Since lightweight alloy armor (the default) has zero weight, it's best to engineer it for Heavy reinforcement and deep plating. Boosts hull HP and doesn't increase weight.
One tip a CMDR shared with me many moons ago was to use Heavy Duty OE shield boosters rather than the A rated ones. You save yourself 1.5 tons per booster and get roughly 100 more absolute shield than an unengineered OA one while still using significantly less power (1.6% for the Oe vs 6.1% for the OA.)
When gathering raw mats l have had good results when collecting mats by flipping upside down at around 200-300m altitude. This lets the collectors gather the mats faster, as they have much less distance to travel. You generally want to be directly above the mats, if you see collectors getting stuck/dying, moving slightly laterally usually works to free them. This is the way we used to collect guardian artifacts for community goals before the collectors were improved with better tracking about a year ago. O7
For an exploration build you want weapons. I've been to week-long journeys where when you're returning back to civilization you might have issues. Then again my exploration vehicle is pretty much a utility vehicle. I stripped all my mining equipment off. I've also been doing a lot of surveying in thargoid contested territory. Also I have some serious jump range ships but I don't fly them as much. The reason is I'll do the extra jumps instead and cover the territory that most of you skip with the super far jumps. I found a lot of territories that everybody skipped and then all of a sudden I get back into where you've all mapped again and then I find a bunch more that everybody skipped. My jump range is about 70 light years Max. I can boost it to about 140 with premium fuel. If I need to make super far jumps I usually just set up a run through jet cone and boosts. It's funny, I clicked on this video after I'm heading back from all the guardian sites😂 I've decided I'm going to start carrying a relic with me everywhere just to see if I get a response from anything. I know when the thargoids first showed up I happen to have thargoid material in my hold when the interdicted me the first time. It was a really interesting experience and surprisingly pleasant the first time. It was the time when they were just shutting us down so it shut me down and scanned me. I happen to have a Xeno scanner at the time so I scanned it as well. I was new to the game at the time and did not know how to combat them so I didn't even try to shoot at it. Actually the first interactions you couldn't shoot at it because they would leave before your shift would restart. I also ended up getting some reactions on the ground in some of their planetary sites by carrying some of the materials I found. I think I've managed to get all of the guardian blueprints but I just went through and rescanned them all anyway. Plus I needed some materials.
Everyone has their own approach to the various tasks in the game. Exploration in general assumes that you're going out into the black with the primary purpose of finding and scanning planets and biology. If you're focusing on Thargoids and guardian sites, you'll obviously have to adjust your loadout accordingly. My build is based on the way I do exploration, so it's tailored to that.
@Gunthrek when I make a comment on these videos it's not usually directed at the Creator unless I have a direct question and then I will make it a separate comment. Usually I'm directing it at newer players. If they're clicking on this they're either a season player that just wants some more information or they are a new player. I know I have had some serious headaches in this game so I try to help people avoid those by sharing as much information as I can
One more comment but all you need is a 3B fuel scoop. Any system I go to I have fuel scooped before I've even finished scanning the system. You can run it about a hundred units per second to 115 units per second and have no heat problems. Even if I'm at a system where there's only one star I have usually filled up before I've managed to go around the star to align with my next jump.
If you're scanning, 3B is fine. If you're just immediately jumping from one star to the next, you want max scoop speed. A fully engineered mandalay can charge the FSD while scooping because of its excellent heat management, so max sized fuel scoop is always a safe option. If you're on a budget, you can certainly go for something smaller, but what else are you going to put in your size 6 slot?
@Gunthrek I can see that but the problem is if you're going out into the black for exploration you're skipping a lot of things that people have been skipping. You have no idea how many planets I found they had multiple forms of life but weren't mapped. It might take me 200 jumps to get where you guys are but I have a rather large fuel tank so if I have to skip a few refueling so I can do that. I'm set up to where I can make up to five jumps before I have to find a close fuel star. I guess it all depends on how big your tanks are though.
There's some things in your build that are objectively bad choices. Using lightweight modification on lightweight armour doesn't drop any mass. A much better mod would be heavy duty with deep plating. This adds zero mass on light weight armour but does give a big increase to hull integrity. Using overcharge on your powerplant will increase the ships heat. It's much better to use either an armoured or a low emissions plant mod. Also, clean drives are not recommended as they have so little effect on the heat of a ship, compared to the powerplant, that it's not worth using over dirty drives.
