7o light years lol, some way to come from 27 on my asp. Seems like a good time to finally look into engineering. Nice vid man
@sequoia11713 жыл бұрын
Also, did you know I think that you can add an experimental effect to that frame shift drive you got from the technology broker
@basicgdot15933 жыл бұрын
Wow didn't think of that will try that out. Cheers for the tip.
@paulvallance49702 жыл бұрын
I was curious how far a fully functional AspX can go in one jump, without compromising its performance as a deep space explorer. I managed to get a max 76.62 Ly which gives 74.88 Ly when fueled up without the SRV and hangar to make the Colonia crossing in under 280 jumps without messing around with the Neutron highway (btw the hull integrity drops by about 6% during the crosssing so on that basis it will do 4666 jumps before having to dock for hull repairs). A size 4 fuel tank is sufficient with a 5A or 6A fuel scoop (as long as the OBAFKGM stars only are included in the plotting). With SRV on board my max is 75.44 Ly (73.36 Ly fueled up) . A pre-engineered FSD with mass manager (farseer experimental) gives a slightly longer jump than an FSD you engineer yourself. I use a 3D shield generator with lvl5 low power consumption , a 3A powerplant with lvl 4 overcharge , 4A thrusters lvl 5 clean drive and stripped down, 4D life support lvl 5 lightweight, 5D scanners lvl 5 lightweight and 3D power distributor engineered with lvl 4 Engine focus. I can still boost whenever, if necessary, and have reasonable shields if i take a heavy landing or bump something. The Asp can also evade interdiction 100% of the time too. Dirty drive tuning might extend the jump range but at this point we're probably talking fractions.
@danielstokker2 жыл бұрын
You can get away with using a 2a powerplant on the aspx if you would just turn of the afmu if i need it myself i switch off guardian fsd booster and use the afmu like that
@Minimeister3172 жыл бұрын
Without the Guardian Frame Shift booster, I am getting 28 LY jump minimal on my ship, with the same setup
@dylanharding57202 жыл бұрын
Something tells me you don't have an engineered fsd
@danielstokker3 жыл бұрын
No afmu and no repair limpits mean you wont be riding the neutron highway so basicly with supercharging mine is well over 100 LY since it doubles the jumprange and without the frameshift booster your at 59.7 LY mine is at 58.4 and i can still work on some parts to lower the weight tho im looking for the lightest possible distributer that can still boost so i can run from pirates if needed
@basicgdot15933 жыл бұрын
Check out my video "Going to Colonia using the Neutron Highway"
@SaintBrose Жыл бұрын
How were you able to put on the 4d thrusters it won’t let me change them due to mass
@psychwardfpv43533 жыл бұрын
Where did you get your electromechanical arrays? I've been at Davs Hope for over 2 hours and haven't even got 1.
@basicgdot15933 жыл бұрын
I assume you`re playing in solo game and board hopping. I farmed here for about an hour before any dropped. Failing that you can go to a material trader and use the other materials collected to exchange for electromechanical arrays. Good luck :)
@psychwardfpv43533 жыл бұрын
@@basicgdot1593 thanks for the reply. They finally did start dropping. I should have looked at the time it took but it was several hours and by the time I got 52 electo arrays i maxed out all the other materials there. Now I have enough for 2 FSDs
@Biggun7622 жыл бұрын
Nice build. I would go with 6A fuel scoop though since the only danger when flying this ship is when fuel scooping so why not get the biggest and best to minimize as much as possible that risk. The two empty slots why not fsd flight assist and auto maintenance bot?
@basicgdot15932 жыл бұрын
Cheers for that and the Sub. If you check out my video "Going to Colonia using the Neutron highway" I have an Asp Explorer that has been heavily engineered and has an AFMU and a 6A fuel scoop. This ship has over 70ly jump range without Neutron star supercharging. With the build in this video I have only done minimal engineering ie. the Human tech engineered FSD and the Guardian FSD booster. I wouldn`t be able to fit a 6A fuel scoop and an AFMU without having to fit a larger power plant which would then drop the FSD range down to less than 70ly.
@Biggun7622 жыл бұрын
@@basicgdot1593 ah of course
@psychwardfpv43533 жыл бұрын
I dropped down from a 5a power plant to an engineered 3A overcharged enough and stripped down to get more jump. This build seams to run hot when I engage the fsd. Is that the smaller Power plant doing this or does this FSD run hotter?
@basicgdot15933 жыл бұрын
I did some testing with my Asp Explorer which I fitted with an engineered 2A FSD, See my video:(Elite Dangerous, Asp Explorer Extended Frameshift drive range Project: Part 1). I found it did get very hot when jumping to other systems when too close to a star or too close to the surface of a planet after taking off. It also goes up to around 63-65 degrees when I engage normally anyway. I found pulling away from the star first and going into supercruise before jumping away from a planet before jumping reduced overheating to a safe level. The ship will not sustain any damage up to 75-80 anyway so 63-65 degrees is a well within safe limits. I manage to get this ship up to 77.5 jump range which I show in more recent video.
@basicgdot15932 жыл бұрын
Just noticed an error in my last comment where I say "engineered 2A FSD" I should have said "2A Power Plant". Only took me a year to spot it. Doh!
@psychwardfpv43532 жыл бұрын
@@basicgdot1593 I've sense then moved on to a Krait Phantom heavily engineered and Getting I believe almost 73LY and 69 with SRV's. Can't remember its been a while I've switched up to doing AXI and other things so I don't use it as much anymore.