Unfortunately this is NOT a proper explo build. Firstly, reduced fuel tank is almost always not a good decision. That way you can only perfrom like 1-2 max range jumps before running out of juice wasting time on fuel scooping. Maxing jump range is not always priority number one in exploration ships, especially that Mandalay has an insane default jump range. If you want to sacrifice fuel tank size for more jump range at least do it from size 5 to 4 and not to 3. Also smaller fuel tank will reduce the SCO range significantly. One should even consider putting an additional fuel tank because of that! Secondly, AMFU mass is 0t and thats why you should always put larger AFMU rather than a smaller one. Leaving these class 4 compartments empty is a wasted potential. Thirdly, that 2A power plant with G5 overcharged is also a bad idea because it will generate a lot o heat (and still you didn't use a single heatsink in your build!). A better idea is to use eg. 3A PP with G5 Low emmisions and thermal spread. That way the ship will never overheat during SCO and you can also fuel scoop and charge FSD at the same time - similarly to what a Dolphin ship can do! And you won't need a single heatsink for this :) It took me like 5 minutes to make a rather decent Mandy explo build like this one: s.orbis.zone/qBHx O7 Cmdr
I get your point, a Class 4C will reduce the jump range to 85 LY ish which is not bad either, with a 6A fuel scoop, it takes 5 seconds to re-fill, same time it takes to line up ur next jump. Anyway my build is to see how much useful jump range we can get out of the ship, for exploration and bubble hopping.
@@captainnewton4618 You can get a higher jumprange with the default tank. There is literally never a single reason to downsize, ever. You also didn't Heavy Duty your lightweight hull either, with a small shield you would want to have all the hull you can get to not blow up on a small bump on a high G planet. Imo, Repair Limpets are a must too.
@@CharlieQuebec3Delta1 Made it to beagle point in a carrier today with my mandalay and haven’t tried stripping it like my dolphin yet but right now it has close to 63LY
For more hull integrity you can put grade 5 heavy duty engineering on your lightweight alloys which won't sacrifice your jump range. The engineering adds +30% Mass, but your lightweight alloys don't weigh anything; 0 + 30% = 0. I went a different route for my build, focusing on heat management over raw jump range. Having the ability to scoop while charging your FSD is just really nice, and when I'm exploring i'm not in a hurry to get anywhere specifically. That being said, it still topped out at around 79ly which is still more than adequate. At the very least, whack a heat sink on there. I'm scared for your modules! I'd reconsider sacrificing your fuel tank. One of the best features of the Mandalay is that native SCO, but it's still pretty thirsty. Best of luck Cmdr o7
Wow, thats a good suggestion about the the Hull, I will look into that, but as for heat management, trust me you don't need to worry, the Mandalay is a heat management beast. I was sitting close to stars perimeter line fuel scooping and temp did not go past 55 degres, I ran the super cruise SCO for 5 minutes and temp was 50 degress (lol) you don't even need heat sink for this ship.
I recommend taking out the supercruse assist and docking computer modules and replacing them with repair limpets and (maybe) research limpets if you fancy them, and putting atleast 4 cargo slots in for said limpets. There's been times I get distracted near planets and my shield just barely saves me from death. Being able to repair far out is helpful
I don't bring DCM, but I know some commanders who do because they spend so much time in the black, they can forget how to dock. 😂 My personal reason for bringing SA is to avoid slamming into planets when traveling between them. And it makes DSS easier because you can set it on SA and stay in the DSS screen on approach without worrying about having to steer or hitting the orbital drop perimeter before I'm done DSSing.
For the detailed surface scanner, you want to get the pre-engineered one at a human tech broker. One time purchase each time you want it, but it's G5 40% radius. If you engineer the normal one to G5, it only goes to 30% radius.
It is possible for 3D Thrusters. You have to buy and engineer them on another ship to meet optimal mass, store them and switch to Mandalay to fit. They must meet mass requirements, or it won't fit.
you know what would be nice? to be able to sacrifice that 6 optional slot for a 6 fsd slot. IMO that would be a great addition to engineering, maybe a new thing to unlock like ship mechanics or something.
I was really hoping we could get a 90 something useful jump range from this ship, class 6 FSD SCO would have been perfect, but the optional class 6 fuel scoop is a game changer.
I though the point of exploration builds was to scan and land on as many planets as you can. To do that, use a fleet carrier and jump your Mandy in the smallest jumps to maximise the systems examined. The Carrier is always close enough if you need repairs. The max jump on the Mandy will be wasted.
not everyone has enough time to play to afford a fleet carrier nor does everyone even want one. I have been playing for a long time and have no interest in a fleet carrier, the game is already saturated with them.