I'll make this as a separate comment but if you're going into the black make sure you have enough materials to refuel and rearm your SCV. Also you better carry a auto field maintenance unit as well as a repair controller. Trust me, you will break your cockpit while you're scanning planets at one point. Even if it only happens once if you don't make it back to civilization before your oxygen runs out you lose all of your research. I have lost 1.3 billion in scans that way. There was also a bunch of first discovery on life. I have that whole run bookmarked and I'm about to run it again but I was a little aggravated so I figured I'd give it a little bit.
You clearly haven't watched my previous playlists where we went out to Beagle Point. I almost never use my SRV, and worrying about mats is pretty much pointless unless you need to refuel your AFMs, which you shouldn't have to do unless you're doing a lot of neutron star jumps.
@Gunthrek I have over a thousand hours in this game. I usually put these on in the background like my galnet. I rarely use my SRV but I can tell you when you're doing guardian missions you can run out of ammo in your SRV quickly. Also if you're out in the black your SRV can run out of fuel. It's not as bad now with the addition of fleet carriers. They're usually happens to be one by anything of significance. That being said there's a couple guardian systems that have a long trip to get to the objective and there is no carrier in that system. I'm just warning people to make sure you have the two materials needed to make ammo or fuel for your SRV. I only make comments about mistakes I've made and how to help people prepare for them.
ligthweight armour needs heavy duty deep, the weight ist anytimes zero, lightweight on lightweight makes no sense at all. as well shield booster, ifyou want boosters, take e-class (the lightest, in this case not d-class). For the weapons on the suit the scope is important, you can use the rifle with scope for long-range spotting bio's. One weapon on the ship I've ever, to interact with stellar phenomenas
ok, let me make some comments on your build. 1. you don't really need to install 2 point defense turrets, one is more than enough in almost any case if you want to mess with guardians. However, you can leave both just to be sure, they dont have a significant effect on the jump range. I like the idea of a couple shield boosters though. 2. Hull alloys... oh, bro... the thing about lightweight alloy is that they weight nothing, 0 tonns. Therefore, your lighweight engineering mod literally does nothing , you just wasted materials, sorry about it. You should go for heavy duty with deep plating experimental effect and that's all that makes sense. You can check this feature on EDSY or Coriolis. 3. Regarding the fact that the pre-engineered FSD SCO does not give any advantages over the usual one. It does not give because you did not install the experimental mass manager effect on your FSD. This can be done (and is necessary for the explorer build) 4. As you said, for thrusters the important thing is to avoid possible crashing into a planet, in which case it makes more sense to use a dirty drive mod instead of clean drives. 5. There is no 6 class Guardian FSD booster (5H class is max), so you always go for 6A fuel scoop ;) 6. I definitely support the idea of having a spare SRV, once on expedition i lost a scarab because of a game bug, so lucky that i had a second SRV in hangar. 7. I would change 3class Auto field-maintenance unit for a repair limpet controller for repairing the hull (especially since your hull is reduced due to lighweight mod). Auto field-maintenance unit wont repair your hull.
1. Symmetry is nice, and twice the ammo is even nice. 2. I'll look into it. 3. It's probably worth doing, but mass manager typically adds less than a light year in my experience, so I'll definitely be doing it but I wouldn't say its "necessary" 4. The difference between the two isn't really enough to make that much of a difference. 5. The loadout has a class 6 scoop and class 5 booster. Not sure what your point is. 6. Agreed. I had the same issue and was glad I had a spare, but that was before exobiology was a thing and since then I never pull it out. 7. True, but the point of running with shields is to prevent damaging the hull in the first place. I don't need repair limpets if my hull doesn't take damage. Sure, accidentally hitting a star or body will take some off, but if you're doing that a lot then that's a piloting problem.
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Since lightweight alloy armor (the default) has zero weight, it's best to engineer it for Heavy reinforcement and deep plating. Boosts hull HP and doesn't increase weight.
Yeah, I couldn't remember what the changes are and I don't have that pinned.
cool, thanx
No problem!
Don’t forget to add mass manager to your pre-engineered SCO. It has increased range and fast boot on it, you can still add an experimental!
You can't apply any new engineering to pre-engineered modules.
