Your explorer ship loadouts and jump ranges

I checked and my Asp FSD isn't as good as your roll, Marx. I guess I have room for improvement on this then ;). (Edit: I re-checked, and although your opt mass is better, mine has +5% on fuel. If everything else was equal, mine would actually just pip it, but I've a feeling yours is a tiny bit lighter which might put it ahead - we're talking differences in the hundredths of LYs though :) )

Category: Planet-rated, Below stock fuel (16T/32T), Light shields, Standard boost, No weapons
Submitted By: MattG
Jump range (full tank / max): 53.58 / 55.26
Post link (with screenshots): http://i.imgur.com/XP7lO8D.png
Build Link: https://coriolis.io/outfit/asp/0p0tdFflid0snf4----------3c0s43v6242i2f.AwRj4z1Cg===.Aw18WQ==

Modifications:
Grade 5 Increased Range FSD
Grade 1 Low Emissions Power Plant
Grade 5 Clean Drive Thrusters
Grade 5 Enhanced, Low Power Shields
Grade 5 Heavy Duty Armour
Grade 3 Engine Focused Power Dist.
 
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I checked and my Asp FSD isn't as good as your roll, Marx. I guess I have room for improvement on this then ;). (Edit: I re-checked, and although your opt mass is better, mine has +5% on fuel. If everything else was equal, mine would actually just pip it, but I've a feeling yours is a tiny bit lighter which might put it ahead - we're talking differences in the hundredths of LYs though :) )

Category: Planet-rated, Below stock fuel (16T/32T), Light shields, Standard boost, No weapons
Submitted By: MattG
Jump range (full tank / max): 53.58 / 55.26
Post link (with screenshots): http://i.imgur.com/XP7lO8D.png
Build Link: https://coriolis.io/outfit/asp/0p0tdFflid0snf4----------3c0s43v6242i2f.AwRj4z1Cg===.Aw18WQ==

Modifications:
Grade 5 Increased Range FSD
Grade 1 Low Emissions Power Plant
Grade 5 Clean Drive Thrusters
Grade 5 Enhanced, Low Power Shields
Grade 5 Heavy Duty Armour
Grade 3 Engine Focused Power Dist.

So the engine focused power dist mod is what allows you to boost with that build?
 
Man, so the FSD mods can actually go over 50%? Mine is 49.8% now, but if I can get another 1.5% or more like some of you are, well I may just have to gamble a tad bit more then!

This intrigues me though:

So the engine focused power dist mod is what allows you to boost with that build?


So, you are boosting your Asp with a modded 1A power distributor? Combined with the 4D thrusters, how often can you boost? Is it like once every 20 seconds, or can you continually boost with that?
 
Man, so the FSD mods can actually go over 50%? Mine is 49.8% now, but if I can get another 1.5% or more like some of you are, well I may just have to gamble a tad bit more then!
My conda has a 56.0% increase and I've got a python with 54.7% so, yes, it can go quite a bit over 50% if you get a good initial roll and then a secondary boost. But those are real outlier rolls and non of my other 40 odd (since the 2.1.05 bump) have been over 50%.
 
To be fair, I'm not a fan of secondary effects modifying stuff over the recipe's limit. If it were up to me, I'd cap them at the original limits: for example, if you rolled +48.5% on the optimised mass and had a +5% secondary effect, you'd still get 50%.
This way, you can get some odd stuff, like several examples in this thread - or even some G1 recipes where a secondary effect will push a negative modifier into a positive. For example, I rolled two G1 low emissions power plants where a secondary effect led to a small increase in power capacity, instead of a decrease in it.
But hey, what's done is done. I don't think Frontier will ever retroactively change this, as many folks would be upset - and rightly so.

And yeah, Engine focused power distributors are pretty great. I also used mine similarly, to boost with a 1D PD on a Courier. Granted, it'll boost it once, then spend half a minute recharging. The other two specialised PD-s aren't terribly great, as for combat you don't really want to decrease the other two aspects, but at least the option is there. But the Engine focus is pretty good for fast explorer ships.
 
My conda has a 56.0% increase and I've got a python with 54.7% so, yes, it can go quite a bit over 50% if you get a good initial roll and then a secondary boost. But those are real outlier rolls and non of my other 40 odd (since the 2.1.05 bump) have been over 50%.

Great to know, looks like I'm turning into a gambler in Elite, 'cause I have more work to do now!
 
Generally, do you use the same G5 FSD again to get a better result, or do you use an unmodded to get a better one as that one you may rebuy at the outfitter?