Nice build, but that 3C fuel tank will only give you 163 LY. Better not get a system with no scoopable star. I just use the 5C tank (83.36 LY Range), you get 6.8 jumps, very useful if using neutron stars. Jump-Conda would have to refuel every 4 jumps
I don't really play ground mechanics aspect of elite that much to do that build, what are the main focus for exobiologist, beyond a scarab ground vehicle ?
Great video. Everybody has their own views on how to engineer ships, so critics, if you don’t like it….do your own video…impress us with your engineering skills!
AFMU's Don't Weigh Anything Put In The Biggest And Best One You Can Fit... Just Make Sure To Disable Power To It And Your Good... Turn Off Everything During Repair Process... Simples To Be Honest You Could Put 2x 4A Class AMFU's In There in Case One Takes Damage And Just use Them To Repair Each Other...
This is a mess. Do NOT take the BS "info" spewed here as something to build a ship with, unless you enjoy floating about waiting for the Fuel Rats to come bail you out. Also, a ship that can do 87+LYs may sound great, but in the real world, what, exactly, can you do once you get there? Hint: Nothing.
With a 6A scoop, you'll never call a fuel rat unless you're incompetent. It's a min max build that falls in line with many other exploration builds. It is called planned routing.
Other than increasing the fuel tank to a 5C, what else do u need for survivability for exploration, there a shield and AFMU, I think it's ok for that purpose.
None of my explorers even take AFMUs or limpets... Or anything other than the smallest shields I can push into them for bumps... If you're that bad of a pilot that you have to have every form of repair on board, that's on you.
Unfortunately this is NOT a proper explo build. Firstly, reduced fuel tank is almost always not a good decision. That way you can only perfrom like 1-2 max range jumps before running out of juice wasting time on fuel scooping. Maxing jump range is not always priority number one in exploration ships, especially that Mandalay has an insane default jump range. If you want to sacrifice fuel tank size for more jump range at least do it from size 5 to 4 and not to 3. Also smaller fuel tank will reduce the SCO range significantly. One should even consider putting an additional fuel tank because of that! Secondly, AMFU mass is 0t and thats why you should always put larger AFMU rather than a smaller one. Leaving these class 4 compartments empty is a wasted potential. Thirdly, that 2A power plant with G5 overcharged is also a bad idea because it will generate a lot o heat (and still you didn't use a single heatsink in your build!). A better idea is to use eg. 3A PP with G5 Low emmisions and thermal spread. That way the ship will never overheat during SCO and you can also fuel scoop and charge FSD at the same time - similarly to what a Dolphin ship can do! And you won't need a single heatsink for this :)
It took me like 5 minutes to make a rather decent Mandy explo build like this one: s.orbis.zone/qBHx
O7 Cmdr
Until this ship came out the Dolphin was my main explorer.Put an extra 8T fuel tank and had close to 66LY
I get your point, a Class 4C will reduce the jump range to 85 LY ish which is not bad either, with a 6A fuel scoop, it takes 5 seconds to re-fill, same time it takes to line up ur next jump. Anyway my build is to see how much useful jump range we can get out of the ship, for exploration and bubble hopping.
@@captainnewton4618 You can get a higher jumprange with the default tank.
There is literally never a single reason to downsize, ever.
You also didn't Heavy Duty your lightweight hull either, with a small shield you would want to have all the hull you can get to not blow up on a small bump on a high G planet.
Imo, Repair Limpets are a must too.
@@spaceman022 build?? I tried the same and the range decreased.
@@CharlieQuebec3Delta1 Made it to beagle point in a carrier today with my mandalay and haven’t tried stripping it like my dolphin yet but right now it has close to 63LY
For more hull integrity you can put grade 5 heavy duty engineering on your lightweight alloys which won't sacrifice your jump range. The engineering adds +30% Mass, but your lightweight alloys don't weigh anything; 0 + 30% = 0.
I went a different route for my build, focusing on heat management over raw jump range. Having the ability to scoop while charging your FSD is just really nice, and when I'm exploring i'm not in a hurry to get anywhere specifically. That being said, it still topped out at around 79ly which is still more than adequate. At the very least, whack a heat sink on there. I'm scared for your modules! I'd reconsider sacrificing your fuel tank. One of the best features of the Mandalay is that native SCO, but it's still pretty thirsty.