@@Gunthrekwell, in this case you can, there is a whole point about this FSDs)
@@Gunthrek but you CAN add the experimental
@@Gunthrek As others have said, you can’t apply new engineering but you CAN indeed add an experimental.
One tip a CMDR shared with me many moons ago was to use Heavy Duty OE shield boosters rather than the A rated ones. You save yourself 1.5 tons per booster and get roughly 100 more absolute shield than an unengineered OA one while still using significantly less power (1.6% for the Oe vs 6.1% for the OA.)
Good to know!
I have a 45-year jump range on my Mandalay with military bulkheads, 4 rails, size 5 limpet controller, and module/hull reinforcement. Pretty nice!
It's a really nice mobile combat ship!
When gathering raw mats l have had good results when collecting mats by flipping upside down at around 200-300m altitude. This lets the collectors gather the mats faster, as they have much less distance to travel. You generally want to be directly above the mats, if you see collectors getting stuck/dying, moving slightly laterally usually works to free them. This is the way we used to collect guardian artifacts for community goals before the collectors were improved with better tracking about a year ago.
O7
Nice!
For an exploration build you want weapons. I've been to week-long journeys where when you're returning back to civilization you might have issues. Then again my exploration vehicle is pretty much a utility vehicle. I stripped all my mining equipment off. I've also been doing a lot of surveying in thargoid contested territory. Also I have some serious jump range ships but I don't fly them as much. The reason is I'll do the extra jumps instead and cover the territory that most of you skip with the super far jumps. I found a lot of territories that everybody skipped and then all of a sudden I get back into where you've all mapped again and then I find a bunch more that everybody skipped. My jump range is about 70 light years Max. I can boost it to about 140 with premium fuel. If I need to make super far jumps I usually just set up a run through jet cone and boosts. It's funny, I clicked on this video after I'm heading back from all the guardian sites😂 I've decided I'm going to start carrying a relic with me everywhere just to see if I get a response from anything. I know when the thargoids first showed up I happen to have thargoid material in my hold when the interdicted me the first time. It was a really interesting experience and surprisingly pleasant the first time. It was the time when they were just shutting us down so it shut me down and scanned me. I happen to have a Xeno scanner at the time so I scanned it as well. I was new to the game at the time and did not know how to combat them so I didn't even try to shoot at it. Actually the first interactions you couldn't shoot at it because they would leave before your shift would restart. I also ended up getting some reactions on the ground in some of their planetary sites by carrying some of the materials I found. I think I've managed to get all of the guardian blueprints but I just went through and rescanned them all anyway. Plus I needed some materials.
Everyone has their own approach to the various tasks in the game. Exploration in general assumes that you're going out into the black with the primary purpose of finding and scanning planets and biology. If you're focusing on Thargoids and guardian sites, you'll obviously have to adjust your loadout accordingly. My build is based on the way I do exploration, so it's tailored to that.
Some planets have two times Earth gravity. Engineer your drives before you go to the black.
All my thrusters are fully engineered.
@Gunthrek when I make a comment on these videos it's not usually directed at the Creator unless I have a direct question and then I will make it a separate comment. Usually I'm directing it at newer players. If they're clicking on this they're either a season player that just wants some more information or they are a new player. I know I have had some serious headaches in this game so I try to help people avoid those by sharing as much information as I can
One more comment but all you need is a 3B fuel scoop. Any system I go to I have fuel scooped before I've even finished scanning the system. You can run it about a hundred units per second to 115 units per second and have no heat problems. Even if I'm at a system where there's only one star I have usually filled up before I've managed to go around the star to align with my next jump.
If you're scanning, 3B is fine. If you're just immediately jumping from one star to the next, you want max scoop speed. A fully engineered mandalay can charge the FSD while scooping because of its excellent heat management, so max sized fuel scoop is always a safe option. If you're on a budget, you can certainly go for something smaller, but what else are you going to put in your size 6 slot?
@Gunthrek I can see that but the problem is if you're going out into the black for exploration you're skipping a lot of things that people have been skipping. You have no idea how many planets I found they had multiple forms of life but weren't mapped. It might take me 200 jumps to get where you guys are but I have a rather large fuel tank so if I have to skip a few refueling so I can do that. I'm set up to where I can make up to five jumps before I have to find a close fuel star. I guess it all depends on how big your tanks are though.
