted by: CMDR Peregrinus19
Jump range (full tank): 33.6 LY
Post link (with screenshots):
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Build link:
My new Exploration Beluga ...with a fighter & SRV on her
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I took my Slightly Engineered Beluga Liner & stripped out the passenger modules, Power Plant, Power Distributor, & Thrusters ...then bought smaller versions of those & threw them on. Also stripped off the 5 Sheild Boosters, then added 1 more heat sink, SRV, Fighter hanger, swapped the 6A FuelScoop for a 4A Fuel Scoop, a small mining laser (just incase) & added a Detailed Surface Scanner.

Added the mining laser after reading about CMDR CHIGGY VONRICTOFEN (post #1 of this thread)
amazing rescue of CMDR Macedonia
using his mining laser to mine some Germanium from a asteroid for CMDR Macedonia to scoop up.


I have 2 Engineered modules currently onboard:
- G5 (Increased FSD Range) 7A FSD
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- G4 (Reinforced Shields) 6A Shield Generator
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Then left for the Conflux...maybe should have engineered the new / smaller Power Plant, Power Distributor, & Thrusters ...oh well :)

Currently have the non essentials powered off while exploring, until I get to a planet I'm interested in :)
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A small update to my Gutamaya ships. After the 2.3 update, I managed to improve on the Courier slightly, and it could even reach 40 ly on a full tank with an SRV bay now.

I also managed to get a fully-featured Imperial Clipper to still be above 40 ly. Sure, it might not be as much as the more common explorer ships, but it's still what a stripped-down Anaconda did before Engineers - good enough jump range for me. Meanwhile, it has an excellent cockpit view along with a second seat, great supercruise handling, very good speed, and plenty of screenshot potential.

Here's the Courier, now with 44.5 / 46.79 ly jump range: https://eddp.co/u/RNnzBFXG - http://i.imgur.com/JMJ3Kqk.png
Also, here's a planetary version of the Courier, with an SRV bay, a beam laser and ridiculous speed (541/734 m/s): https://eddp.co/u/ie5kZ6WC - http://i.imgur.com/ga5bjDH.png
Here's the Clipper: https://eddp.co/u/pdZ14sJk - http://imgur.com/wXKHPJb
 
Here is my new DBX, the STAR BLAZER, with a jump range that would make any Asp Explorer super envious:

Category: Planet rated, 16T half fuel tank, shields , no Weapons, improved boost with Grd.5 CCD and engine focused dist.
Submited by: Mengy
Jump Range: (full Tank): 58.78
Jump Range: (Max): 60.86
Build link:https://coriolis.edcd.io/outfit/dia...=.EwegLCAMUgjAbDApgQwOYBskjpPQ&bn=STAR BLAZER

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This ship is fun to fly and easy to land anywhere, it does scoop slow but it honestly doesn't seem to impact travel speed all that much, as the extra range plus cooler running compensate somewhat.
 
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Anaconda:
ADS+DSS+SRV, Stock fuel tank (32T), Light shields, Standard boost, No weapons, 2x Heat Sink Launcher
Jump Range (Full Tank, 32T): 60.82Ly (63.71Ly Max)
Coriolis Link
FSD +53.27%, Grade 3 Lightweight Sensors, Grade 2 Low Emissions PP, Grade 3 Clean Thrusters, Undersized PD with Grade 3 Engine Focused
AdxKpkU.png

Asp Explorer:
ADS+DSS+SRV, Stock fuel tank (32T), Light shields, Standard boost, No weapons, 1x Heat Sink Launcher
Jump Range (Full Tank, 32T): 51.45Ly (55.62Ly Max)
Coriolis Link
FSD +51.37% +2.71% fuel, Grade 3 Lightweight Sensors, Grade 2 Low Emissions PP, Grade 2 Clean Thrusters, Undersized PD with Grade 2 Engine Focused
zBQb33b.png

Diamondback Explorer:
ADS+DSS+SRV, Stock fuel tank (32T), Light shields, Standard boost, No weapons, 2x Heat Sink Launcher
Jump Range (Full Tank, 32T): 53.83Ly (58.47Ly Max)
Coriolis Link
FSD +47.23% +4.76% fuel, Grade 3 Low Emissions PP, Grade 3 Clean Thrusters, Undersized PD with Grade 3 Engine Focused
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Meet Afouta, my new ship after poor Victoria died in the M67 cluster in the Distant Stars Expedition:

Loadout: http://tinyurl.com/n3qp7ah
Max Range: 67.83 ly
Full Tank Range: Who cares? Real explorers only fly on fumes. (you can drink now ;))

Specially designed for very long trips on very sparse areas. The hull and power plant are reinforced with no weight penalty (yeah) and the life support module is 40% lighter while still having a 78 in integrity.

If you find it weird having a D AFM module, the reason is this way I can power all three while repairing the life support :)

Another thing: coriolis says the shields are not powerfull enough, but my Maximum Hull Mass is 513 (or 517, I don't remember exactly) instead 394T.

Currently using her on my second attempt to circunnavigate the Galaxy by the very edge. I was doing it pretty fine with 59.8 ly but came back after 20 kilyes for that amazing sensors mod.
 
Orca
Planet rated
- SRV, ADS, G4 LongeRange-DSS
Light shields
- 3D enh low power
Quick boost
- 466 m/s (from 4D G4 DirtyThrusters) but just once a day (3D G3 power distro)
No weapons
- yes, not even a mining laser, sry ;)

CMDR Name: Rudi Raumkraut

Jump Range (full): 50.91 Ly
Jump Range (max): 52.62 Ly

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Loadout: Butskopf
 
All updated then. Thanks for the new stuff!

- 466 m/s (from 4D G4 DirtyThrusters) but just once a day (3D G3 power distro)
Heh, that "just once a day" made me smile. Yeah, it's a common thing that when you're minmaxing mass but still want boost, you'll end up with a PD that can boost once, and then you have to wait a lot before you can do it again.

Another thing: coriolis says the shields are not powerfull enough, but my Maximum Hull Mass is 513 (or 517, I don't remember exactly) instead 394T.
Yeah, I ran into that bug once too. Although in my case, it was that Coriolis said I could still fit the shield generator, but in-game I couldn't. Perhaps the maximum hull mass calculation isn't entirely accurate yet?
 
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All updated then. Thanks for the new stuff!


Heh, that "just once a day" made me smile. Yeah, it's a common thing that when you're minmaxing mass but still want boost, you'll end up with a PD that can boost once, and then you have to wait a lot before you can do it again.
exactly.
well, I dont need a boost at all on an explorer build...
..but would miss this "unfasten your seat belts"-bell when the Orca boosts :D
 
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