Best of luck Cmdr o7
Wow, thats a good suggestion about the the Hull, I will look into that, but as for heat management, trust me you don't need to worry, the Mandalay is a heat management beast. I was sitting close to stars perimeter line fuel scooping and temp did not go past 55 degres, I ran the super cruise SCO for 5 minutes and temp was 50 degress (lol) you don't even need heat sink for this ship.
@@captainnewton4618Coriolis pls
@@copykobo9utejlb968 Ship not on Coriolis yet.
@@captainnewton4618 they added mandalay to coriolis
I recommend taking out the supercruse assist and docking computer modules and replacing them with repair limpets and (maybe) research limpets if you fancy them, and putting atleast 4 cargo slots in for said limpets. There's been times I get distracted near planets and my shield just barely saves me from death. Being able to repair far out is helpful
I don't bring DCM, but I know some commanders who do because they spend so much time in the black, they can forget how to dock. 😂
My personal reason for bringing SA is to avoid slamming into planets when traveling between them. And it makes DSS easier because you can set it on SA and stay in the DSS screen on approach without worrying about having to steer or hitting the orbital drop perimeter before I'm done DSSing.
For the detailed surface scanner, you want to get the pre-engineered one at a human tech broker. One time purchase each time you want it, but it's G5 40% radius. If you engineer the normal one to G5, it only goes to 30% radius.
I was going to suggest that but thought I better read the comments as someone else has to mention it.
It is possible for 3D Thrusters. You have to buy and engineer them on another ship to meet optimal mass, store them and switch to Mandalay to fit. They must meet mass requirements, or it won't fit.
you know what would be nice? to be able to sacrifice that 6 optional slot for a 6 fsd slot. IMO that would be a great addition to engineering, maybe a new thing to unlock like ship mechanics or something.
I was really hoping we could get a 90 something useful jump range from this ship, class 6 FSD SCO would have been perfect, but the optional class 6 fuel scoop is a game changer.
@@tonight_you Invader zim pfp woah
I though the point of exploration builds was to scan and land on as many planets as you can. To do that, use a fleet carrier and jump your Mandy in the smallest jumps to maximise the systems examined. The Carrier is always close enough if you need repairs. The max jump on the Mandy will be wasted.
not everyone has enough time to play to afford a fleet carrier nor does everyone even want one. I have been playing for a long time and have no interest in a fleet carrier, the game is already saturated with them.
That 3C fuel tank is one 87lyr jump. 5C is the best
Nice build, but that 3C fuel tank will only give you 163 LY. Better not get a system with no scoopable star. I just use the 5C tank (83.36 LY Range), you get 6.8 jumps, very useful if using neutron stars. Jump-Conda would have to refuel every 4 jumps
Can you do a build focused on exobiology? not gutting the ship.
I don't really play ground mechanics aspect of elite that much to do that build, what are the main focus for exobiologist, beyond a scarab ground vehicle ?
You don't even need an SRV to do exo... Exo is as simple as land, get out on foot, scan, return to shop or run to next patch of foliage.
Great video. Everybody has their own views on how to engineer ships, so critics, if you don’t like it….do your own video…impress us with your engineering skills!
I was the first person to watch this guys
Thanks. (lol)
Great stuff
AFMU's Don't Weigh Anything Put In The Biggest And Best One You Can Fit... Just Make Sure To Disable Power To It And Your Good... Turn Off Everything During Repair Process... Simples
To Be Honest You Could Put 2x 4A Class AMFU's In There in Case One Takes Damage And Just use Them To Repair Each Other...
Cool, I changed it to a CLASS 4A and disabled the power anyway. Thanks
Nice video good content
Impressive!
Fab stuff!!
This is a mess. Do NOT take the BS "info" spewed here as something to build a ship with, unless you enjoy floating about waiting for the Fuel Rats to come bail you out. Also, a ship that can do 87+LYs may sound great, but in the real world, what, exactly, can you do once you get there? Hint: Nothing.
With a 6A scoop, you'll never call a fuel rat unless you're incompetent. It's a min max build that falls in line with many other exploration builds. It is called planned routing.
That is not an exploration build. It's a max range build with an SRV.
It reminds me if the crap D2E builds. Long on range, short on survivability.
Other than increasing the fuel tank to a 5C, what else do u need for survivability for exploration, there a shield and AFMU, I think it's ok for that purpose.
None of my explorers even take AFMUs or limpets... Or anything other than the smallest shields I can push into them for bumps... If you're that bad of a pilot that you have to have every form of repair on board, that's on you.