And can I calculate if the mass is increased by x ton how many % of optimized mass I need to get an advantage from that roll?
 
Generally, do you use the same G5 FSD again to get a better result, or do you use an unmodded to get a better one as that one you may rebuy at the outfitter?
Personally, I tend to transfer my less-than-stellar rolls to secondary ships, then roll up an unmodded one. However, I've often had considerably better results on second or third rolls rather than first ones.

And can I calculate if the mass is increased by x ton how many % of optimized mass I need to get an advantage from that roll?
I think so, if I understand your question right. Absolute mass increase is generally much lower than the absolute optimised mass increase is. So while the 45% mass increase to the +50% optimised mass increase doesn't look too promising at first glance, on an Anaconda a 6A FSD has a stock mass of 40T, and the stock optimised mass is 1800T. In this example, 1T of mass increase would be 2.5%, while 1T of optimised mass increase would be 0.055%.
 
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Got up to 51.96ly in my AspX with an average FSD G5 roll:

http://www.edshipyard.com/#/L=70g,,2-3I6u7_6u3m8S6k,52C7Q40Ky0Ky2UI2jw0nE

From 36.27 to 51.96ly - a 15.69ly increase - not too shaby!

Here are the engineer mods I used:

Lightweight Alloys - G1 Heavy Duty Armour (no negatives at all with this one - I won't grind for it but would be nice to take this all the way to G5)

Power Plant - G1 Overcharged Power Plant (let me go down to a 2A as the
other mods can increase power)

Thrusters - G1 Clean Drive Tuning (added a fair bit of ly's thanks to a good roll - worth going to a G2?)

Power Distributer - G2 Engine Focused (hit the 14mw required to boost - turning a 2D into a 2A)

Shield Generator - G1 Enhanced Low Power Shields (more ly's and I'll get boosters at the first base I reach).

I've made a note of Arsenic, Chemical Manipulators and Datamined Wake Exceptions and will just look out for them on mission boards (rather than grinding) each time after a trip-out, wait until I get 10 of each and give it another few rolls.

Huge fun getting these mods, did a bunch of stuff I'd never bothered with in the game, even fired at several ships (still Harmless at the 48 mark), good to break everything up and bounce between different engineers performing different parts of the game (who would've thunk, mining even surface mining is fun!)
 
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I checked and my Asp FSD isn't as good as your roll, Marx. I guess I have room for improvement on this then ;). (Edit: I re-checked, and although your opt mass is better, mine has +5% on fuel. If everything else was equal, mine would actually just pip it, but I've a feeling yours is a tiny bit lighter which might put it ahead - we're talking differences in the hundredths of LYs though :) )

Category: Planet-rated, Below stock fuel (16T/32T), Light shields, Standard boost, No weapons
Submitted By: MattG
Jump range (full tank / max): 53.58 / 55.26
Post link (with screenshots): http://i.imgur.com/XP7lO8D.png
Build Link: https://coriolis.io/outfit/asp/0p0tdFflid0snf4----------3c0s43v6242i2f.AwRj4z1Cg===.Aw18WQ==

Modifications:
Grade 5 Increased Range FSD
Grade 1 Low Emissions Power Plant
Grade 5 Clean Drive Thrusters
Grade 5 Enhanced, Low Power Shields
Grade 5 Heavy Duty Armour
Grade 3 Engine Focused Power Dist.

I grade 2 modded a 1 ton 2d distributor on my AspX, and I can boost with it, bringing my max jump range to 55.14.
 
Imperial Courier, No-SRV explorer:
Jump range (4T full tank): 42.52 ly
I'm near, CMDR! ;)

iCure:
Space-Rated, BelowStockFuel, LightShields, StandardBoost, NoWeapons
Jump Range (4t): 42,48 Ly
Coriolis
G3 2D CleanThrusters,
G5 3A FSD (just!) 47,4%,
G3 1D EngineFocusedPowerDistributor,
G3 2D LowPowerShields,
and, cause of a"cheated" secondary effect ;)
G1 2A LowEmiPowerPlant with 1.22t.

jJa9Deq.png
 
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To throw something new into the list...