There's some things in your build that are objectively bad choices. Using lightweight modification on lightweight armour doesn't drop any mass. A much better mod would be heavy duty with deep plating. This adds zero mass on light weight armour but does give a big increase to hull integrity. Using overcharge on your powerplant will increase the ships heat. It's much better to use either an armoured or a low emissions plant mod. Also, clean drives are not recommended as they have so little effect on the heat of a ship, compared to the powerplant, that it's not worth using over dirty drives.
Thanks
I'll make this as a separate comment but if you're going into the black make sure you have enough materials to refuel and rearm your SCV. Also you better carry a auto field maintenance unit as well as a repair controller. Trust me, you will break your cockpit while you're scanning planets at one point. Even if it only happens once if you don't make it back to civilization before your oxygen runs out you lose all of your research. I have lost 1.3 billion in scans that way. There was also a bunch of first discovery on life. I have that whole run bookmarked and I'm about to run it again but I was a little aggravated so I figured I'd give it a little bit.
I said SCV, this isn't starcraft 🤣 I meant to say SRV
You clearly haven't watched my previous playlists where we went out to Beagle Point. I almost never use my SRV, and worrying about mats is pretty much pointless unless you need to refuel your AFMs, which you shouldn't have to do unless you're doing a lot of neutron star jumps.
@Gunthrek I have over a thousand hours in this game. I usually put these on in the background like my galnet. I rarely use my SRV but I can tell you when you're doing guardian missions you can run out of ammo in your SRV quickly. Also if you're out in the black your SRV can run out of fuel. It's not as bad now with the addition of fleet carriers. They're usually happens to be one by anything of significance. That being said there's a couple guardian systems that have a long trip to get to the objective and there is no carrier in that system. I'm just warning people to make sure you have the two materials needed to make ammo or fuel for your SRV. I only make comments about mistakes I've made and how to help people prepare for them.
I usually solo everything so anything in front of me dies and I burn through ammo
ligthweight armour needs heavy duty deep, the weight ist anytimes zero, lightweight on lightweight makes no sense at all. as well shield booster, ifyou want boosters, take e-class (the lightest, in this case not d-class). For the weapons on the suit the scope is important, you can use the rifle with scope for long-range spotting bio's. One weapon on the ship I've ever, to interact with stellar phenomenas
Thanks
ok, let me make some comments on your build.
1. you don't really need to install 2 point defense turrets, one is more than enough in almost any case if you want to mess with guardians. However, you can leave both just to be sure, they dont have a significant effect on the jump range. I like the idea of a couple shield boosters though.
2. Hull alloys... oh, bro... the thing about lightweight alloy is that they weight nothing, 0 tonns. Therefore, your lighweight engineering mod literally does nothing , you just wasted materials, sorry about it. You should go for heavy duty with deep plating experimental effect and that's all that makes sense. You can check this feature on EDSY or Coriolis.
3. Regarding the fact that the pre-engineered FSD SCO does not give any advantages over the usual one. It does not give because you did not install the experimental mass manager effect on your FSD. This can be done (and is necessary for the explorer build)
4. As you said, for thrusters the important thing is to avoid possible crashing into a planet, in which case it makes more sense to use a dirty drive mod instead of clean drives.
5. There is no 6 class Guardian FSD booster (5H class is max), so you always go for 6A fuel scoop ;)
6. I definitely support the idea of having a spare SRV, once on expedition i lost a scarab because of a game bug, so lucky that i had a second SRV in hangar.
7. I would change 3class Auto field-maintenance unit for a repair limpet controller for repairing the hull (especially since your hull is reduced due to lighweight mod). Auto field-maintenance unit wont repair your hull.
1. Symmetry is nice, and twice the ammo is even nice.
2. I'll look into it.
3. It's probably worth doing, but mass manager typically adds less than a light year in my experience, so I'll definitely be doing it but I wouldn't say its "necessary"
4. The difference between the two isn't really enough to make that much of a difference.
5. The loadout has a class 6 scoop and class 5 booster. Not sure what your point is.
6. Agreed. I had the same issue and was glad I had a spare, but that was before exobiology was a thing and since then I never pull it out.
7. True, but the point of running with shields is to prevent damaging the hull in the first place. I don't need repair limpets if my hull doesn't take damage. Sure, accidentally hitting a star or body will take some off, but if you're doing that a lot then that's a piloting problem.