Adda:
Minimal, BelowStockFuel, NoShields, NoWeapons
( G5 3A FSD 46.7% )

Quick Boost ( G3 3A DD Enh Thruster, 2D EngineFocused PD )
Coriolis
Jump Range: 39,49 (full) / 41,07 (max)
bnBnW4v.png

Normal Boost ( 2D Thrust, 1D PD )
Coriolis
Jump Range: 42,74 (full) / 44,59 (max)
umeUHNX.png

although with a BiWeave instead of the ADS, 16t cargo and nice speed also a stylish smuggler/rare-trader, I think :)
 
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@ reg: Say, that's a pretty nice list! Would you mind posting a screenshot of the jump ranges? I'll add it to the list after that, especially since you've added a list of the mods too.
Oh, and it's probably not worth going with clean drive tuning anywhere above G1. If you want speed, I'd recommend doing the dirty tuning instead.

@ Rudi Raumkraut: Could you post the loadout for that fabulous Imperial Courier, and the max jump ranges as well? Also, thanks for the Adder builds! I always wondered how much that ship can make. I really don't like its cockpit view, but it's a fun ship otherwise. And I wonder about one thing: in terms of credits, how expensive is engineering an Adder for exploration? In theory, it would be close to zero of course, but I wonder how large the other costs might be. Oh and by the way, nice name!
 
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@ reg: Say, that's a pretty nice list! Would you mind posting a screenshot of the jump ranges? I'll add it to the list after that, especially since you've added a list of the mods too.
Oh, and it's probably not worth going with clean drive tuning anywhere above G1. If you want speed, I'd recommend doing the dirty tuning instead.

Sorry mate, that lovely big jump range got me the CG extra 5mil to buy a Clipper and I'm now a long, long way away from my AspX (such a difference going from 50+ly down to 17ish!)

Ta very much for the Clean Drive advice, got the Clipper to get a A6 Fuel Scoop (20mill?) for the AspX before my first trip to Sag A (like an overprotective parent with that ship, Will deffo make sure I go before I set off [smile] "Next rest stop 20,000ly!").

What would you count as a good roll on a G5 A5 AspX FSD? That's going by the outfitting "view your modifications" page that displays the increases
 
I reactivated my main CMDR Stulli (I didn't use it often for over a year), and had luck with the 3rd roll on the 5A FSD, +54.7 in Optimised Mass

So, here is the actual loadout for CMDR Stulli, it is the same as for CMDR hamstelBaster. Jump range on full tank would be normally 51.36, but CDMR Stulli is still carrying 1 Ton of Indi Bourbon, that he loaded as he left the bubble in then end of April 3301 on his way to circumnavigate the galaxy.

Ship: Asp Explorer
Category: Planet-rated (1 SRV), Stock fuel tank (32T), 3D shields, Standard boost, No weapons
Submitted by: Stulli (CMDR Stulli)
Jump range (full tank): 51.20 (1 Ton of cargo loaded)
Jump Range: (Max): 55.36
Post link (with screenshots): http://imgur.com/a/rz008
Build link: http://www.edshipyard.com/#/L=70g,,2-3I6u7_6u6u8S8I,52208c1IM0KU7Q42jw2UI

I also tried an overcharged 2D-Power-Plant, it's usable with 8.18 MW, but you have to turn this off when you want to use that and so on, so I better use an overcharged 2A-Power-Plant with -0.1 Mass

Loadout
yEaSdW7.jpg

hsFPbeb.jpg

0sB4HdT.jpg

BYb4vSm.jpg

vA8EQGj.jpg

D3FLLwv.jpg
 
@ Rudi Raumkraut: Could you post the loadout for that fabulous Imperial Courier, and the max jump ranges as well? Also, thanks for the Adder builds! I always wondered how much that ship can make. I really don't like its cockpit view, but it's a fun ship otherwise. And I wonder about one thing: in terms of credits, how expensive is engineering an Adder for exploration? In theory, it would be close to zero of course, but I wonder how large the other costs might be. Oh and by the way, nice name!
thx! ;)

dont like the cockpit of the Adda that much, too, but it was the best option for the second hand parts of the Courier :)
Max ranges for Adda will follow when I get close to it again.
dont understand the credit question to be honest,
outfitting is never more than 5mio for a complete normal/planet-rated build...



Courier loadout is quite similar to yours: Coriolis-Link
although no AFMU for now, as I still need the cargo rack for tweaking ;)

Jump (Max) is 44,21 Ly
x9ZF0kc.png
 
I presume they mean how much are the extra bits you need for engineering. Eg, Farseer asks for a meta alloy which you can buy in Maia I think. The actual engineering needs other things (I've only seen it in beta, so.....fish, lots of fish :D). If those other things can be purchased, then roughly how much to engineer.....I think that was the question.
 
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